John Harris's Expert Blogs
Excerpt from 21 Unexpected Games to Love for the Atari VCS. Riddle of the Sphinx shows developers for the Atari reaching for complexity of design and theme, a far cry from the Pong and Tank clones the system was made for.
Details on Pac-Man's little-known ghost passthrough bug and why it happens, an excerpt from the book Bug Voyage in the current Rogue Souls Storybundle.
I converse with the makers of Weird Worlds: Return to Infinite Space and their new Sea of Stars: Infinite Space III, about the games, about design, about their history, randomness, and their friend Phosphorus.
An article about the fan-made game scrambling tool Zelda Randomizer, and how it adds an air of the roguelike to The Legend of Zelda. Previously published on Kotaku.
An excerpt from the book @Play: Exploring Roguelike Games, on the subject of the non-Euclidian roguelike HyperRogue, in which all hits are deadly and the universe is much stranger than it first appears....
On the talks of IRDC US 2015.
The least copied aspect of Rogue is its ingenious item identification system. The system's origins in 1E AD&D. An example of the system in play. What it does well, and the pitfalls in implementing something like it. Closing notes.
The column revived; roguelikes' new-found prominence; introducing the games to new readers; what succeeding columns will contain.
@Play is back with a long article about the legacy and future of Genesis roguelike-ish game ToeJam & Earl.
Mayflight is an infinite hardcore exploratory platformer I created. Its terrain is generated upon entering each new room. You could explore it for hundreds of years and never come to its end.
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