Tyrann is the first French RPG and it’s not just the language barrier that makes it a time-consuming experience. Each of the dungeon levels are comprised of a 24 x 24 grid and populated with fixed encounters which are both deadly and difficult.
Tyrann provides a rather unique take on the dungeon crawling experience. In my experience with dungeon crawlers thus far, you map and explore each dungeon level, gaining experience as you do so, and you descend deeper into the dungeon, or ascend a tower as in the case of Shadowkeep, by finding a stairway or entrance. Each level then usually unveils secrets and presents a fresh set of challenges. In Tyrann, there are thus far no secrets to uncover. The challenge of each level exists in the combat experience. The monsters are difficult, and they can paralyze and poison your characters. The difficulty quotient in staying alive here is about on par with the Wizardry I experience. There are, like previous dungeon crawlers, stairways to find which will lead you deeper into the labyrinth. Where this game becomes unique is in its save feature. When you save your party and then load for another foray into the dungeon the game scans your party’s average experience points total and then determines which dungeon level you’re going to begin the game on. For example, once you have been grinding for a while and gaining levels, the next time you load the game, it will inform you that when you descend the stairs from the village you will begin on level 3.
There is nothing in the manual or in the game itself that explains your reason for venturing into the dungeon other than that there is a mystery to be solved there. I can’t help but feel that each dungeon level thus far is merely a “training mission” setting you up for something much larger. The third dungeon level introduced traps. They can cause a lot of damage and even death. Once you dispose of a trap you don’t have to worry about it again unless you save your party and then load again. When you load a saved party, it resets all of the fixed encounters on each level. This is somewhat necessary in order to help you gain the experience needed for the next level.
The magic system is quite different from anything that I’ve experience from these early games as well. In Wizardry and other similar dungeon crawlers, as your spell casters gain in levels, they acquire spell slots which are specific in number. When spell casters gain a new level in Tyrann, they acquire new spells as well which is nothing unique. What IS unique is that the number of spells your able to cast randomly changes from day to day. Once a spell caster’s spells are depleted, he or she must rest and then after waking up they have to read their spell book. Once you read your spell book the game then tells you how many spells you are allotted. This number is different each time. For example, currently I find myself mapping out the fifth dungeon level. My magic user currently has a sleep spell, a location spell, a fireball spell, and lastly a fear spell. Each time my spell caster sleeps and then reads his spell book my allocation for each respective spell might be: 6, 2, 2, 2. Or it could be: 1, 5, 3, 2, 3. The randomness is all over the place.
The fourth dungeon level was a bit of a conundrum. I never did find the stairway going down to the fifth level nor did I find any secret doors. Each of the levels thus far have fit to a 24 x 24 grid whereas the fourth level is much smaller. I feel like I’ve missed something, but I was able to finally gain enough experience where the game merely started me on the fifth level, but for a time I was trapped on the fourth dungeon level.
I am currently mapping out the fifth dungeon level. Each level has taken me roughly 2 to 3 hours to completely map out. There are many more traps on the fifth dungeon level which has made exploration extremely difficult and tedious. I’ll hopefully have more to report to you in my next update. Wish me luck.
Tryann has the distinction of being the first role-playing game produced in France. The game is entirely in French, and not letting a little old thing like language barriers stand in the way of progress, I resolutely pulled up a language translator and went to work.
Tyrann was developed by Norsoft and published by No Man’s Land in 1984 for the Tangerine Oric, the Thomson MO5, and Amstrad CPC. The game was written by R. Gosselin and M. Wystrach. An interesting sidenote, while both were in their 60’s, they decided in 2015 to completely update the game for Android smartphones and tablet computers.
I am playing the Amstrad CPC version on an emulator but I’m running into tape problems and thus worried about my ability to be able to finish this game. I’ve reached out for some help on this issue, but I have a nagging suspicion I’m going to run into a brick wall soon.
Tyrann is a first-person dungeon crawler, which happens to be my favorite type of game. I had been complaining how there was a lack of them produced in 1984 and now I’ve been able to play both Shadowkeep and now Tyrann back-to-back.
There is an English version of the game manual available, but it is of little value.
It does not provide any information on what your objective or quest might be but constantly alludes to the “mystery” of your mission.
Tyrann does it’s best to be a Wizardry clone. Your party can consist of six members and classes available to choose from are warrior, magician, and thief. Your attributes are strength, intelligence, vitality and agility. These are rolled randomly between the values of 7 and 12. Once you accept the character you can then add 5 bonus points to any one attribute.
Once you create your party you begin play in the village where you can buy and sell gear, inspect characters, and see an alchemist where you can be healed and/or resurrected. It is from here that you also enter the dungeon, so it is very similar to Wizardry in this regard.
I chose to play the game using two warriors, a thief, a magic user, and two druids.
The combat system is turn based and much like Wizardry except that there are no graphics depicting the monsters. The spell system is a bit different as well. Spellcasters must purchase a spell book and read it before they can cast spells. My magic user began the game with a YPAFET spell which is a SLEEP spell. He has recently advanced to 2nd level and acquired a KADEO spell or a Know Location spell as well. My druids were each bestowed a ASEKO spell or HEAL spell at first level and have recently gained an OKOY spell at 2nd level which is a PETRIFICATION spell.
I still haven’t quite ascertained how the leveling system works. The amount needed for each level might be randomized. When you acquire a new level, you start over with 0 experience points and then work to make another level. You gain experience points and gold by defeating enemies.
I have completed the first dungeon level which seems to be on a 24 x 24 grid. The encounters, represented by the letter E on the map, appear to be set encounters. I encountered 14 different types of creatures on the first dungeon level, and they are listed up above to the left of the map. Shadows, Spectres, Giant Spiders, and Zombies are the toughest opponents because they can poison and paralyze. The witch is dangerous too because she can cast spells.
There are no special encounters, nor are there any special traps or special locations as of yet. I have not encountered any pits, spinners, or teleports so mapping thus far is a simple affair. Much like Wizardry, the combat in this game is extremely hard. Be prepared to die often. You can be resurrected in the village for the right price, and thus far I do not see any sort of negative repercussions from being resurrected. I do not notice a dip in attributes or any other negative signs. So you’ll find yourself making many returns back to the village.
When you advance a level, you are given 2 to 3 attribute points to apply to one of your attributes.
I have no idea how many levels comprise this dungeon nor do I have any idea what my goal for entering the dungeon is. I am hoping that I will discover clues as to the “mystery” of the dungeon.
Wish me luck as I begin to explore and map out the 2nd dungeon level.
It was growing late the other evening, the clock had just struck midnight, when I pumped a fist into the air like my team had just scored a touchdown. I finally found myself victorious over the dread demon Dal’ Brad. Shadowkeep, the ambitious dungeon crawler released in 1984, took me over 22 hours to beat. I played Shadowkeep on an Apple emulator.
The secret to beating Shadowkeep’s big bad is hinted at in the Book of Shadows. It’s also in the game’s manual in the Clues section. How did I arrive at this final confrontation?
I first had to complete my exploration of the 7th tower level. There are two very important items that you’ll need to find on this level. The most important is the Staff of Rogarth because you need this item in order to reach the end of the game. The staff is guarded by a giant slug-like creature which is one of the only fixed combats in the entire game.
Once you defeat the guardian then the staff is yours to take.
The other area of interest on the 7th level was yet another vault. This vault door was hot to the touch and when you try to open the vault you get badly burned. This is where the Gloves of Cold come in to play that you found on the 4th dungeon level. Once you don the Gloves of Cold you can then open the vault door. Inside the vault you will find 32,000 goldens and the Book of Darkness. I already owned every magic item that money could buy and thus I ignored the giant pile of gold.
Reaching the 8th tower level proved to be difficult. The 9th tower level, which proved to be the very top of the tower, was easily accessible via the proper password and the entire level contained a whole lot of nothing other than difficult combat encounters. Remember that most of the levels contain a podium with a shallow depression. These are teleport devices. Early on we discovered that if you place the funny rock on the podium’s depression you will be teleported to the 4th dungeon level. These teleport devices can transport you to different dungeon levels based on the type of gem that you place in the depression. On two different dungeon levels you were given the hint: “Gems of distant lands can often bridge far distances.” When you place the Gem of Change, that you discovered on the 6th tower level, on the depression you are transported to the 8th tower level. To my knowledge, this is the only way to access the 8th level.
The combat encounters on the 8th tower level are very difficult. I had several random encounters on this level and then encountered a crystal pillar. One of your characters has to put on the Silver Helm found on the 5th level and equip the Staff of Rogarth that was uncovered from the 7th level. Once this has been accomplished the character has to touch the staff to the crystal pillar which will release the wizard that was imprisoned inside by the demon. The wizard, as a token of gratitude, gives you the Devil’s Gem and beseeches you to continue your quest and slay the demon.
The encounter with the demon was not too far away from the room with the crystal pillar. This is how I arrived at the final confrontation with Dal’Brad. Once you encounter Dal’Brad nothing that you do seems to affect him. No weapon or spell can touch him. The only way to defeat the demon is to smash the Devil’s Gem that the wizard gave to you. Once you smash the gem then Dal’Brad shatters as well.
Shadowkeep was certainly an ambitious dungeon crawler. It had graphics, sound, recognized an incredible vocabulary, a lot of equipment and magic items to manage, and a pretty decent story. I enjoyed the game and I certainly recognize the attempts that the programmers made towards greatness. The speed of play and the mechanics however were so slow and cumbersome that it makes the game a pale comparison to say a Wizardry I: Proving Grounds of the Mad Overlord. If the speed of play had been much faster, and if the designers had instead went the way of experience point progression, then I would have rated the game even higher.
Next up on the docket is another dungeon crawler entitled Tyrann. The wrinkle with Tyrann is that it was produced in France and entirely in French! Wish me luck!
A few blog posts ago I was lamenting about the fact that there were not many grid-based dungeon crawlers that were released in 1984. Then Shadowkeep came along and basically said; “Hold my beer.”
I still can’t get over how ambitious this game is. The going is slow, but I am appreciating the experience so far. Now that I have dungeon levels 4, 5, and 6 mapped out the plot and quest are starting to present themselves better.
When you leave the inn and enter the keep, each of the dungeon levels can be accessed from the stairway. Levels 1 – 4 can be easily accessed but each successive dungeon level requires a password in order to access. The password for each dungeon level can be found as clues on the different levels. When you encounter a Rune of Death hanging up on the wall, you can cast Perceive or use the Eldritch Staff to receive a clue. For example, the clue on the 4th dungeon level was; “PASS uttered with determination allows passage into the sixth door of death. “
Another clue that I discovered on the 4th level was: “A helping hand can be found in the strangest places.” This must have been referring to a desk that I found on the 4th level. Searching the desk revealed Gloves of Cold.
The fifth level was more enjoyable to map out and seemed to be less maze-like than the previous levels. On this level there was a throne room, I discovered a tiny sword, a silver rose, and a silver helm. The helm was behind a hidden panel and seems very important.
There were two clues that I also discovered on this level. The first clue read: “with the word FRIEND pass beyond the 7th door if you dare.” In the throne room I had one of my characters sit on the throne and I was suddenly thrown to the floor and writhing in pain. The second clue reads; “The wizards helm allows the wearer to accomplish much that no mortal could.” It just now registered with me that I should have one of my wizards don the silver helm and then sit upon the throne to see what happens. I am currently exploring the 7th dungeon level so this is still easily done.
The sixth dungeon level was much more difficult to map out than the previous level. I again found a Rune of Death and received another password to access a new dungeon level. On this level I encountered a huge vault, and I could not open the door no matter what I tried. In a room nearby the entire floor resembled a chessboard with a giant Rook standing by itself. When I slid the Rook across the floor, I heard a massive THUNK in the distance. When I returned to the vault it was open!
The vault contained silver armor, a Gem of Change, and a Book of Notes. When I read the Book of Notes, I discovered the following useful information:
So, it would appear that this is a game where I need to find several items in order to complete my quest. I already have the silver helm which is mentioned above, it looks like I need to find the Book of Darkness and the Staff of Rogarth still and then search for a crystal pillar. I still am not quite sure how many levels make up the dungeon.
I am currently exploring and mapping out level 7 and the battles are much harder and far more deadly. I am hoping that my next post is one which details my final victory.
Shadowkeep is an ambitious dungeon crawler. Your party size can consist of 9 different characters which breaks the traditional mold of this time period. There is your traditional warrior but there are also four different types of spellcasters to choose from, all with their own unique spells. This creates a lot to keep track of. The game boasts an amazing vocabulary as well as animated graphics for every single creature you encounter. It’s all pretty impressive. The unfortunate downside to all of these bells and whistles is that nothing is done quickly. Exploration is slow and combat has the feel of being mired in quicksand. You can either choose to allow the slow pace to frustrate you or you can allow yourself to go along for the ride and enjoy yourself. I’ve chosen the latter.
Spinnaker, the publisher, came up with the idea of adapting the game into a book. Alan Dean Foster, famous for media tie-in novels like The Black Hole, Clash of the Titans, The Last Starfighter, was given design documents and a copy of the source code and hired to write the novel. I purchased the book and will be starting it soon. I always feel like there is a contract of reciprocity between the player and the game and I do my best to try to immerse myself with whatever the game provides.
I spent a week in Florida on vacation and when I returned I spent the next two weeks mapping out levels 2 & 3.
The second level was a labyrinthine exercise in mapping. Many encounters later I discovered there was nothing of import on the second level. The monsters that I encountered were more difficult on this level because of the introduction of Barghests and Gargoyles. These monsters can cast spells that can decimate your weaker spellcasters.
One of the magical objects that you can purchase is an Eldritch Staff which when used allows you to cast the Perceive spell. I discovered that using the staff on each level will reward you with a clue. The clue from the 2nd level was: “Hide not from the foe; or escape will never be found.” The clue from the 3rd level was more mysterious: “Walk softly where lies the sleeping king” I’m guessing the latter is hinting that in some area of the dungeon we’ll have to move secretly or silently – we’ll see.
There were a couple of interesting areas that I found on the 3rd dungeon level. One room held an empty sword case sitting upon a shelf. I tried experimenting with it by placing our various swords in the case, closing it, then opening it again, but nothing seems to happen. I’ll have to revisit this area. The other area was a dead-end hallway with a room ensconced upon the wall. One of my Rune Mages identified it as the Rune of Death. When this particular mage cast Perceive I was awarded with the following clue: “At the second portal the phrase SAFETY will not lead you to such” So it looks as if I was given a password there.
I currently find myself exploring and mapping the 4th dungeon level. I do not know how many dungeon levels there are.
One very interesting feature of this game can occur during combat. The party can sometimes be surprised and when the party IS surprised it might happen from the rear or the side. When this is the case my party of nine pivots to face the threat. What this does from a tactical standpoint is completely change the order of my characters. You see, only the first three characters in the marching order can enter melee combat. So depending on the direction of the threat, I may find that three of my spellcasters are suddenly imperiled. This can make combat a very tricky and suspenseful affair. Once combat is over, assuming my entire party has survived, I then have to reorder the party into their proper formation.
I am going to continue to map and explore the 4th dungeon level and then the 5th level, assuming there is one, and I will again check back in.
I have been slowly chipping away at the 1984 CRPG list and I came to the realization that there are very few dungeon crawlers that are represented there. In 1984 we are seeing three themes that figure prominently. The first theme is the rise of the JRPG in the form of a new action RPG subgenre. We have the American Sword of Kadash but also out of Japan you have the popular Courageous Perseus, Dragon Slayer, Hydlide and the Tower of Druaga. So there are five games from the list that are very “arcade-like”. The second theme that emerges in 1984 is the fascination with converting popular role-playing books into computer games. There are four such offerings on the list: Citadel of Chaos and Forest of Doom, from the mind of Ian Livingston, and Lone Wolf: Flight From the Dark and Lone Wolf: Fire on the Water from Joe Dever. The two Lone Wolf games I yet to play. The third theme contains games that emphasize outdoor exploration or work from a central map. These hex crawls include: Xyphus, Pendragon: Water of Life, Lords of Midnight, Fortress of the Witch King, and Fame Quest. Many of the other selections seem to be experimenting with the medium except for Questron which more of a traditional RPG experience. Caverns of Zoarre was a top-down dungeon experience but did require a lot of mapping. Thus far, The Black Onyx has been the only first-person dungeon crawler that I’ve been able to play in 1984. The dungeon crawler is probably my favorite subgenre so imagine my elation when I learned that Shadowkeep is a first-person dungeon crawler.
Shadowkeep may not be based on a book, but it does feature a novel written by Alan Dean Foster which was a licensing tie-in. I have not yet read the book, but I did order a copy and it is on its way.
The documentation which comes with the game is nicely done. There is quite a bit of information contained within. It goes over the plot, character creation, lists all of the weapons and armor along with offensive and defensive values, lists all of the spells, magic items you might find or purchase, and the enemies that you’ll face.
The plot is fairly standard RPG material. Shadowkeep is the home of a powerful wizard known as Nacomedon. A demon, Dal’Brad, has imprisoned Nacomedon in a crystal and held him captive deep in the tower. The demon than began to reap evil and madness which began to spread out from the tower to the surrounding countryside. A few brave adventurers were sent forth to try and put a stop to the evil.
Character creation is a lengthy process because you can have up to 9 characters in your party. You can be male or female and then have the option of four different races to choose from: Humans, Roos, Thalidars, and Zhis’tra. Once you’ve decided upon sex and race you then have five different classes to choose from: warriors, monks, necromancers, runemages, and shadowmages. Each of the different spellcaster classes have their own spells as well. It took me about 45 minutes to merely create a party of 9 characters. The size of your party is quite large which matches the aspirations of the game.
Shadowkeep is huge in size and scope compared to other games that we’ve played up to this point. It has four game disks, a large party size, a huge dungeon consisting of 9 or 10 levels, original races, original classes, and original monsters. The publisher, Trillium, also hired Alan Dean Foster to write a novelization. This is an attempt to offer quite the epic experience for a player. The game boasts that it has amazing graphics as well. Even though the game is a first person dungeon crawler, in many instances it looks like a graphic adventure when you encounter a room or object of interest on a particular level. The game also boasts an amazing vocabulary and parser and you can type your actions in complete sentences. I have found that almost all of my sentences have been recognized and carried out so far. Here is just one page of the game’s vocabulary:
Each time you encounter a foe they charge at you via animation. Now all of this sound absolutely amazing on paper, but the reality is that what it has created is a ponderous game. It’s enjoyable, just slow. You don’t do anything fast in this game. There is a lot to it.
If you’re going to play this game and see it through to the end, it is going to require quite a time commitment. I wonder what percentage of players have actually finished this game.
For the party make-up, I decided to go with three warriors, two monks, two runemages, a shadowmage, and lastly a necromancer. The innkeeper can sell equipment to you, heal you, and raise the dead. Once you’re ready to purchase items to equip yourself the innkeeper suddenly transforms into a tentacled monstrosity.
You take each of the nine characters through the equipment process. This is why it was a good 45 minutes to an hour before I even ventured into the dungeon.
You can also purchase magic items from Raddath.
Each character begins the game with a random number of goldens ranging anywhere from 25 – 100.
Once you enter the dungeon you’ll see where the parser really comes into play. The game responds: “I hope that somebody remembered to bring a torch” Assuming that someone did indeed purchase torches you then need to type in; LIGHT TORCH. Everything about the game is impressive thus far, just very slow.
Movement about the dungeon is much like any first-person dungeon crawler. Combat is quite the ordeal as there are several options and you have a party of 9 to manage.
There are three different attack and defend options to choose from and your different spell casters all have different spell lists to navigate. All of the spells are outlined in the game’s documentation. When you first begin the game, your chances of hitting your opponent are very slim but that improves with use of your weapon or skill. This is where character improvement is unique. There are no experience points or levels to be gained in this game. You will find that your chances to hit improve the more that you use a weapon, and the same formula applies to skills such as searching and opening.
This character snapshot was taken after I had completed most of the 1st dungeon level. You can see that Attack, Parry, Magic, Search, and Open are five areas that can all be advanced or improved over time. You also increase your power by purchasing and/or finding better armor, shields, and weapons.
There are a couple of interesting puzzles found on the first dungeon level. The first and most intuitive is that you find an anvil and a hammer in one room. Experimenting doesn’t do much until you place a sword on the anvil and strike it with the hammer. There is a flash of light (via animation) and you then get the following message:
When you then check your inventory, any sword that you’ve taken through this process will have an * next to it. So, I think you are imbuing the weapons with energy or magic by doing this. Each time I upgraded my sword type I would enter this room, place the sword on the anvil, and then strike it with the hammer.
The second unique room on the first level held a pedestal. When you examine the pedestal, you are informed that there is a small circular depression on top of the pedestal. My mind jumped to the idea that the game wants you to set something on top of the pedestal. I didn’t find any other objects on the 1st dungeon level other than some soggy sticks. I did remember however that the innkeeper had a black crystal for sale and a funny rock for sale. I did some grinding until I could afford both objects and then I went back to the room. It seems that if you place either object on the pedestal there is a flash of light, and you are then teleported to a different level. I restored my game and I have not yet pursued this line of investigation and am instead choosing to map and complete the levels in order.
Shadowkeep is like a tower and so far, each level can be accessed off of a central spiral staircase. I have successfully mapped out the entire 1st dungeon level thus far and I am making my way through the 2nd dungeon level.
Monsters that I have encountered thus far on the 1st dungeon level are trolls, goblins, dark knights, and deathsheep. The trolls are the toughest opponent on the 1st level.
I am enjoying the game thus far and am amazed at its attempt to be so epic in scale. The going is slow and so I’ll be checking back in sporadically and updating you on my progress. We are heading out of town tomorrow take a much-needed weeklong vacation and then I’ll be back next week grinding away.
Fortress of the Witch King was developed and published by Avalon Hill and released in 1983 for the Apple II and then in 1984 for the Commodore 64 and PC-88. Your goal here in this game is to explore the realm of the Witch King, find him, and then slay him, thus gaining the orb, scepter and crown, and releasing the land from his thrall.
The game can be played with up to four players. You choose the game difficulty on a scale of 1-4 and then the map difficulty as well on a scale from 1-20. Higher map difficulty includes more mountains and less sanctuaries. Once you’ve customized the kind of game that you want to play you are ready to begin.
You start with a small band of scouts and warriors with which to explore a 40 x 40 map which consists of forests, mountains, towns, sanctuaries, and then the witch king’s fortress hidden somewhere on the map. The map is randomized with each new game.
You move your small band across the map in the hope of finding aid to help you in your quest to defeat the witch king. Aid comes in a variety of forms – enlisting warriors, scouts, and clerics requires gold. You acquire gold by defeating opponents and then you can spend that gold in towns by recruiting new players. The bigger your band of merry men becomes, the more rations you will need to buy.
From the main menu you can choose to look at the map of the surrounding area but it will only show you areas where you have been. The rest of the map is blacked out and awaiting exploration. You can also choose to look at your Inventory which will display all of your belongings, including the amount of each item.
When the game began, I started with 2 Clerics, 3 Scouts, and 50 Warriors. Scouts are used to search the surrounding area of your map. For every two scouts in your inventory, you increase your range on the map by 1 square. The purpose of your warriors are to fight your battles for you. If you are wiped out, you can pray for more warriors and there is a good chance you will be given 15-25 warriors. If you do not have enough rations your warriors can die of starvation. You can obtain warriors than three different ways: 1) through prayer 2) in the marketplace, and 3) through parleying. Clerics are important because you can use them to pray for more warriors when wiped out and they can heal some of your troop after a big battle. In the absence of clerics, you will suffer more casualties.
You can also purchase a wizard in the marketplace though the opportunity to do so is rare. They are also very expensive to acquire. A wizard can aid you a great deal in combat. He adds a 20% bonus to your strength and damage done to the enemy is increased by 25%. There is also a chance that the wizard will cast a spell against monsters in combat, resulting in additional damage. A fireball and/or lightning bolt goes a long way. Lastly you can also purchase raiders whose sole purpose is to raid enemy camps. The more raiders you have the more loot you can steal from enemy camps.
While you’re exploring the map you may come across bands of elves, dwarves, or warriors and you may be given the opportunity to parley. If you decide to parley, the chance that they join your troop is based on how many rations and gold pieces you have. Late in the game I came across huge bands of dwarves and elves who then joined my party. This aided me a great deal and helped me find the fortress of the Witch King.
The larger your troop is, the greater the number of enemies you’ll face. The computer seems to match encounters to your current strength. Enemies that may encounter include goblins, orcs, trolls, giants, hydras, and dragons. Once you choose to fight the computer automatically generates the outcome of the battle for you.
Scattered about the map are four very special magic items that you’ll want to find before entering the fortress of the Witch King. Each of these items are guarded by a dragon. It is the only time in the game that you’ll encounter the dreaded beast. I found each of these four items in mountain locations where random encounters are not only more numerous but more difficult.
Horn of Opening: gives you a 75% chance of entering the fortress. Without the horn, your percentage chance equals the number of scouts in your party.
Boots of Stealth: adds one to your movement factor. Without the boots, all encounters in the fortress will be against a double-strength opponent.
Armor of Defense: reduces your opponents attack factor within the fortress by one-third.
Sword of Strength: multiplies your attacks by 1.85
There are a couple of minor magical items which can aid you as well in your travels. The Hammer of Thor which adds a 15% bonus to your combat strength and the Talisman of Speed which gives you an additional movement factor each turn.
There are three different spells too that you can acquire as treasure items. Once you use the spell then the scroll disappears. A Teleport spell allows you to teleport to anywhere on the map. These become very useful late in the game. A spell of seeing allows you to see the entire 40 x 40 world map, regardless of whether you’ve explored the space or not. This spell helped me find the fortress of the Witch King. The most value of these spells is the Spell of Seeking. This spell, when cast, displays the location of the four special magic items that you want to find.
Once you enter the fortress, you’ll lose your entire troop, and you’ll suddenly find yourself alone in the fortress. The gameplay changes gears here and plays much like an interactive text adventure as you explore the fortress. There is a combat situation with every move you take so survival in the fortress is difficult. Once you find the witch king you have to fight him and killing him is very difficult.
I really enjoyed playing this game. The game took me about five hours to complete which was the perfect amount of time for a game like this. I liked the idea of searching the map for four unique magic items to help me in storming the Fortress of the Witch King. I also liked how it was very difficult for you to die and you got to avoid starting the game over time and again. Even in the darkest of times, if your entire troop was wiped out, you could pray for more warriors and then limp your way back to the nearest town to purchase more.
Fortress of the Witch King seems more of a strategy game with RPG elements than an actual RPG, however many places had it listed as a role-playing game. In the past I’ve found that strategy games can sometimes fail to hold my attention but there was such an old school RPG feel to this game that I stuck with it. Many of these games you have to get into them to see whether or not they really do fit that role-playing game rubric. I found the game to be entertaining so I saw it all the way through to the end. You have to give Avalon Hill a couple of extra points for the title as well. Fortress of the Witch King has such a cool ring to it.
The Forest of Doom was developed and published by Penguin Books in 1984 for the Commodore 64 and the ZX Spectrum. It is the second Fighting Fantasy gamebook that was adapted for the home computer. The Citadel of Chaos was the first adaptation. I found the story in The Citadel of Chaos to be quite interesting and the different encounters challenging. I remember that there were a myriad number of ways you could progress through the game and my experience was a relatively positive one.
I didn’t have such a high opinion of this second offering. I never read either of the Fighting Fantasy books that were adapted, so I can’t compare the books to the games and comment on that aspect, but I feel that in The Forest of Doom the player loses a lot of flexibility and there is something lost in the translation. While I enjoyed the writing of some of the planned encounters, I felt like I was bereft of any decision making and felt more than a little railroaded.
You begin the game rolling for skill, stamina, and luck characteristics much like in the first game. Your attribute scores seemed crucial in the first game, and you were allowed to pick from a selection of spells. Choosing the right spell list made the difference in winning or losing the game. Rather than choosing spells, Forest of Doom has you go shopping for magic items in the beginning of the game. Several of the items are absolutely necessary in order for you to be able to finish the game. If you do not choose correctly, you will discover much later that you are unable to win the game and will have to basically go back to the beginning.
What I found frustrating is that when you reach an encounter area, the game takes any decision making out of your hands. Instead of you having to determine which item might be best suited to solving your problem, if the game recognizes that you’re merely carrying the item, it has you press a key and then you read in a new text blurb how you’ve overcome the problem. This happened with almost every encounter, and I felt like I was merely along for the ride.
There were five or six combat encounters where dice are rolled to determine the outcome. This time around however the combat felt like window dressing. I won all of the encounters quite effortlessly and never really felt like I was in any danger. There were a couple of areas in the game where my health was fully restored as well.
In The Citadel of Chaos, I felt like my choices mattered and I often would not survive many of the combat encounters. In this second offering I felt like I was in a Visual Novel.
The map only allows you to move forward. You can never move south, nor can you backtrack in the game which only reinforced my feelings of being railroaded.
The ultimate goal of the game is to locate four different talismans and return them to the dwarves of Stonebridge. Once you do so you are rewarded with a gold winged helmet and a silver box of jewels as depicted above. If you enjoy interactive fiction the story and encounters are entertaining. I played the game on a C64 emulator, and the game took me three hours to beat. I strongly suggest pressing F7 for Fast Text Mode otherwise the game prints each description one painstakingly slow line at a time. It is much like watching an old dot matrix printer go to work. I enjoyed The Citadel of Chaos much more than this second offering.
Next up on the docket is Fortress of the Witch King.
Fame Quest was developed and published by BrainGames in 1984 for the Commodore 64 and ZX Spectrum. I played Fame Quest on a Commodore 64 emulator, and it took me a little over 2 hours to beat. The game was easy, but I found it had a certain charm and I enjoyed the time I spent with it.
You begin the game as a Grade 1 knight, and you leave the safety of the castle to explore the surrounding landscape. Your goal in exploring this 9 x 14 landscape is to earn fame points which, in turn, increase your fame. There is a certain threshold of fame points that you have to earn in order to move from a Grade 1 knight to a Grade 2. Your ultimate goal is to achieve Grade 10 status and with each level the number of fame points that you need to acquire increases.
There is no character creation to start the game, nor do you have the ability to name your character. The 9 x 14 map is a simple affair consisting of woods, homes, dark castles, and unknown areas represented by question marks. As you wander the countryside, you’ll encounter maidens in distress, pious monks, wandering old men, and both good and nefarious knights.
The knights that you encounter are not necessarily evil. It is wise to choose to talk to them first to determine their alignment. There are some who are friendly, others who will challenge you competitively, and also black knights who want to carve your heart out. If you slay a friendly knight, you can lose fame points rather than gain them.
Once you have earned enough fame points you can then make your way back to the castle and make demands for a new knight grade. If you made the appointed threshold of fame points, then you are granted the new grade. You can also have your sword sharpened and your shield hardened while you’re there. Once you achieve Grade 5 or higher, you’ll probably have enough gold to purchase a horse and then a lance. This will greatly improve your combat skills. In combat, you’ll then have the choice to fight by sword or on horseback with your lance.
The game has some simple animation sequences to represent the combat. I particularly like the charging horses and clashing lances. Each time you choose your equipment in combat your weapons will appear upon your person in a portrait.
There are two major foes that you’ll have to overcome: a demon and a dragon. You will likely not be able to defeat either one of these opponents until you are Grade 7 or higher, so I suggest running from them. In most cases when you flee you will lose a couple of fame points which is better than the alternative. Each time you lose in combat it lowers your strength which is a hidden attribute. If you lose more than a few times you will perish. You achieve quite a few fame points for slaying a demon or a dragon and will encounter more than one of each once you are Grade 9 and 10.
There is a lot of morality at play here in the game. There are several instances where you encounter medieval peasants who will ask you questions. If you answer truthfully you are awarded with a couple of fame points. If you are deceitful, you will lose fame points. You can lose fame points by losing combat, running away, and being deceitful.
Once you achieve Grade 10 you are awarded with the screen shown above. The game was actually remade in 2006 by John Adams . I will probably get to it when I’m 82.
The game may have been quick and easy, but I had a very positive time with it. I had never heard of this game before, and I always take pleasure in the fact that this is always a journey of discovery.
Dungeons, Dragons, and Other Perils was developed by James Hurd and published by XLent Software. It was released in 1984 for the Atari 8-bit. It is an attempt at a remake of Brian Reynold’s Quest I from 1981. Quest I also inspired Jeff Hurlburt’s Super Quest in 1983 – which I enjoyed quite a bit.
I have always gone out of my way to avoid negative comments towards an artist or author. I greatly appreciate all creative output. I also think it is not fair to judge ANY of these early games against what is being created today with today’s technology. I always strive to approach each game using a “lens” of whatever current year the game originated in. I believe you’ll find that most of my writings have a positive bent to them and I’ve always appreciated the historical “archaeology” in finding them. However, that will not be the case with this particular game. This particular game seems like nothing more than a crash grab by the author and in almost all ways is inferior to the original that it is trying to “remake”.
My impression after having completed the game is that this isn’t really a game, but the appearance of one. Have you ever heard the expression “putting lipstick on a pig?”. It certainly seems applicable here. The game seems to look and play fast and seamless, but it’s all really smoke and mirrors and what you have here is a product that is not only inferior to the game that it’s trying to remake but to other games released in the same year (1984).
Character creation SEEMS exciting with multiple character options but in reality, it doesn’t matter what class you select or what rolls you receive. None of the attribute scores seem to matter at all. When the screen switched my strength score swapped with my dexterity score. I, at first blush, thought it was a programming error and that the two scores got flipped. Once I started playing the game however, I realized that the scores were irrelevant. I’ll have more to say about this later.
There is no store in which you’re able to purchase items. In a bizarre twist, after the ridiculous character creation process, you’re find yourself at a screen entitled; The 9 Doors of Death. You choose a door randomly to see what you might be offered for purchase behind it. It’s sort of like playing Let’s Make A Deal. I was offered the opportunity to purchase regular arrows, magical arrows, a glow stone that is supposed to show trap doors, healing potions, etc. Once you choose a door, whether you make a purchase or not, you are then flung into the dungeon. You can use what is called a teleportation crystal which will bring you back to the 9 Doors of Death screen and you can make a choice all over again. I used what little gold I first found to purchase glow stones and guess what? They don’t work. You’ll find this happens often in the game. I found that the holy water never really worked either which was truly a shame because only Clerics and Paladins can (T)hrow holy water. So, while the class options may sound pretty cool, they are all for show. Wizards are the only class that can cast (S)pells, but all you have at your disposal is one all-purpose offensive spell which is much like a sword strike.
I chose a Fighter to explore the dungeon. The combat is relatively easy. You dispatch most everything quite easily – including dragons. Wraiths require magic arrows in order to destroy them – this seems to be the only game mechanic that works properly.
There is no quest or storyline associated with the game. Experience levels and hit point increases are non-existent. Yet another oddity is that after defeating monsters your Wisdom score keeps increasing. Wisdom is a useless attribute in this game – my thought process here is that the author should have been assigning an increasing value to experience points instead but was confused. The manual states that Charisma is a useless attribute but that they included it anyway. The same could have been said for ALL of the attributes.
The game does end when you clear the dungeon level of all of it’s monsters. You then get the following screen:
The only “other perils” that the game title alludes to are the attempts to make any sense out of the games several oddities. I’ve successfully completed this game because it was on my list and I’m glad I am now aware of its existence, but I can’t in good conscience recommend that you spend any time with it. Quest I and Super Quest are both much better games in my opinion. I played Dungeons, Dragons, and Other Perils on an Atari emulator and spent four hours with the game.