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Last Call BBS: A Curtain Call of Circuitry, Cards, and Crackscreens

spines

cyber true color
(she/her, or something)

Anyone else been playing this since it came out last week?


It almost didn't occur to me when I first saw an announcement of the release that this would be Zachtronics' final "new game", but apparently "Last Call" isn't just a cute name. After 10 hours or so I think this might be my favorite thing they've ever put out though, which is saying a lot for a team that's impressed me over and over through the years. The retro computer interface is something I'm always into, even if it's pretty modernized compared to something like Digital: A Love Story, and it's used as the backdrop for an anthology of "minigames", a couple of which appeared previously in smaller roles in Eliza and Exapunks.

Of the six brand new parts, one is the new solitaire for this time around, a game close pretty close to the classic Windows Solitaire with a couple twists on the free cells mechanics that you can make huge mistakes with, one is a dungeon-themed nonogram where a big part of the solution process involves engaging with a second layer of rules specific to the game's theme and design (it sort of reminds me of a "Cracking the Cryptic" twist on picross-type games), and one is a chill simulator of...building Gunpla, basically. I think that one feels like the most "Early Access" at the moment out of all the pieces, since I feel like some of the features are a bit lacking or hard to use, but hopefully those aspects will see some improvements and it'll really shine, since it's already pretty fun as it is now.

The other three are the ones that are more recognizably Zachtronics games, albeit their size and the context of this game nominally being some old computer you're downloading pirated software is used to justify the fact that the games don't fully explain everything even as they ramp up in difficulty pretty quickly. I already cleared The Forbidden Path and thought it was fantastic, although the fact that its processes involve cellular automata makes it pretty cryptic to people who aren't very familiar with some of those concepts, and I'm slowly working my way through 20th Century Food Court, the object of which is to hook up PLCs connected to various appliances and robots and sequence them along conveyor belts to manufacture servings of food in an extremely simplistic way. It's kind of like Spacechem in terms of difficulty and the obvious absurdity of the abstraction, but instead of just deciding not to acknowledge that things don't work this way in real life the way Spacechem did, the game uses a convoluted and anachronistic metafictional framing to justify its bizarre concepts and satirical jokes about food service and American culture. It's hilarious.

I actually think Chipwizard Professional is also hilarious, but in that case it's because it goes so far in the opposite direction that it hits like an anti-joke. After a decade of prettied up puzzles which feel like they get closer and closer to setting up and operating a computer, here's a cad program with an absolutely minimalist aesthetic where the goal is to draft integrated circuits with various transformations, one of the lowest possible levels of a computer. I got to the third puzzle pretty quickly but then started having problems with signals backflowing to the wrong terminals because I do not understand how electronics function at this level, but someday I'll learn something. Or trick myself into thinking I've learned something.

Obviously, it's Zachtronics, and in some ways this one, more than any of their previous titles, is "for fans of the series" or whatever they say to that effect these days. On the other hand...I feel like the non-"core" stuff here is arguably good enough to be worth checking out if at least a few of them catch one's fancy, and then if someone who decides to check out Dungeons and Diagrams and Steed Force Hobby Studio also picks up Food Court and gets hooked on that, then it's all the better.
 

MrBlarney

(he / him)
I started playing this over the weekend, it's a neat collection of tasty Zachtronics morsels. I think that the description calling this collection "for the fans" is pretty apt: the compact presentation of each of the puzzle titles means that, much more than their previous games, there's not much onramp and tutorialization. You really need to be comfortable with experimentation and failing in order to understand how each puzzle type works. Well, that's mostly just so for 20th Century Food Court, X’BPGH: The Forbidden Path, and ChipWizard Professional, anyways. Dungeons & Diagrams is pretty straightforward, and wouldn't be out of place in a pencil and paper form. (Apparently, the game originally was conceived in that form, as a page of puzzles.) That'll probably be the subgame I finish first, 'cause man am I rusty on working my brain on the other puzzle titles.

EDIT: I forgot to mention, I am pretty excited to see if I can finish ChipWizard Professional. It's a clear re-implementation of one of their early-days Flash titles, KOHCTPYKTOP, and it was a game that I had no idea how to tackle when I first laid eyes on it. More than a decade later, I'm much more learned, and much more capable of understanding how to interpret what the program is giving me.
 
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spines

cyber true color
(she/her, or something)
Yeah, I was reminded of KOHCTPYKTOP shortly after posting that as well, which I'd similarly found to be too much to really get my head around when I was first exposed to it. I finished the first column in Chipwizard before getting stuck on the Dual Oscillator, and I haven't had my computer set up for almost two weeks now to investigate further. It does seem like the space constraints come into play to a significant extent in this one (as they do in all three of the "Zach" puzzles this time...though in X'BPGH they relate to stuff like the starting seed point and the implications thereof), but it definitely has felt manageable so far, I think particularly due to Shenzhen (which I also never beat, but spent quite a while with) similarly making a clear focus on inputs and outputs as a process of modifying "pure" signals.

I'm about halfway through Food Court as well, the initial learning curve is pretty steep but it's surprisingly successful at building each level with what feels like just one idea changed up from a previous one, and it hits a very interesting mixture of Spacechem's tight spatial and syncing restrictions with some *incredibly* powerful tools. It's been really satisfying to feel like I came up with the worst solution ever but then learned a ton from it and get something really nice the next attempt or stage.

At any rate, I guess Steed Force got an update letting you start over from scratch, there's been some updates to the "BBS" part of the game, Forbidden Path has a set of new puzzles I haven't gotten to check out and a level editor, and apparently soon there's going to be a massive update of generated D&D puzzles that will basically turn that into an endless game. I already thought the whole package was incredible week 1, but I think these final EA touchups are really turning it into something I wouldn't hesitate at all to recommend, even with the lack of "real" tutorials.
 

spines

cyber true color
(she/her, or something)
alright i figured out a lot of stuff in chipwizard, i'm at 16 out of what i assume is 21 puzzles cleared and on the last one i did ("and-or combo gate") i had, for the first time in a long time, one of those inexplicable revelations after fighting the space constraints on both layers for over an hour where my brain connected a ton of stuff faster than i could consciously understand what it was doing. this is...definitely something that happens in puzzle games for me, but it's a pretty unusual happening in these games where things often feel so deliberate. looking at it now i can barely parse it, i just remember all of the principles i was trying to fit together that my brain quickly tied into one deeply-interconnected mess

actually there was another puzzle where i was struck by a weird sort of inspiration for half of the stage, which i didn't really understand until it worked and i tested that the circuit i'd made didn't work if i changed any of the parts. i'm really fascinated by this game...

edit: ok! i finished, the space constraints start to get really interesting near the end, with most of the last column really taking me a while to figure out how to snake the two layers around each other successfully. the and-or was a huge eureka moment that helped a ton on the last level though, and the second to last one was pretty funny once i came up with a method (although there's somehow a much better one???). the actual hardest level for me was stepper motor driver, which i put off for last after running into it for the first hour. i didn't find the oscillating behavior very intuitive (even the "easy" introductory version took me longer than most of the other levels...), and even after realizing a lot of things that wouldn't work and hitting on a concept that only slightly failed it took a while of trying to figure out equivalent circuits to substitute and other hacky patching to close the final gap. it was a huge relief that my final edit fixed it and didn't cause some kind of locking loop because i would've had to backtrack hugely again if it hadn't...

really cool game, i remember when i was really young and almost everything we had for pc games was edutainment titles to varying degrees, my favorite of all was the island of dr. brain, which ends with a minigame of filling in logic gates to complete a truthful circuit. i learned and figured out every other puzzle in the game on the higher difficulties, eventually, but the logic gate stuff was pretty incomprehensible to me and i'd always set it to easy and trial and error to beat the game...obviously this isn't exactly the same thing, but building up a "vocabulary" of logical relations in my head in this fashion isn't something i've done at all after college, and it was so fun and rewarding.

back to food court next! or i'll see if my magical drop/money idol exchanger experience can make hack-match not too painful to beat...zach did cite those games on a podcast interview i listened to recently (saying that he'd been pulled into MIE in particular by an acquaintance) so maybe it'll be fine, but it's apparently the least completed game in the collection, hahaha
 
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spines

cyber true color
(she/her, or something)
finished food court. gonna have to see if i can get good enough at hack-match to beat it, since that's the last "hard game"-i'm about 3/4 of the way through DND since i've been playing them when i need to stop thinking about the big puzzles, although my progress there has slowed up a bit through row 6 and 7, and steed force will be a nice little victory lap.

food court was great. the unique visual touches on each level and bespoke machine logic gets really impressive the further you get, especially the chuck e cheese parody level where you can program animatronics if you have enough space on the panel left over. after the second row i came to the conclusion that sequencers were super powerful and i came up with tons of ways to just time everything with them manually, and i started to wonder if they were overpowered since they can do so much more than counters in most cases despite using the same room and similar cost...and while there's definitely levels where pure sequencing really shines (there's a few stages where i beat the 10th percentile cost just setting up everything manually via my first assumption of how to approach), i really got stuck pursuing the same process on the final puzzle and ended up rigging up a complicated sequence of counters to manage all the stacking and dispensing operations in the end. plus a lot of the other signal interactions i learned about early on ended up being pretty useful in the last several stages, so i really came around on it in the end as a strategically complex and open puzzle game, ultimately as much as any other by ZT. i feel like i can't praise it enough

edit: as a follow through, i think all three of the zach-like puzzlers this time are really appropriate as "minigames"; i think the 20-ish levels for chipwizard and food court both reach pretty far into the possibility space and present a satisfying learning curve that caps out nicely near the end (food court's last two levels are certainly the hardest ones, even if the one i'd probably consider third hardest is only about 3/4 of the way through (probably because the approach i took was poorly suited); between that and the ending are some levels i felt were a bit simpler but good opportunities to learn more about optimization). they're certainly not everything you can do in the systems and space constraints, but they feel like they're fairly close to that end, and while playing x'bpgh to the ending/achievement doesn't leave quite the same feeling i think the newer levels continue to head toward that point as well. and food court is almost doomed to feel like it could have been longer just because the theme and presentation are so fun and consistently amusing, but given the amount of effort clearly put into each one, it's easy to imagine diminishing returns if they had made more and more difficult levels to follow up, pushing more complicated combos of existing concepts (the "belly's" puzzle is the one that comes closest to not introducing anything new aesthetically or mechanically, and even that one has a couple of weird edges) rather than being able to present more fresh challenges with each new stage.

i also did the hack-match achievement tonight, in an hour or two. i'll have to play with the game more though, it's a bit less purely frantic than the arcade puzzlers cited as influences, since unlike MD and MIE the pick up only holds one block at a time (rather than the entire line of matching pieces), so producing combos primarily through high APM play is much less useful as a strategy...also, the swap function, garbage pieces, and falling behavior reminds me just a bit of panel de pon, and even limited as the switch is (i mean, i'm horrible at that series, so that's good for me if anything), it opens up enough unique moves to bring the game that "holy shit, that was amazing, how did i even think of that?" spice i crave. it's somewhat janky by comparison to those other games, even aside from the action speed and how easy it is to misinput some complicated sequences, but there's definitely something there.
 
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spines

cyber true color
(she/her, or something)
Well, after finishing all of the achievements in this game, I got really excited to play some more of the old ZT games, since I haven't beaten any of them...the first one I jumped to was Infinifactory, which I'd kind of given up on after the tutorial after I first got it, due to struggling with the controls and kind of initially bland theming ("move boxes!"). But once I got into it a bit I started to really enjoy it. The input "streaming" is kind of an odd twist on the usual Zach-isms, more than the 3D even, since it puts really weird restrictions on the kinds of loop initializations you can do. Though, the 3D does lead to a lot of the common "subroutines" feeling rather laborious to implement...even ideas I have that don't need much spot fixing to work usually end up taking a while to actually lay out, and it's really easy to accidentally block movement in ways you don't expect. Still pretty fun, but even by the fifth set (which is like halfway through the full campaign??) it feels like a lot of work to play...it'll be a good one to pop in for a couple levels periodically over the long haul, I think.

I was searching on the internet for stuff after I got to that point and saw someone who'd emailed him about the meat puzzles on resource site.42, and gotten a response saying that it was in fact a specific reflection of his contradicting feelings on industrial meat production versus enjoying eating meat; it's an interesting throughline that casts Food Court in a new light for me at the same time, and one that resonates with me as I've kind of settled into a long-term sense of sometimes eating meat and fish after being raised vegetarian and still often preferring that.

Last week I put some time into Spacechem and finally finished most of the Atropos Station puzzles to get to Flidais, which I guess is the last full planet. That boss fight was pretty hard, and one of the last minute fixes I implemented that solved it still confuses me, but now that I'm seeing the next planet, it feels like it was just a warmup for the endgame...good lord. Maybe someday I'll do it. I still really like this game; it's got a kind of strange charm now that they've released so many games with amazing visual production, like a reminder that most of the fun is still in your head as you try and figure out what the heck is even going on.

Shenzhen I/O has been my fix for the past couple days. Coming back to it, I can see that game also has some level ideas that almost literally showed up in Food Court, and in some ways is the closest game to it even without them, with (often binary) signal relaying as the central mechanic, and occasionally using the Bus controllers and pin splitters in a similar manner to the sequencers and multimixers. And there's counters, and weird ways for you to mess up using equal to and greater than expressions, all of which happened to me a bunch in Food Court as well. In some ways I feel like the literal programming games have lost a little shine for me, mostly because it feels harder to truly experiment and play with them; it's hard to fight the inclination to jump straight to what you think you're trying to write, and then if it doesn't work (and not because of some simple synchronization error or typo) it just doesn't feel as instructive or funny as watching things crash into each other or otherwise misbehave. But it's still really fun; today I fixed a solution by accidentally taking advantage of one of the pin behaviors I wasn't even thinking about (that sending negative values counts as 0).

It's nice to have all these games that scratch a similar itch but work in different ways based on how I'm feeling. To be honest, the biggest reason it was easy to push through Last Call is because none of the games are that long; I'm not even done with Spacechem and I have more hours logged on it than all of LCB, and it's easy to imagine that happening with almost any of the others (though there are none of them that I've spent nearly as long playing yet).

On a mostly unrelated note, their Solitaire side game collection comes out in a few days. Obviously, I already own almost all of them, but I'm still probably going to get it (unless it's quite expensive, then I might wait for a sale), partly because the new Tarot game looks interesting, and Matthew Burns (who's done most of the writing and music for the games since Infinifactory) says it's really hard...so I can't help but be curious. To be honest, a lot of these are puzzle games in themselves, if you want to win a lot; I feel like Shenzhen's in particular you can reach really high win rates once you really learn the game and how to think through your lines, but maybe I'm just not as good at Sigmar's Garden and Kabufuda.
 

ShakeWell

Slam Master
(he, etc.)
I liked this more than I expected to. Building fake Gundams is weirdly calming... like raking a Zen garden. I still haven't played the Mall one or the chip one, but the ones I've spent time with I like a lot.
 

spines

cyber true color
(she/her, or something)
that's cool! i guess they put a bunch of stuff on gamepass recently, but this really is the one i'd most hope to reach outside their usual audience, since so much stuff here-especially steed force-really shows off their best work in a way that's not centered on the design/programming type puzzles

solitaire collection has been pretty good. it's another solid sampler of The Kind Of Thing They Do, since all the games are just ported over in their original presentation more or less, though it does highlight both a kind of difficulty curve to the games, where the harder ones really do kind of feel more complicated versions of the core concepts from the easier ones, and the corollary to that, where you have to learn so much about how to not lose fortune's foundation to beat it the first few times...that after that i feel like it's almost easier to become really consistent because you know so many of the things you have to watch out for. meanwhile a game like sigmar's garden can be beaten like 50% of the time without thinking but then in 10% of games there's only one way to actually unlock some important group of symbols and if you don't do it perfectly you have no chance of winning

(i do wish this release had sigmar's 2, the original version is really fun but the alternate version in opus magnum is probably my #1 zachtronics minigame)

overall it's not really essential ZT but for anyone who's played a lot of shenzhen or kabufuda and finds them fun but a bit easy now, fortune's foundation is a fresh challenge for a while. and it looks cool

i got the credits on shenzhen i/o about a week ago. i ended up really impressed with the game, even though the walls of a few puzzles are really brutal; i feel like TIS kind of marks the shift from "game interfaces" to "computer interfaces" in their games, and shenzhen likewise really stepped the storytelling into a new phase where each puzzle's contents and concept itself is a central piece of the narrative and character development. in shenzhen the overall story isn't some really dramatic arc, but more of a slow meditation on the contradictions of technology in modern life, more central and omnipresent than it's ever been in the past even as people understand and observe its impacts less. i think many people who work in science and engineering sincerely want to make the world better, but that's not the reason that it's lucrative work with a high status currently in our society...it's a compelling and thought-provoking game even outside the puzzles, and i think the fact that it doesn't come down with a definitive statement about those topics highlights the way that paradox connects to everyone who works in these kinds of fields. making stuff is cool and knowledge is powerful. but you're not going to save the world alone

i also finally played exapunks, and basically blew through it really quickly; i think only a couple puzzles took me even an hour, and usually i'd break off at something where my first thought wasn't quite right and then get it first try when i came back to it a day or two later. at first i thought this came from the lack of hard code length restrictions, and it certainly doesn't hurt that subroutines don't all have to fit into 13 lines with graph-based limitations on linking them together...but mostly once i got to the "US Government" level it suddenly really hit me: the kind of database searching and copying/manipulation is, unlike the other games, conceptually really close to what i do at work all the time. equip your guys with keywords or other directory variables to clumsily matchfind them...make little files with lists of all the things you need to do...delegate the reading and writing tasks to subroutines...then finish those and clean up variables (usually via the "KILL"/"WIPE" instructions in this game) to restart the loop. then you write some exception at the end to make sure there aren't any stragglers trying to do things you don't need and export the file to the desired location if necessary (usually the home directory)

not that i'm out here salami slicing from banks or tampering with broadcast systems and scientific databases, but it's all so familiar...till you get to the last couple levels where the main problem is trying to stop your guys from outracing each other

but that wasn't too hard either.

the story is really goofy; the basic cycle for most of the game involves ember-2 asking you some inane and cliched ethical/philosophical question right before telling you to do some kind of backdoor or fraudulent records operation so she can access or purchase more computer-brains. or complaining every time something comes up that doesn't involve advancing that goal. but it works because the kind of escalating silliness of the scenes and tasks accurately sets the tone for the ending; i guess it doesn't hit the same way if you have to open the in-game zine holder to see it (though i think it's still pretty good), but walking over to my own bookshelf in real life to open the envelope i bought years ago after the credits, and finding out what was inside (besides the badge) is going to be one of the most memorable gaming experiences of my life. absolutely incredible

edit: also that reminds me i played a bunch more hack-match. i think this game is a little scuffed, in that there's something about timing of animations after inputs that i find a bit offputting compared to money puzzle (i think the character designs in last call's version make it especially obvious this was the primary inspiration) and magical drop. but that doesn't make it not fun enough to mash for 40-60 minutes every time i turn it on. i also think the endless mode scoring is pretty evil in the EXA/"wonderdisc" version; combos really just aren't worth very much since every bonus hit just does 2x points so the 100k achievement is inevitably a really long survival slog where i usually die at about 2/3 when i have too many unpairable color-wipe blocks

i do think it's interesting that since you can't pick up very quickly the combos you can make tend to be kind of varied mixtures between magical drop type apm combos, puyo prestacks into collapsing towers, and occasionally panel de pon-esque swap moves. though this also makes me think that the versus mode is probably unbelievably unforgiving, between the huge possibility space and complexity of planning. i probably won't actually play this that much after i finish the achievements just because this game has convinced me once again that i'm not too old and dumb to actually learn puyo puyo for real

edit2: ok exapunks gets even better in the postgame. it's harder but it feels kind of subtle, turning the familiar main game concepts into fresh challenges with twists that seem slight at face until you actually have to write them, and a lot of new fun backdrops to match. but the story elements basically ditch the main game's conceits and focus entirely on the other members of the chat, with little challenges that really forefront their lives even without any more dialogue. of course it's still a little sinister but it's a slightly sweet sendoff to a sort of edgy and in-your-face game, and i'm truly loving it
 
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