Harswell Steel

My past self, receiving a copy of Transport Tycoon for his 14th birthday, would have his mind blown if he could see the kind of insanely-complex super-stations that are possible in (the open-source successor to) the game 30 years on.

Of course, this kind of thing – multiple simultaneously shared in-and-out routes on a bidirectional station – wasn’t (sensibly) possible before the introduction of path-based signalling in OpenTTD 0.7.0. And modern path-based signals in the game are even smarter.

But still, 14-year-old me had a dream. And nowadays that dream is real.

Double Sausages

This child is eating sausages with one hand while playing a video game about eating sausages with the other.

A child slouches in an airport lounge chair. Her right hand is being used to eat a plate of sausages. Her left hand is playing 'Fork N Sausage' on a tablet.

Is this life-imitating-art or the other way around? Who can possibly say?

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2024 in Videogames

Duration

Podcast Version

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My life affords me less time for videogames than it used to, and so my tastes have changed accordingly:

  • I appreciate games that I can drop at a moment’s notice and pick up again some other time, without losing lots of progress1.
  • And if the game can remind me what it was I was trying to achieve when I come back… perhaps weeks or months later… that’s a bonus!
  • I’ve a reduced tolerance for dynamically-generated content (oh, you want me to fetch you another five nirnroot do you? – hard pass2): if I might only get to throw 20 hours total at a game, I’d much prefer to spend that time exploring content deliberately and thoughtfully authored by a human.
  • And, y’know, it has to be fun. I rarely buy games on impulse anymore, and usually wait weeks or months after release dates even for titles I’ve been anticipating, to see what the reviewers make of it.

That said, I’ve played three excellent videogames this year that I’d like to recommend to you (no spoilers):


Horizon: Forbidden West

I loved Horizon: Zero Dawn. Even if this review persuades you that you should play its sequel, Forbidden West, you really oughta play Zero Dawn first3. There’s a direct continuation of plot going on there that you’ll appreciate better that way. Also: Zero Dawn stands alone as a great game in its own right.

Aloy, the protagonist of the Horizon games, wearing Mark of Pride face paint and red-stained Quen Deadeye armour, stands at sunset in a jungle environment.
Horizon gives a lot to love, from a rich world and story, immersive environments, near-seamless loading, excellent voice acting, and a rewarding difficulty curve. But perhaps all are second-place to what a kickass character the protagonist is.

The Horizon series tells the story of Aloy from her childhood onwards, growing up an outcast in a tribal society on a future Earth inhabited by robotic reimaginings of creatures familiar to us today (albeit some of them extinct). Once relatively docile, a mysterious event known as the derangement, shortly before Aloy’s birth, made these machines aggressive and dangerous, leading to a hostile world in which Aloy seeks to prove herself a worthy hunter to the tribe that cast her out.

All of which leads to a series of adventures that gradually explain the nature of the world and how it became that way, and provide a path by which Aloy can perhaps provide a brighter future for humankind. It’s well-written and clever and you’ll fight and die over and over as you learn your way around the countless permutations of weapons, tools, traps, and strategies that you’ll employ. But it’s the kind of learning curve that’s more rewarding than frustrating, and there are so many paths to victory that when I watch Ruth play she uses tactics that I’d never even conceived of.

Aloy aims a precision longbow at a Tremortusk, an elephant-like machine, in a sunny desert environment.
Horizon: Forbidden West is like Zero Dawn but… more. More quests, more exploration, more machines, more characters, and more of the same story, answering questions you might have found yourself thinking during the prequel. But it’s not just more-of-the-same.

Forbidden West is in some ways more-of-the-same, but it outgrows the mould of its predecessor, too. Faced with bigger challenges than she can take on by herself, Aloy comes to assemble a team of trusted party members, and when you’re not out fighting giant robots or spelunking underwater caves or exploring the ruins of ancient San Francisco you’re working alongside them, and that’s one of the places the game really shines. Your associates chatter to each other, grow and change, and each brings something special to the story that invites you to care for each of them as individuals.

The musical score – cinematic in its scope – has been revamped too, and shows off its ability to adapt dynamically to different situations. Face off against one of the terrifying new aquatic enemies and you’ll be treated to a nautical theme, for example. And the formulaic quests of the predecessor (get to the place, climb the thing…), which were already fine, are riddled with new quirks and complexities to keep you thinking.

And finally: I love the game’s commitment to demonstrating the diversity of humanity: both speaking and background characters express a rarely-seen mixture of races, genders, and sexualities, and the story sensitively and compassionately touches on issues of disability, neurodiversity, and transgender identity. It’s more presence than representation (“Hey look, it’s Sappho and her friend!”), but it’s still much better than I’m used to seeing in major video game releases.

Thank Goodness You’re Here!

If ever I need to explain to an American colleague why that one time they visited London does not give them an understanding of what life is like in the North of England… this is the videogame I’ll point them at.

Main menu for Thank Goodness You're Here, featuring options "Gu On Then", "Faff", and "Si' Thi", superimposed on a picture of a street in Barnsley, Yorkshire.
Among the many language options available for the game are “English”, as you’d probably expect, and “Dialect”, which imposes a South Yorkshire accent to everything, as illustrated here by the main menu.

A short, somewhat minigame-driven, absurd to the point of Monty Python-ism, wildly British comedy game, Thank Goodness You’re Here! is a gem. It’s not challenging by any stretch of the imagination, but that only serves to turn focus even more on the weird and wonderful game world of Barnsworth (itself clearly inspired by real-world Barnsley).

Playing a salesman sent to the town to meet the lord mayor, the player ends up stuck with nothing to do4, and takes on a couple of dozen odd-jobs for the inhabitants of the town, meeting a mixed bag of stereotypes and tropes as they go along.

Hand-drawn advertisement for Big Ron's Big Pies (Barnsworth's Best since 1904).
Ahm gowin t’shop to gi’ sumof Big Ron’s Big Pies! Y’wanout, buggerlugs? Players without a grounding in Yorkshire English, and especially non-Brits, might benefit from turning the subtitles on.

Presented in a hand-drawn style that’s as distinctive and bizarre as it is an expression of the effort that must’ve gone into it, this game’s clearly a project of passion for Yorkshire-based developers Coal Supper (yes, that’s really what they call themselves). I particularly enjoyed a recurring joke in which the player is performing some chore (mowing grass for the park keeper, chopping spuds at the chippy) when the scene cuts to some typically-inanimate objects having a conversation (flowers, potatoes) while the player’s actions bring them closer and closer in the background. But it’s hard to pick out a very favourite part from this wonderful, crazy, self-aware slice of Northern life in game form.

Tactical Breach Wizards

Finally, I’ve got to sing the praises of Tactical Breach Wizards by Suspicious Developments (who for some reason don’t bother to list it on their website; the closest thing to an official page for the project other than its Steam entry might be this launch announcement!)5, the team behind Gunpoint and Heat Signature.

The game feels like a cross between XCOM/Xenonauts‘ turn-based tactical combat and Rainbow Six‘s special ops theme. Except instead of a squad of gun-toting body-armoured military/police types, your squad is a team of wizards in a world in which magical combat specialists work alongside conventionally-equipped soldiers on missions where their powers make all the difference.

Jen, the Storm Witch, throws a bolt of lightning through three enemies on a moving train carriage.
Jen the Storm Witch primarily uses large static shocks to fling targets around: relatively harmless, unless she and her teammates have arranged for/tricked enemies to be standing next to something they can be thrown into… or near a window they can be flung out of!

By itself, that could be enough: there’s certainly sufficient differences between all of the powers that the magic users exploit that you’ll find all kinds of ways to combine them. How about having your teleport-capable medic blink themselves to a corner so your witch’s multi-step lightning bolt can use them as a channel to get around a corner and zap a target there? Or what about using the time-manipulation powers of your Navy Seer (yes, really) to give your siege cleric enough actions that they can shield-push your opponent within range of the turret you hacked? And so on.

But Tactical Breach Wizards, which stands somewhere between a tactical squad-based shooter and a deterministic positional puzzle game, goes beyond that by virtue of its storytelling. Despite the limitations of the format, the game manages to pack in a lot of background and personality for every one of your team and even many of the NPCs too (Steve Clark, Traffic Warlock is a riot). Oh, and much of the dialogue is laugh-out-loud funny, to boot.

Three spec ops wizards have a conversation about an upcoming assault.
The dialogue between your teammates – most of it right as they’re about to breach a door – reads like lighthearted banter but exposes the underpinning backstory of the setting.

The writing’s great, to the extent that when I got to the epilogue – interactive segments during the credits where you can influence “what happens next” to each of the characters you’ve come to know – I genuinely flip-flopped on a few of them to give some of them a greater opportunity to continue to feature in one another’s lives. Even though the game was clearly over. It’s that compelling.

And puzzling out some of the tougher levels, especially if you’re going for the advanced (“Confidence”) challenges, too, is really fun. But with autosaves every turn, the opportunity to skip and return to levels that are too challenging, and a within-turn “undo” feature that lets you explore different strategies before you commit to one, this is a great game for someone who, like me, doesn’t have much time to dedicate to play.


So yeah: that’s what I’ve been up to in videogaming-time so far this year. Any suggestions for the autumn/winter?

Footnotes

1 If a game loads quickly that’s a bonus. I still play a little of my favourite variant of the Sid Meier’s Civilization series – that is, Civilization V + Vox Populi (alongside a few quality-of-life mods) but I swear I’d play more of it if it didn’t take so long to load. Even after hacking around it to dodge the launcher, logos, and introduction, my 8P+4E-core i7 processor takes ~80 seconds from clicking to launch the game to having loaded my latest save, which if I’m only going to have time to play three turns is frustratingly long! Contrast Horizon: Forbidden West, which I also mention in this post, a game 13 years younger and with much higher hardware requirements, which takes ~17 seconds to achieve the same. Possibly I’m overanalysing this…

2 This isn’t a criticism of the Elder Scrolls games specifically, but of the relatively-lazy writing that goes into some videogames that feel like they’re using Perchance to come up with their quests, in order to stretch the gameplay. I suppose a better example might have been the on-the-whole disappointment that was Starfield, but I figured an Elder Scrolls reference might be easier to identify at-a-glance. Fetch-questing 100 tonnes of Beryllium just doesn’t have the same ring to it.

3 In fact, if you’re trying to consume the Horizon story as thoroughly as possible and strictly in chronological order, you probably should read the graphic novel between one and the other, which covers some of the events that occur between the two.

4 Did you ever see the alternate ending to Far Cry 4, by the way? If you did, you might appreciate that a similar trick can be used to shortcut Thank Goodness You’re Here! too…

5 They’re also missing a trick by using the domain they’ve registered, wizards.cool, only to redirect to Steam.

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Ranking Every Elevator in the Myst Series

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

Dustin Garner

Part of the joy of the collaborative Internet is that people can share their passion. Today’s example comes from this YouTuber who’s made an hour long video demonstrating and ranking the 35 elevators in the first five games in the Myst series.

Starting with a discussion of what defines an elevator, the video goes on to show off some of the worst of the lifts in the series of games (mostly those that are uninspired, pointless, or which have confusing interfaces) before moving on to the well-liked majority.

I only ever played the first two Myst games (and certainly haven’t played the first since, what, the mid-1990s?) and I don’t think I finished either. But that didn’t stop me watching the entirety of this video and revelling in the sheer level of dedication and focus it’ll have taken on the part of the creator. When I made my (mere 15-minute!) video describing my favourite video game Easter Egg I spent tens of hours over the prior weeks researching the quirk and its background, configuring a copy of the (elderly) game so that it’d play and record in the way I wanted, and of course playing through the game far enough to be able to fully demonstrate the Easter Egg. Dustin’s video, which doubtless involved replaying (possibly multiple times) five different games released over a 12-year window is mindblowing by comparison.

I don’t really care about the Myst series. I care even less about its elevators. But I really enjoyed this video, if only for its creator’s enthusiasm.

ARCC

In the late ’70s, a shadowy group of British technologists concluded that nuclear war was inevitable and secretly started work on a cutting-edge system designed to help rebuild society. And thanks to Matt Round-and-friends at vole.wtf (who I might have mentioned before), the system they created – ARCC – can now be emulated in your browser.

3D rendering of an ARCC system, by HappyToast.

I’ve been playing with it on-and-off all year, and I’ve (finally) managed to finish exploring pretty-much everything the platform currently has to offer, which makes it pretty damn good value for money for the £6.52 I paid for my ticket (the price started at £2.56 and increases by 2p for every ticket sold). But you can get it cheaper than I did if you score 25+ on one of the emulated games.

ARCC system showing a high score table for M1, with DAN50 (score 13012) at the top.
It gives me more pride than it ought to that I hold the high score for a mostly-unheard-of game for an almost-as-unheard-of computer system.

Most of what I just told you is true. Everything… except the premise. There never was a secretive cabal of engineers who made this whackballs computer system. What vole.wtf emulates is an imaginary system, and playing with that system is like stepping into a bizarre alternate timeline or a weird world. Over several separate days of visits you’ll explore more and more of a beautifully-realised fiction that draws from retrocomputing, Cold War fearmongering, early multi-user networks with dumb terminal interfaces, and aesthetics that straddle the tripoint between VHS, Teletext, and BBS systems. Oh yeah, and it’s also a lot like being in a cult.

Needless to say, therefore, it presses all the right buttons for me.

ARCC terminal in which an email is being written to DAN50.
If you make it onto ARCC – or are already there! – drop me a message. My handle is DAN50.

If you enjoy any of those things, maybe you’d like this too. I can’t begin to explain the amount of work that’s gone into it. If you’re looking for anything more-specific in a recommendation, suffice to say: this is a piece of art worth seeing.

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A Proper Cup of Tea

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

Screenshot from "A Proper Cup of Tea", showing the start of the game.

This “choose your own adventure”-style game about making the perfect cup of tea is just… excellent.

If you lack the imagination to understand how a game like this could have dozens of possible endings, you desperately need to play it. My favourite path so far through the game was to add a teabag, then hot water, then remove the teabag, then add some milk, then add a second teabag, then drink it.

Genuinely can’t stop laughing at this masterpiece.

My Favourite Video Game Easter Egg

This post is also available as a video. If you'd prefer to watch/listen to me talk about this topic, give it a look.

Spoiler: it’s Alorik’s crystal ball in Ultima Underworld II.

This blog post is also available as a vlog: why not watch & listen to me as I demonstrate my favourite video game Easter egg!

Video preview showing Dan overlaid on a screenshot of Ultima Underworld II.

Ultima Underworld II

My favourite video game Easter egg is found in Ultima Underworld II: Labyrinth of Worlds1.

Released early in 1993 after missing a target of Christmas 19922, it undersold despite being almost universally well-received by reviewers3.

Composite of PC Zone's review of Ultima Underworld II, overlaid with their final score: "94%: Just go out now and buy it, okay."
I don’t know how print magazine video game reviews read today, but back in the early 90s they seemed to be frivolous and flippant approximately 100% of the time.

Developed by Looking Glass Technologies, it used an enhanced version of the engine they’d used for the game’s prequel a year earlier4.

The engine is particularly cool for it’s time; it’s sometimes compared to Wolfenstein5, but that’s not entirely fair… on Wolfenstein! The original version of Underworld‘s 3D engine predated Wolfenstein… and yet supported several features that Wolfenstein lacked, like the ability for the player to look up and down and jump over chasms, for example.

Screenshots of the same piles of bones and detritus in Ultima Underworld I, seen from two different angles.
Move around and you’ll see the 3D walls shift to your new perspective, but you’ll always see the same side of the 2D objects on the floor. Turn as you might, you’ll never see the back of that skull!

The team’s expertise and code would eventually be used to produce System Shock in 1994. The team’s producer, Warren Spector, would eventually draw from his experience of the Ultima Underworld games when he went on to make Thief: The Dark Project and Deus Ex.

But the technology of Ultima Underworld II and its prequel aren’t as interesting as its approach to storytelling and gameplay. They’re:

  • real-time
  • first-person
  • non-linear
  • fantasy roleplaying games

This was a highly innovative combination6.

Highlighted part of the Designers Notes, reading: "We feel that one of Underworld’s strongest features is its capacity to generate situations and strategies that we did not script, but that arose from the scenarios we created. For example: Suppose there’s a Despoiler daemon guarding the key to that door. Maybe I should come back when I can take him hand-to-hand … or bring up my picklock skill … or throw this sling stone at him, see if he’ll chase me … or maybe I can sneak past him — how good is a Despoiler’s eyesight? And can he swim …"
Underworld II encourages lateral thinking and provides multiple solutions to many challenges, perhaps best-described by this section in the Designers’ Notes page at the back of the manual.

What’s being described there is what we’d now call emergent gameplay, and while it wasn’t completely new in 19937 it was still uncommon enough to be noteworthy.

The Easter Egg

The Ultima series are riddled with Easter eggs, but my favourite is one that I feel is well-hidden, beautiful… and heavily laden with both fan service and foreshadowing!

Screenshot showing a frozen fountain in an icy realm.
The third of the interdimensional planes the Avatar visits in the game contains a city frozen solid by the Guardian’s magic.

To find the Easter egg, you must first travel to Anodunos. This city was once the capital of a tropical city-state which had become allied to the Guardian, the the principal antagonist of Ultima VII through IX.

Box art showing a hero dressed in leather armour wielding a staff with a glowing tip in a frozen cave.
The original box art for Underworld II, painted by Denis Loubet (who’ll draw your RPG character for you if you like!) showed the Avatar in the ice cavern, wielding an important late-game artefact.

After the city’s major, Beatrice, attempted to put an end to the red titan’s growing demands, the Guardian cursed the city fountain to radiate out a magical cold that eventually froze the entire settlement under a cave of ice.

Screenshot of the conversation interface as Dan talks to a ghost called Beatrice.
Mayor Beatrice lives on here, as a ghost. While she’s a great source of information about the ice caverns as a whole and has information highly useful to the primary quest, that’s not the thing we’re interested in right now.

On the Eastern bank of the city’s river we find the remnants of the workshop of the magician Alorik, and in it – if we look in the right place8 – a secret door. We can’t open it though: unusually for a secret door in this game, it’s locked.

Looking at a blank patch of wall in a frozen room, the player is told "You see a secret door."
In the original, unpatched release of the game, you couldn’t even cast the “open” spell on it to unlock it: the only way through was to use a powerful late-game spell like “portal” to teleport to the other side.

I didn’t even find this chamber on my first playthrough of the game. It was only on my second, while using the Map Area spell to help me to draw accurate maps of the entire game world, that I found the room… and even then I spent some time hunting for a switch on the “outside” before eventually giving up and teleporting into the secret room.

An open secret door (the one from before, but viewed from the other side), and a thrown switch.
Once you’re on the other side, there’s a switch. I guess it’s a Alorik’s panic room?

There’s valuable treasure here including a sceptre of mana restoration, a “grav” runestone (probably still easier to get than the one at the Scintillus Academy), but what’s most interesting is the crystal ball, which the player can look into to see a vision of another place and, in the case of this orb, another time.

The first time you look into it, you’re told:

You see yourself striving against the forces of Mondain and Minax in the lands of ancient Sosaria.9

Mondain and Minax are the antagonists in Ultima I and Ultima II. We’re seeing the earliest parts of the player character’s adventures.

In the game: looking into the crystal ball.
It’s long been argued that the “Stranger” – the protagonist of Ultima I through Ultima III – is a different person to the Avatar of Ultima IV but I feel like this vision is canonical proof that they’re supposed to be interpreted as being the same person…

If we look into the crystal ball a second time:

You see yourself climbing to the peak of Olympus Mons on the planet Mars.

This is a reference to the plot of Ultima: Worlds of Adventure 2: Martian Dreams… which is a… weird choice of game to reference.

In my mind, a more logical leap forward in time might have been to jump to Ultima IV10, in which the protagonist first becomes the Avatar of the Eight Virtues and the Hero of Britannia. Martian Dreams is… a sequel to a spinoff of Ultima VI. So why pick that?

Screenshot from Martian Dreams showing Dr. Spector.
Little-known and oft-forgotten, Martian Dreams is apparently nonetheless a source of pride for the real Spector.

Martian Dreams starts with a friend of the Avatar’s from Earth facilitating the Avatar and their companions to set out on an adventure to the planet Mars. That friend is called Dr. Spector, obviously named for Warren Spector, who helped develop Ultima VI and, of course, this game. This usual choice of vision of the past is a cryptic nod to the producer of Underworld II.

Let’s look again:

You see yourself in the Deep Forest, speaking with the peace-loving simian race of Emps.

This one’s a reference to Ultima VII, the game whose story immediately precedes this one. The Deep Forest seems an strange part of the adventure to choose, though. The Avatar goes to the Deep Forest where, via some emps and then a wisp are eventually lead to the Time Lord11. The Time Lord provides a whole heap of exposition and clues that the Avatar needs to eventually close the Black Gate and win the game.

Ultima VII: the Avatar converses with the Time Lord in the Shrine of Spirituality. He says "Thou must free me and we must work together in battling the Guardian. The fate of thy people depends upon it. Dost thou accept?"
Tardis noises intensify.

Do these references serve to hint that this crystal ball, too, is a source of exposition and guidance? Let’s see what it says next.

You see yourself peering into a crystal ball.

I remember the moment I first saw this happen in the game: serious chills! You’ve just found a long-lost, centuries-buried secret chamber, in which there’s a crystal ball. You peer into it and observe a series of moments from throughout your life. You continue to watch, and eventually you see yourself, staring into the crystal ball: you’re seeing the present. So what’s next?

Frame from 1984's The NeverEnding Story, showing Atreyu seeing the prophetic painting that shows the beast he's about to meet.
Alorik’s crystal ball from Ultima Underworld II and the mural of G’mork from The NeverEnding Story totally have the same energy.

If you look again, you’re asking to see… the unwritten future:

You see yourself winding a great war horn in the throne room of Castle British.

To save Britannia in Ultima Underworld II, the Avatar needs to exploit symmetries implicit in The Guardian’s spellcasting to travel to eight different parallel worlds, find a place from which His power stems, dispel it, encase themselves in a shell of basilisk oil-infused magic mud, immerse themselves in lava to bake it on, find a magic sigil, consume a djinn… it’s a whole thing. But ultimately it all leads to a climactic end scene in which the Avatar raises a horn retrieved from the Tomb of Praecor Loth and blows it to shatter a dome of blackrock.

Under a starry sky, a blackrock dome grows green cracks and shatters.
Blackrock’s really heavy, right? I’m not sure that shattering it above the building you’re inside is wise.

If you happen to find this clue on your first playthrough, it’s helpful exposition.

But that’s the end of this game, right? How can we possibly peer into the orb again?

You see yourself sailing through majestic pillars cropping up out of the sea, on a voyage of discovery.

What’s being described there is the opening scene from the next game in the series, the as-yet-unreleased Ultima VII Part 2: Serpent Isle!

Ultima VII Part 2 introduction, showing a boat sailing through an icy sea corridor towards two serpent pillars.
Serpent Isle begins with the Avatar and their companions sailing out to some special pillars in pursuit of a bad guy.

This vision is a teaser of what’s to come. That’s just… magical, for both the character and the player.

The character uses fortune-telling magic to see their future, but the player is also seeing their future: if they’re playing Ultima Underworld II at or close to its release date, or they’re playing through the games in chronological order, they’re in a literal sense being shown what comes next in their life. That’s really cool.12

Let’s look again:

You see the obscure form of an old and dear friend, as he sacrifices his life for the good of all.

Some time after the party arrives on Serpent Isle, the Avatar’s companions are possessed by the Banes of Chaos and go on a murderous rampage. Later, there’s a ritual that will save the world, but at the cost of the death of one of the heroes. The Avatar is willing to make the ultimate sacrifice, but in the end Sir Dupre takes his place, unwilling to live within himself after seeing the carnage he has wrought.

Sir Dupre says "I cannot live with the shame of the deaths I have caused... If I can redeem myself by becoming the required martyr, so be it!"
The death of Sir Dupre, who first appeared way back in Ultima II, is somewhat undercut by his resurrection in Ultima IX. But perhaps you’ll let me pretend for a paragraph longer that Ultima IX doesn’t exist, okay?

At the end of Serpent Isle, the Avatar is plucked out of space and time and deposited into Pagan, The Guardian’s home base. The plot of Ultima VIII and Ultima IX revolve around the Avatar working to return to a radically-changed Britannia, attempting to fight The Guardian and bring to an end the Age of Armageddon, and ultimately merging and become one with Him before vanishing completely from the world.

An ankh symbol picked out in the constellations.
I don’t disagree with how Ultima IX got to where it was going, but I don’t like the route it took to get there. Or the hilariously-terrible bugs.

Which is why it’s perhaps quite fitting that if the Avatar in Underworld II looks into the orb one final time, they’re told…

You see nothing.

That’s it. That’s the end.

The end of the vision, certainly, but also: a vision of the end.

Depending on how you count the Ultima games13, this is the 13th of 17 in the series. We’re approaching the final chapter, and this Easter egg foreshadows that finale.

I feel hugely privileged that I got to experience it “organically”, by accident, as its authors presumably intended, back in 1993. But it also makes me happy to be able to share the story of it with you14.

If you haven’t seen it yet, you might enjoy watching the vlog version of this post, through which my enthusiasm for the topic might be more-palpable.

Footnotes

1 I’ve doubtless mentioned Ultima Underworld II before: for example both it and Ultima VII, as well as NetHack (mentioned elsewhere in this post) made it into my 2007 list of top 10 computer games that stole my life.

2 The release was delayed owing to testing revealing just too-many bugs, the penultimate of which was squashed on 18 December leaving just one more that the team couldn’t reproduce until the New Year

3 It suffered perhaps for the time of year it was released, but perhaps also for the fact that 1993 was a big year for video games and it was competing with The 7th Guest, Star Wars: Rebel Assault, Return to Zork , Myst, Disney’s Aladdin and, of course – later in the year – Doom.

4 Director/designer Paul Neurath apparently sang the praises of his team for improving texture mapping and viewport size constraints, and he’s right: they’re a huge improvement on Underworld I‘s. Neurath would later go on create the crowdfunded “spiritual successor” Underworld Ascendant, which was critically panned, which just goes to show that sometimes it’s better to get a tight team together and make it “until it’s done” than to put your half-baked idea on Kickstarter and hope you can work it out what you’re making before the money runs out.

5 Like Wolfenstein, the engine uses a mixture of software-rendered 3D (for walls and furniture) overlaid with traditionally-produced sprites (for characters and items).

6 All executed over a year before the release of the very first Elder Scrolls game. Just sayin’.

7 That king of emergent gameplay NetHack was showcasing emergent gameplay in a fantasy roleplaying game way back in the 1980s!

8 An interesting quirk of the game was that if you turned the graphics settings down to their lowest, secret doors would become just as visible as regular doors. If you’re sure there is one but you can’t quite find it, tweaking your graphics settings is much easier than casting a spell!

9 Do you like the “in the style of Underworld II” scrolls I’ve used in this post? I’ve made available the source code you need if you want to use them yourself.

10 Ultima IV is my personal favourite Ultima game, but I see the argument of people who claim that Ultima VII is the best of the series.

11 The Time Lord turns up throughout the game series. Way back in Ultima III, he appears in the Dungeon of Time where he provides a clue essential to defeating Exodus, and he appears or is referenced in most games from Ultima VII onwards. He doesn’t seem to appear in Ultima IV through Ultima VI, except… in Ultima IX, which wouldn’t be released until six years after Underworld II, it’s revealed that the Time Lord is the true identity of the seer Hawkwind… who provided the same kind of exposition and guidance in Ultima IV!

12 How did the Underworld II team know with such certainty what was being planned for Serpent Isle? At some point in 1992 project director Jeff George left Origin Studios and was replaced by lead designer Bill Armintrout, and the role of producer was assigned to… Warren Spector again! For some time, Spector was involved with both projects, providing an easy conduit for inter-team leaks.

13 How you count Ultima games and what specifically should be counted is a source of controversy in fan circles.

14 I’m sure many people reading this will have heard me talk about this particular Easter egg in-person before, over the last couple of decades. Some of you might even have heard me threaten to write a blog post about it, someday. Well: now I have. Tada! It only took me thirty years after experiencing it to write about it here, which is still faster than some things I’ve blogged about!

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[Bloganuary] Playtime

This post is part of my attempt at Bloganuary 2024. Today’s prompt is:

Do you play in your daily life? What says “playtime” to you?

How do I play? Let me count the ways!

RPGs

I’m involved in no fewer than three different RPG campaigns (DMing the one for The Levellers) right now, plus periodic one-shots. I love a good roleplaying game, especially one that puts character-building and storytelling above rules-lawyering and munchkinery, specifically because that kind of collaborative, imaginative experience feels more like the kind of thing we call “play” when done it’s done by children!

Composite photo showing a young boy rolling a D20 onto a character sheet in front of a tabletop battlemap, and three monitors in a dark room showing a video chat between people and a digital gameboard.
Family D&D and Abnib D&D might have a distinctly different tone, but they’re still both playtime activities.

Videogames

I don’t feel like I get remotely as much videogaming time as I used to, and in theory I’ve become more-selective about exactly what I spend my time on1.

Dan with his thumbs-up in front of the high-score table (with the top-ranking spot about to be filled) of Wonder Boy, on a generic "80s Arcade Classics" arcade cabinet.
I managed to beat Wonder Boy last week, and it “only” took me three and a half decades!

Board Games

Similarly, I don’t feel like I get as much time to grind through my oversized board games collection as I used to2, but that’s improving as the kids get older and can be roped-into a wider diversity of games3.

A girl, sat in front of an Agricola farmyard board, holds up a "sheeple" (small wooden sheep game piece) for the camera.
Our youngest wakes early on weekend mornings and asks to kick off his day with board games. Our eldest, pictured, has grown to the point where she’s working her way through all of the animal-themed games at our local board games cafe.

Escape Rooms

I love a good escape room, and I can’t wait until the kids are old enough for (more of) them too so I’ve an excuse to do more of them. When we’re not playing conventional escape rooms, Ruth and I can sometimes be found playing board game-style boxed “kit” ones (which have very variable quality, in my experience) and we’ve recently tried a little Escape Academy.

Ruth and Dan hold up an Alice In Wonderland themed sign reading "it went like a dream" underneath the sign for escape room company Escape Hunt. Both are wearing silly hats, and Dan is also wearing white rabbit ears.
Ruth and I make a great duo when we remember to communicate early-and-often and to tag-team puzzles by swapping what we’re focussing on when we get stuck.

GNSS Activities

I’m sure everybody knows I do a modest amount of geocaching and geohashing.4

Dan, outdoors in a field on a grey day and with the wind whipping his hair across his face, wearing a high-vis jacket over a warm fleece, holds up a GPS receiver which shows he's zero metres from his destination.
I’m out standing in my field.

They’re not the only satnav-based activities I do at least partially “for fun” though! I contribute to OpenStreetMap, often through the “gamified” experience of the StreetComplete app, and I’m very slowly creeping up the leader board at OpenBenches. Are these “play”? Sure, maybe.

And all of the above is merely the structured kinds of play I engage in. Playing “let’s pretend”-style games with the kids (even when they make it really, really weird) adds a whole extra aspect. Also there’s the increasingly-rare murder mystery parties we sometimes hold: does that count as roleplaying, or some other kind of play?

Guests dressed as a chef, a priest, and a librarian sit around a dining table at a murder mystery party.
A chef, a priest, and a librarian walk into a party… stop me if you’ve heard this one.

Suffice to say, there’s plenty of play in my life, it’s quite varied and diverse, and there is, if anything, not enough of it!

Footnotes

1 I say that, and yet somehow Steam tells me that one of my most-played games this year was Starfield, which was… meh? Apparently compelling enough that I’ve “ascended” twice, but in hindsight I wish I hadn’t bothered.

2 Someday my group and I will finish Pandemic Legacy: Season 2 so we can get started on Season 0 which has sat unplayed on my shelves since I got it… oooh… two or three years ago‽

3 This Christmas, I got each of them their first “legacy” game: Zombie Kids for the younger one, My City for the elder. They both seem pretty good.

4 Geocaching is where you use military satellite networks to find lost tupperware. Geohashing uses the same technology but what you find is a whole lot of nothing. I don’t think I can explain why I find the latter more-compelling.

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Wonder Boy

There are video games that I’ve spent many years playing (sometimes on-and-off) before finally beating them for the first time. I spent three years playing Dune II before I finally beat it as every house. It took twice that to reach the end of Ultima Underworld II. But today, I can add a new contender1 to that list.

Today, over thirty-five years after I first played it, I finally completed Wonder Boy.

Entryway to "West View Leisure Centre", decorated in a bright, abstract, 80s style.
I first played Wonder Boy in 1988 at West View Leisure Centre, pictured here mostly as-I-remember-it in a photo by Keith Wright (used under CC BY-SA 2.0 license).

My first experience of the game, in the 1980s, was on a coin-op machine where I’d discovered I could get away with trading the 20p piece I’d been given by my parents to use as a deposit on a locker that week for two games on the machine. I wasn’t very good at it, but something about the cutesy graphics and catchy chip-tune music grabbed my attention and it became my favourite arcade game.

Of all the video games about skateboarding cavemen I’ve ever played, it’s my favourite.

I played it once or twice more when I found it in arcades, as an older child. I played various console ports of it and found them disappointing. I tried it a couple of times in MAME. But I didn’t really put any effort into it until a hotel we stayed at during a family holiday to Paris in October had a bank of free-to-play arcade machines rigged with Pandora’s Box clones so they could be used to play a few thousand different arcade classics. Including Wonder Boy.

A young girl in a pink leopard-print top plays Wonder Boy on an arcade cabinet.
Our eldest was particularly taken with Wonder Boy, and by the time we set off for home at the end of our holiday she’d gotten further than I ever had at it (all without spending a single tenpence).

Off the back of all the fun the kids had, it’s perhaps no surprise that I arranged for a similar machine to be delivered to us as a gift “to the family”2 this Christmas.

A large, arcade-cabinet-shaped present, wrapped in black paper and a red ribbon, stands alongside a Christmas tree.
If you look carefully, you can work out which present it it, despite the wrapping.

And so my interest in the game was awakened and I threw easily a hundred pounds worth of free-play games of Wonder Boy3 over the last few days. Until…

…today, I finally defeated the seventh ogre4, saved the kingdom, etc. It was a hell of a battle. I can’t count how many times I pressed the “insert coin” button on that final section, how many little axes I’d throw into the beast’s head while dodging his fireballs, etc.

So yeah, that’s done, now. I guess I can get back to finishing Wonder Boy: The Dragon’s Trap, the 2017 remake of a 1989 game I adored!5 It’s aged amazingly well!

Footnotes

1 This may be the final record for time spent playing a video game before beating it, unless someday I ever achieve a (non-cheating) NetHack ascension.

2 The kids have had plenty of enjoyment out of it so far, but their time on the machine is somewhat eclipsed by Owen playing Street Fighter II Turbo and Streets of Rage on it and, of course, by my rediscovered obsession with Wonder Boy.

3 The arcade cabinet still hasn’t quite paid for itself in tenpences-saved, despite my grinding of Wonder Boy. Yet.

4 I took to calling the end-of-world bosses “ogres” when my friends and I swapped tips for the game back in the late 80s, and I refuse to learn any different name for them.6, saved Tina7Apparently the love interest has a name. Who knew?

5 I completed the original Wonder Boy III: The Dragon’s Trap on a Sega Master System borrowed from my friend Daniel back in around 1990, so it’s not a contender for the list either.

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Woodward Draw

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

Screenshot showing a completed game of Woodward Draw; the final word was "goat".

  • Explore the set of 4 letter words
  • Either change one letter of the previous word
  • Or rearrange all the letters of the previous word
  • Find all 105 picture words!

Daniel Linssen (via itch.io)

Woodward Draw by Daniel Linssen is the kind of game that my inner Scrabble player both loves and hates. I’ve been playing on and off for the last three days to complete it, and it’s been great. While not perfectly polished1 and with a few rough edges2, it’s still a great example of what one developer can do with a little time.

It deserves a hat tip of respect, but I hope you’ll give it more than that by going and playing it (it’s free, and you can play online or download a copy3). I should probably check out their other games!

Footnotes

1 At one point the background colour, in order to match a picture word, changed to almost the same colour as the text of the three words to find!

2 The tutorial-like beginning is a bit confusing until you realise that you have to play the turn you’re told to, to begin with, for example.

3 Downloadable version is Windows only.

Werewolves and Wanderer

This post is also available as a video. If you'd prefer to watch/listen to me talk about this topic, give it a look.

This blog post is also available as a video. Would you prefer to watch/listen to me tell you about the video game that had the biggest impact on my life?

Of all of the videogames I’ve ever played, perhaps the one that’s had the biggest impact on my life1 was: Werewolves and (the) Wanderer.2

This simple text-based adventure was originally written by Tim Hartnell for use in his 1983 book Creating Adventure Games on your Computer. At the time, it was common for computing books and magazines to come with printed copies of program source code which you’d need to re-type on your own computer, printing being significantly many orders of magnitude cheaper than computer media.3

Front cover of The Amazing Amstrad Omnibus, by Martin Fairbanks, with its bright yellow text on a red background.
Werewolves and Wanderer was adapted for the Amstrad CPC4 by Martin Fairbanks and published in The Amazing Amstrad Omnibus (1985), which is where I first discovered it.
When I first came across the source code to Werewolves, I’d already begun my journey into computer programming. This started alongside my mother and later – when her quantity of free time was not able to keep up with my level of enthusiasm – by myself.

I’d been working my way through the operating manual for our microcomputer, trying to understand it all.5

Scan of a ring-bound page from a technical manual. The page describes the use of the "INPUT" command, saying "This command is used to let the computer know that it is expecting something to be typed in, for example, the answer to a question". The page goes on to provide a code example of a program which requests the user's age and then says "you look younger than [age] years old.", substituting in their age. The page then explains how it was the use of a variable that allowed this transaction to occur.
The ring-bound 445-page A4 doorstep of a book quickly became adorned with my pencilled-in notes, the way a microcomputer manual ought to be. It’s strange to recall that there was a time that beginner programmers still needed to be reminded to press [ENTER] at the end of each line.
And even though I’d typed-in dozens of programs before, both larger and smaller, it was Werewolves that finally helped so many key concepts “click” for me.

In particular, I found myself comparing Werewolves to my first attempt at a text-based adventure. Using what little I’d grokked of programming so far, I’d put together a series of passages (blocks of PRINT statements6) with choices (INPUT statements) that sent the player elsewhere in the story (using, of course, the long-considered-harmful GOTO statement), Choose-Your-Own-Adventure style.

Werewolves was… better.

Photograph of Dan in his mid-teens, with shoulder-length bleached-blonde hair and wearing a t-shirt with a picture of a snarling wolf, sits in front of a running PC (with its beige case open) on which an external modem is precariously balanced.
By the time I was the model of a teenage hacker, I’d been writing software for years. Most of it terrible.

Werewolves and Wanderer was my first lesson in how to structure a program.

Let’s take a look at a couple of segments of code that help illustrate what I mean (here’s the full code, if you’re interested):

10 REM WEREWOLVES AND WANDERER

20 GOSUB 2600:REM INTIALISE
30 GOSUB 160
40 IF RO<>11 THEN 30

50 PEN 1:SOUND 5,100:PRINT:PRINT "YOU'VE DONE IT!!!":GOSUB 3520:SOUND 5,80:PRINT "THAT WAS THE EXIT FROM THE CASTLE!":SOUND 5,200
60 GOSUB 3520
70 PRINT:PRINT "YOU HAVE SUCCEEDED, ";N$;"!":SOUND 5,100
80 PRINT:PRINT "YOU MANAGED TO GET OUT OF THE CASTLE"
90 GOSUB 3520
100 PRINT:PRINT "WELL DONE!"
110 GOSUB 3520:SOUND 5,80
120 PRINT:PRINT "YOUR SCORE IS";
130 PRINT 3*TALLY+5*STRENGTH+2*WEALTH+FOOD+30*MK:FOR J=1 TO 10:SOUND 5,RND*100+10:NEXT J
140 PRINT:PRINT:PRINT:END

...

2600 REM INTIALISE
2610 MODE 1:BORDER 1:INK 0,1:INK 1,24:INK 2,26:INK 3,18:PAPER 0:PEN 2 
2620 RANDOMIZE TIME
2630 WEALTH=75:FOOD=0
2640 STRENGTH=100
2650 TALLY=0
2660 MK=0:REM NO. OF MONSTERS KILLED

...

3510 REM DELAY LOOP
3520 FOR T=1 TO 900:NEXT T
3530 RETURN
Locomotive BASIC had mandatory line numbering. The spacing and gaps (...) have been added for readability/your convenience.

What’s interesting about the code above? Well…

  • The code for “what to do when you win the game” is very near the top. “Winning” is the default state. The rest of the adventure exists to obstruct that. In a language with enforced line numbering and no screen editor7, it makes sense to put fixed-length code at the top… saving space for the adventure to grow below.
  • Two subroutines are called (the GOSUB statements):
    • The first sets up the game state: initialising the screen (2610), the RNG (2620), and player characteristics (26302660). This also makes it easy to call it again (e.g. if the player is given the option to “start over”). This subroutine goes on to set up the adventure map (more on that later).
    • The second starts on line 160: this is the “main game” logic. After it runs, each time, line 40 checks IF RO<>11 THEN 30. This tests whether the player’s location (RO) is room 11: if so, they’ve exited the castle and won the adventure. Otherwise, flow returns to line 30 and the “main game” subroutine happens again. This broken-out loop improving the readability and maintainability of the code.8
  • A common subroutine is the “delay loop” (line 3520). It just counts to 900! On a known (slow) processor of fixed speed, this is a simpler way to put a delay in than relying on a real-time clock.

The game setup gets more interesting still when it comes to setting up the adventure map. Here’s how it looks:

2680 REM SET UP CASTLE
2690 DIM A(19,7):CHECKSUM=0
2700 FOR B=1 TO 19
2710   FOR C=1 TO 7
2720     READ A(B,C):CHECKSUM=CHECKSUM+A(B,C)
2730   NEXT C:NEXT B
2740 IF CHECKSUM<>355 THEN PRINT "ERROR IN ROOM DATA":END

...

2840 REM ALLOT TREASURE
2850 FOR J=1 TO 7
2860   M=INT(RND*19)+1
2870   IF M=6 OR M=11 OR A(M,7)<>0 THEN 2860
2880   A(M,7)=INT(RND*100)+100
2890 NEXT J

2910 REM ALLOT MONSTERS
2920 FOR J=1 TO 6
2930   M=INT(RND*18)+1
2940   IF M=6 OR M=11 OR A(M,7)<>0 THEN 2930
2950   A(M,7)=-J
2960 NEXT J
2970 A(4,7)=100+INT(RND*100)
2980 A(16,7)=100+INT(RND*100)

...

3310 DATA   0,  2,  0,  0,  0,  0,  0
3320 DATA   1,  3,  3,  0,  0,  0,  0
3330 DATA   2,  0,  5,  2,  0,  0,  0
3340 DATA   0,  5,  0,  0,  0,  0,  0
3350 DATA   4,  0,  0,  3, 15, 13,  0
3360 DATA   0,  0,  1,  0,  0,  0,  0
3370 DATA   0,  8,  0,  0,  0,  0,  0
3380 DATA   7, 10,  0,  0,  0,  0,  0
3390 DATA   0, 19,  0,  8,  0,  8,  0
3400 DATA   8,  0, 11,  0,  0,  0,  0
3410 DATA   0,  0, 10,  0,  0,  0,  0
3420 DATA   0,  0,  0, 13,  0,  0,  0
3430 DATA   0,  0, 12,  0,  5,  0,  0
3440 DATA   0, 15, 17,  0,  0,  0,  0
3450 DATA  14,  0,  0,  0,  0,  5,  0
3460 DATA  17,  0, 19,  0,  0,  0,  0
3470 DATA  18, 16,  0, 14,  0,  0,  0
3480 DATA   0, 17,  0,  0,  0,  0,  0
3490 DATA   9,  0, 16,  0,  0,  0,  0
Again, I’ve tweaked this code to improve readability, including adding indention on the loops, “modern-style”, and spacing to make the DATA statements form a “table”.

What’s this code doing?

  • Line 2690 defines an array (DIM) with two dimensions9 (19 by 7). This will store room data, an approach that allows code to be shared between all rooms: much cleaner than my first attempt at an adventure with each room having its own INPUT handler.
  • The two-level loop on lines 2700 through 2730 populates the room data from the DATA blocks. Nowadays you’d probably put that data in a separate file (probably JSON!). Each “row” represents a room, 1 to 19. Each “column” represents the room you end up at if you travel in a given direction: North, South, East, West, Up, or Down. The seventh column – always zero – represents whether a monster (negative number) or treasure (positive number) is found in that room. This column perhaps needn’t have been included: I imagine it’s a holdover from some previous version in which the locations of some or all of the treasures or monsters were hard-coded.
  • The loop beginning on line 2850 selects seven rooms and adds a random amount of treasure to each. The loop beginning on line 2920 places each of six monsters (numbered -1 through -6) in randomly-selected rooms. In both cases, the start and finish rooms, and any room with a treasure or monster, is ineligible. When my 8-year-old self finally deciphered what was going on I was awestruck at this simple approach to making the game dynamic.
  • Rooms 4 and 16 always receive treasure (lines 29702980), replacing any treasure or monster already there: the Private Meeting Room (always worth a diversion!) and the Treasury, respectively.
  • Curiously, room 9 (the lift) defines three exits, even though it’s impossible to take an action in this location: the player teleports to room 10 on arrival! Again, I assume this is vestigal code from an earlier implementation.
  • The “checksum” that’s tested on line 2740 is cute, and a younger me appreciated deciphering it. I’m not convinced it’s necessary (it sums all of the values in the DATA statements and expects 355 to limit tampering) though, or even useful: it certainly makes it harder to modify the rooms, which may undermine the code’s value as a teaching aid!
Map showing the layout of the castle in video game "Werewolves and the Wanderer". Entering from outside the castle, to the West, the player must progress through the ground floor, up the stairwell in the Inner Hallway, into the Lift, and then East to the exit, but there are several opportunities to diverge from this path and e.g. explore the dungeons or various dead ends on the ground or first floors.
By the time I was 10, I knew this map so well that I could draw it perfectly from memory. I almost managed the same today, aged 42. That memory’s buried deep!

Something you might notice is missing is the room descriptions. Arrays in this language are strictly typed: this array can only contain integers and not strings. But there are other reasons: line length limitations would have required trimming some of the longer descriptions. Also, many rooms have dynamic content, usually based on random numbers, which would be challenging to implement in this way.

As a child, I did once try to refactor the code so that an eighth column of data specified the line number to which control should pass to display the room description. That’s a bit of a no-no from a “mixing data and logic” perspective, but a cool example of metaprogramming before I even knew it! This didn’t work, though: it turns out you can’t pass a variable to a Locomotive BASIC GOTO or GOSUB. Boo!10

An experimental program being run that attempts to GOSUB a variable, failing with a syntax error on the relevant line.
In hindsight, I could have tested the functionality before I refactored with a very simple program, but I was only around 10 or 11 and still had lots to learn!

Werewolves and Wanderer has many faults11. But I’m clearly not the only developer whose early skills were honed and improved by this game, or who hold a special place in their heart for it. Just while writing this post, I discovered:

A decade or so later, I’d be taking my first steps as a professional software engineer. A couple more decades later, I’m still doing it.

And perhaps that adventure -the one that’s occupied my entire adult life – was facilitated by this text-based one from the 1980s.

Footnotes

1 The game that had the biggest impact on my life, it might surprise you to hear, is not among the “top ten videogames that stole my life” that I wrote about almost exactly 16 years ago nor the follow-up list I published in its incomplete form three years later. Turns out that time and impact are not interchangable. Who knew?

2 The game is variously known as Werewolves and Wanderer, Werewolves and Wanderers, or Werewolves and the Wanderer. Or, on any system I’ve been on, WERE.BAS, WEREWOLF.BAS, or WEREWOLV.BAS, thanks to the CPC’s eight-point-three filename limit.

3 Additionally, it was thought that having to undertake the (painstakingly tiresome) process of manually re-entering the source code for a program might help teach you a little about the code and how it worked, although this depended very much on how readable the code and its comments were. Tragically, the more comprehensible some code is, the more long-winded the re-entry process.

4 The CPC’s got a fascinating history in its own right, but you can read that any time.

5 One of my favourite features of home microcomputers was that seconds after you turned them on, you could start programming. Your prompt was an interface to a programming language. That magic had begun to fade by the time DOS came to dominate (sure, you can program using batch files, but they’re neither as elegant nor sophisticated as any BASIC dialect) and was completely lost by the era of booting directly into graphical operating systems. One of my favourite features about the Web is that it gives you some of that magic back again: thanks to the debugger in a modern browser, you can “tinker” with other people’s code once more, right from the same tool you load up every time. (Unfortunately, mobile devices – which have fast become the dominant way for people to use the Internet – have reversed this trend again. Try to View Source on your mobile – if you don’t already know how, it’s not an easy job!)

6 In particular, one frustration I remember from my first text-based adventure was that I’d been unable to work around Locomotive BASIC’s lack of string escape sequences – not that I yet knew what such a thing would be called – in order to put quote marks inside a quoted string!

7 “Screen editors” is what we initially called what you’d nowadays call a “text editor”: an application that lets you see a page of text at the same time, move your cursor about the place, and insert text wherever you feel like. It may also provide features like copy/paste and optional overtyping. Screen editors require more resources (and aren’t suitable for use on a teleprinter) compared to line editors, which preceeded them. Line editors only let you view and edit a single line at a time, which is how most of my first 6 years of programming was done.

8 In a modern programming language, you might use while true or similar for a main game loop, but this requires pushing the “outside” position to the stack… and early BASIC dialects often had strict (and small, by modern standards) limits on stack height that would have made this a risk compared to simply calling a subroutine from one line and then jumping back to that line on the next.

9 A neat feature of Locomotive BASIC over many contemporary and older BASIC dialects was its support for multidimensional arrays. A common feature in modern programming languages, this language feature used to be pretty rare, and programmers had to do bits of division and modulus arithmetic to work around the limitation… which, I can promise you, becomes painful the first time you have to deal with an array of three or more dimensions!

10 In reality, this was rather unnecessary, because the ON x GOSUB command can – and does, in this program – accept multiple jump points and selects the one referenced by the variable x.

11 Aside from those mentioned already, other clear faults include: impenetrable controls unless you’ve been given instuctions (although that was the way at the time); the shopkeeper will penalise you for trying to spend money you don’t have, except on food, presumably as a result of programmer laziness; you can lose your flaming torch, but you can’t buy spares in advance (you can pay for more, and you lose the money, but you don’t get a spare); some of the line spacing is sometimes a little wonky; combat’s a bit of a drag; lack of feedback to acknowledge the command you enterted and that it was successful; WHAT’S WITH ALL THE CAPITALS; some rooms don’t adequately describe their exits; the map is a bit linear; etc.

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