Game #130: Labyrinth (1980)

Yet another confrontation with the dreaded minotaur

Labyrinth was written by Frank Corr, Jr. and William F. Denman. Denman wrote Reality Ends and Frank Corr, Jr. wrote Deathmaze 5000, both of which were also published in 1980 for the Apple II and TRS-80 systems. Both of these games are what I consider hidden gems. Reality Ends was very unique and Deathmaze 5000 is probably the earliest dungeon crawler for the home computer. I had no idea it had even existed prior to Wizardry I: Proving Grounds of the Mad Overlord. These two artists have now paired up to bring us another high quality offering from Med Systems. Med Systems would later be bought out by Screenplay in 1983 and would have to close their doors in 1984. We will be covering more of their offerings at a later date and I’m particularly looking forward to playing Asylum from this same duo.

The opening screenshot of Labyrinth

Labyrinth is another dungeon crawler which was released in the same year as DeathMaze 5000. It uses the same engine and so veterans of Deathmaze 5000 will feel right at home. It uses wireframe graphics to display a 3d maze that you can move around in using the four arrow keys on your keyboard. There are no graphics or sound but there is quite a bit of text; probably more so than you’ll experience in Wizardry I. There are five total levels and more than 550 locations. There is no character generation or ability scores to deal with but inventory management can prove to be tricky. Like Deathmaze 5000, you have a limited number of moves before hunger kicks in and you’ll need to eat. Your illumination in the labyrinth is provided by torches and so your light source also limits the number of the total moves you can make. You’ll find three stores of food as you explore the five levels and you’ll also find three replacement torches as well. So there is a strategy involved in trying to economize your moves once you learn more and more about the maze and how it is constructed.

Shocked to discover another dungeon crawler I was unaware of

I found Labyrinth to be extremely difficult. It looks like my experience with it and opinion are outliers. One of the things I enjoy doing after finishing a game is to read about the experience other archivists had with it and to read reviews others wrote about the game. Most seem to have found Labyrinth easier than Deathmaze 5000 but I’m going to have to respectfully disagree. Deathmaze 5000 was indeed very difficult but the story and objective seemed more linear to me (advance and progress from level one to level two to level three etc.). MOST of the puzzles, while difficult, seemed to have a more logical solution that you could work through too. Labyrinth, on the other hand, also has five total levels but you access those levels via teleporters and pits. The teleporters are insidious. They are so seamless that it is very difficult to tell that you’ve even been transported. I probably spent almost two hours diligently mapping before I realized that areas of the map seemed to be overlapping one another or repeating. I had to start over with the assumption that teleporters were in play and to actively watch for them. I also avoided the pits at first but later learned that the pits, much like the teleporters, could be used to quickly access different levels. The entire five levels were connected like a giant puzzle via teleporters and pits. I was having a conversation with another gamer on Discord where I claimed that one of the puzzles for many of the early adventure and role-playing games was the map itself. This is certainly the case for Labyrinth. The game was a nightmare to map and I found it to be fiendishly clever.

To make matters worse, the solutions to the puzzles were very silly and rarely made any sense at all. An example is dealing with a Wraith in the final third of the game. You do this by throwing a cream pie.

Pie in the face!

The program then responds with; Pie in the Face! Pie in the Face! and then the Wraith vanishes. Really? The entire program however is very clever. Once the Wraith is defeated you have to don it’s clothes. These clothes allow you to “float” over a deadly pit on this level that would otherwise kill you (trust me, I died THAT WAY too). While you’re wandering back however; you encounter another adventurer, who thinks you’re the Wraith since you’re dressed like it, and the adventurer throws a pie in your face! I had to laugh out loud. Pure insanity. So the only way to solve these puzzles is to resort to a text adventure solution in which you have to experiment with all of your inventory items and how they interact with the obstacle. This was a true test of my patience and perseverance as there was no way for me to save the game. The emulator nor the game offered any kind of save state. So each time I made a mistake in the game or died as a result of being wrong I had to start completely over. I found that after an hour or 90 minutes with the game I’d shut off the computer and vow to try again tomorrow. This game took me almost three weeks to solve and I probably spent more than 25 hours on it. I even had to resort to a hint to help me through one of the puzzles much to my chagrin. So because I found the mapping to be so much more difficult and because the puzzles did not make a lot of sense I found Labyrinth to be much more difficult than Deathmaze 5000.

Four of the five levels of Labyrinth

I color coded my map to show how the pits and shafts are connected and I highlighted where the teleporters are and how they work. In all honesty this made my head hurt. Each level operates from a 10 x 10 grid.

Level One but you actually start on Level Two

You actually begin play on Level Two. There is a lot going on with this level. You can’t access part of the level because of a fog. If you attempt to explore those areas it attracts the minotaur. You are not yet prepared to face this beast and it will rip you asunder so the area marked with fog is an avoid for now. There are four teleporting squares on this level. Three of them are found at the corners of the grid; the last teleporter will take you to a mysterious final level which you will not encounter until near the end of the game. The useful item to find on this level is salt. You also find a magical book that contains a word of power: PTOOI When you say this word it teleports you to an enclosed section of level one where you find a 2-handed sword. The problem then is you cannot escape from this enclosed area and the game becomes soft locked. You will have to start over. I mistakenly thought then that the sword was a red herring as Deathmaze 5000 had a few of them. You will, however, require the sword later and there is indeed a way to escape this enclosed section. The solution does not come easy.

The other items that you find include a pair of roller skates, a cream pie, a lantern which doesn’t work, and a haunted jar that you can’t open. It was at this point that my frustration factor was high. It was then that I found the iron bar. On level two there is an area where the walls move in on you and crush you; causing me once again to start the game over. I wish I would have kept track of the number of times I died; perhaps it was over 65 times? There had been an elevator trap like this in Deathmaze 5000 so my first thought was to dismiss and avoid it. Until I found that iron bar. My mind flashed to the Star Wars trash compactor scene so I traveled back to the crushing walls and they were immediately stopped since I had the bar in my possession. I dropped the jar here and stepped out and sure enough the jar was smashed and a ghost was released.

The ghost reveals a new magic word

The ghost, upon release, reveals a word. Armed with that knowledge, I once again said; “PTOOI” and transported myself to the enclosed area with the 2-handed sword. Once I had the sword in my possession; I said “Mevar” and I found myself teleported out of the enclosure to Level Three.

I wish I could tell you the game got easier from there; but quite the opposite actually. You have to deal with the following:

  • a cave gnome which attacks
  • an ugly man who attacks
  • a hungry cave bear
  • a maiden who turns into a witch and then casts a spell upon you
  • a lantern which doesn’t seem to work
  • a wraith
  • a vending machine
  • a minotaur which seems unbeatable thus far

The solutions to these obstacles or puzzles do not make much sense. The only way to solve them is through trial and error using the items that are in your inventory. I was like what in the world do I do with a pair of roller skates and some salt? In addition to these things you still need to find a way to circumvent the fog and there is also a final area of impenetrable darkness in which you have to stumble your way around.

The Vending Machine

I wanted to reiterate that the reason the game took me so long was that I had no way to save the game. Many of the puzzles in this dungeon crawl could only be solved by using text adventure tactics. Which meant experimenting with verbs and inventory items on the spot. Each time I was wrong resulted in my untimely demise and I was forced to start all over again. Every single obstacle or dilemma above resulted in multiple restarts as I worked through the problem.

There is a lot of text in this game and because the difficulty level was so high; each time I found myself solving a puzzle it was very rewarding to get to read new text or find a new area opening up.

As you near the end of the game you’ll find that you’ll have to lure the minotaur to you and this alone resulted in me dying a few times in order to get it right. You’re also going to have to find a weapon worthy of killing the minotaur and the 2-handed sword is not it.

Labyrinth – Victorious!

I am definitely impressed with the team from Med Systems. Reality Ends, Deathmaze 5000, and Labyrinth were three of the more memorable games that I played in 1980. Perhaps it is I who was merely living in a cave but I’m surprised these three games didn’t garner more notoriety in the 80s. I’ve mentioned this before but I was stunned that there were dungeon crawlers sporting wire frame dungeons published before Wizardry I (not counting mainframe games). Written in machine language too so movement and speed through these dungeons are seamless. You absolutely could not beat this game without taking the time to carefully map it out. The map itself is probably it’s biggest puzzle and I spent much time with it. Make no mistake; this is a dungeon crawler with text adventure characteristics.

There definitely seemed to be a fascination with the minotaur and maze theme in 1979 and 1980. Our first encounter with the theme was in Eamon: Lair of the Minotaur released in 1979. In 1980 Hellfire Warrior had a dungeon level known as the Labyrinth in which you wandered a maze fighting hordes of different minotaurs. TSR published Theseus & the Minotaur in 1980 which I just recently played and reviewed and now, finally, we see the theme used yet again here in The Labyrinth.

Next up on the docket is The Dark Kingdom; an RPG adventure game for the TRS-80 published in 1980.

The Year in Review and Looking Ahead

Happy New Year! Now that 2021 is almost in our rearview mirror I wanted to hit the pause button and reflect upon the year and what lies ahead.

On January 3rd of this year I officially challenged myself and others to play 100 games in 2021. I also set a goal of trying to publish 100 blog posts this year as well. Let’s take a look at the scorecard and see how I fared.

In 2021 I managed to tackle and beat 85 games. Wow. I fell short of my 100 game goal but if we’re being honest I’m amazed that I played as many as 85 games all the way through. It is an extremely high number that I doubt I’ll be able to replicate again for a couple of reasons.

Remember that I started this series of posts so that I could chronicle my journey through time as I attempt to play every single CRPG and adventure game in order in which they were created or published. I started with the year 1975 and began to methodically play each of these games in order. I am currently finishing up the 1982 CRPG offerings and still traveling back in time to 1980 to clean up games I have not yet completed from that year.

One of the reasons why I feel I will never replicate having played 85 games in one year again is that as we move through time and hardware capabilities improve so do the games. A byproduct of this is that the games become larger and longer and require more time to finish. I’m beginning to see this already with some of the offerings from 1982. I don’t want to rush my experience in any way but give each game their due so I think the focus this year is going to be on the quality of my experience and not the quantity.

The second reason is time. Time is something that we cannot control nor can we ever get it back. The COVID epidemic created more time at home to pursue this hobby and while things are far from better I find myself struggling to find a balance between work, play, and my personal life. My passion for this project has not waned and while I recognize the scope of the project can seem daunting at times; I remind myself to take pleasure in it and not to rush. Quality over quantity will be my theme for 2022.

Looking ahead here is the list of CRPGs for 1983 that I will be tackling (in no particular order). If you want to see the entire list of games from 1983 you can click on the link in the sidebar from the homepage of the website.

List of Computer Role-Playing Games from 1983

One of the improvements or additions I made to the site this year was a link which allows you to read through the blog posts and my journey in chronological order. When I switched to the website from a normal blog page finding earlier posts became a bit more difficult so I set out to make it easier for folks to access earlier blog entries. I am also going to work on creating a MASTER games list in addition to the yearly tabs which I’ve created.

I wish everyone health and happiness as we look ahead to 2022. Be kind to others and reach out to let me know what your own gaming goals are for 2022. I look forward to hearing from you.

Game #129: DeathMaze 5000 (1980)

An early dungeon crawling gem from Frank Corr Jr.

DeathMaze 5000 is an early dungeon crawler from 1980 and it’s a good one. It was written by Frank Corr Jr. and published by Med Systems. Frank Corr Jr. also wrote Reality Ends with William F. Denman Jr. and it was also published by Med Systems. If you remember correctly I called Reality Ends an undiscovered gem from 1980. I’m going to do the same thing with the obscure DeathMaze 5000 published in the same year.

DeathMaze 5000 is the first dungeon crawler based on a grid system for the home computer system. I thought Wizardry I: Proving Grounds of the Mad Overlord was the first to do this and do it well but I now stand corrected. Med Systems was the first to introduce a grid based dungeon crawler to the home computer (I am not counting any of the mainframe grid crawlers from 1975 on up as they were not commercial games).

The only goal in DeathMaze 5000 is to leave the DeathMaze ALIVE.

Movement is via four arrow keys. The up arrow will move you forward one step while the other arrows turn you left, right, and around. The program is written in machine language and so the loading of the wireframe graphics as you move through the maze are instantaneous and fluid. Objects that you will need to solve puzzles and to propel you through the levels can be manipulated at any time with one or two word commands. The manual which comes with the game states that you can save the game, however, I played the game on a TRS-80 emulator and had no access to saves or save states. DeathMaze 5000 is properly named because I died many, many, many times and had to start over at the beginning each time. It took me at LEAST 12 hours to play through all five levels and emerge victorious. Not only is it the first grid based dungeon crawler but it contains multiple puzzles that are at times whimsical but clever and hard.

Opening screen for DeathMaze 5000

The DeathMaze is comprised of five different levels. Each level is made up of a 10 x 10 grid.

Dungeon Level One in DeathMaze 5000

Many of the items that you find scattered throughout the five levels of the DeathMaze are borderline silly or odd. Inventory management becomes an issue as your traverse through the maze and it’s levels. Food and torches can be found on each level and are necessary in order to survive. If you run out of food you will immediately starve to death and if your torch sputters out before you’ve had a chance to light another one you will be eaten. Your food and torches both count as inventory items so juggling inventory can be a tricky affair. What makes the game even harder is the fact that not every item that you find in the maze has a particular use or is necessary to complete the game. However it can be infuriating to find yourself on the fourth level of the dungeon and realize that you left an item that you need back on level 2.

Moving through the dungeon – released an entire year before Wizardry I

There are actually six very important items to find on the first level and only one red herring. The first dungeon level has a couple of tough puzzles to work through as well. One of those puzzles in particular is the hardest puzzle that I’ve seen to date in a game so far.

You hit a dead end in the corridor and suddenly across the screen the words appear: Tis the season, turn turn turn and then you are suddenly sealed in a 10 x 10 room and cannot leave.

I am dating myself a bit here because I’m now 56 years old but the first thing I thought of was the song by the Byrds: Turn! Turn ! Turn!

A piece of the puzzle?

So what did I do? I started to turn. I turned left. I turned right. All to no avail. There was also a box at the end of the corridor so now that it seemed that I was trapped I opened the box and discovered, of all things, a calculator. I examined the calculator and it said it was dirty. I cleaned the calculator and it now read 317.2 Hmmm A clue of some sort? This puzzle had me stymied for quite some time. I actually rebooted the game and continued to map out the rest of Level One before returning to it again. This time, while stuck, I typed HELP. The response back from the game was INVERTED TELEPHONE Now that was definitely a clue. INVERTED. If you flip the calculator upside down the 317.2 now looks like Z.LIE My mind went to the letters that are found on a telephone so I then went to google and called up images of a phone.

A phone keypad

The numbers 5, 4, 3 were associated with LIE. I wasn’t sure if the 2 was supposed to be taken for a Z but it could also represent the shape of the 5,4,3 sequence on the phone. Could it be that easy? This is the infuriating part. I actually solved this puzzle on my own with no clues; however I kept typing the answer in incorrectly. I am not sure WHY I ended up thinking I needed to literally type in: TURN 5 TIMES, TURN 4 TIMES, etc. and the computer game kept responding with; Are you crazy? I had the correct answer however I simply needed to use my arrow keys and physically turn. I found this out because I finally resorted to looking for a hint to the solution to this puzzle. I simply had to use the arrow keys to turn left 5 times, turn right 4 times, and turn left 3 times. Once you do that the wall vanishes and you are free. This is a very tricky puzzle for 1980! I later found out, due to dying multiple times and having to start over each time, that the game doesn’t care whether you start out turning left or right, as long as you have the 5,4,3 sequence it will work.

The second tough puzzle on Level One involves you trying to figure out where Level Two is. This involved finding a hat with Ram’s Horns on the top of it. I typed in WEAR HAT and then I started charging at all of the walls around the dungeon that might have a secret door. This took quite awhile but there was indeed a wall that you can charge through and you promptly fall down a pit to Level Two.

Level TWO of DeathMaze 5000

Level TWO has two items that you need to pick up as well as more food and a torch. All of the items on this level are spread far apart. Every time you turn in this game it counts as a step. You only have X amount of steps before you will need more food again or your torch burns out. So Level Two becomes a punishing lesson in how important it is to economize your steps and how necessary your food and torches are. I had come to a conclusion that the glass jar with a lid was a red herring and as I progressed further and further into the game I started to leave the glass jar behind. I realized, much to my detriment, that when I finally found my way to Level Five that I did indeed need the glass jar. I had to reboot the game and start all over. The other obstacle on this level is actually a puzzle. You have two vicious dogs on this level that you have to deal with. One will appear to harass you after you’ve completed a certain number of steps on this level. An inventory item will come in handy in dealing with this creature. The other dog can be avoided because it actually guards a red herring on this level. Experimenting with the FART command on this level produces some interesting results too.

Level Three of DeathMaze 5000

This level has it all. It has a secret door, a red herring, and an elevator that actually works (the elevator on the second floor is a trap – when you enter it the walls close in and crush you – killing you instantly – hence the name DeathMaze). An elevator would appear a year later in Wizardry I. The wool is an absolute must to find on this level as you will need it later to deal with the monster stalking you on Level Four. Throughout the game you have the sense that something is hunting you throughout the corridors and you’ll have to face this creature head on when you reach Level Four. The secret door on this level took me a bit of time to find or realize it for what it was as well.

Level Four of DeathMaze 5000

I spent a lot of time dealing with Level Four. The items once again are placed in such a way that you have to think about how you’re going to traverse the level and in what order you’re going to do things. There is a diabolical puzzle on this level involving the snake in the box from Level Two and the flute that you find on this level. I died several times trying to solve the snake puzzle. It was disheartening to have to keep starting over too after getting this far in the game. I also spent an inordinate amount of time trying to find a way to reach Level Five. I had to resort to a hint here. It is the second time I had to do so in order to finish the game. The answer to how you reach Level Five? Simple. You pull out the calculator and press the number 2. It will teleport you to Level Five. Yes. I am glad that I resorted to using a hint there. The items in your inventory are finite. Once you use them they disappear. So it is possible that you use an inventory item successfully on a lower level but find yourself without it on a later level and then unable to complete the game. Some puzzles have alternate solutions so be careful.

Level Five of DeathMaze 5000

DeathMaze 5000 lived up to it’s title this on this level. I died 11 different times on this level and it took me multiple days to complete. I died trying to figure out how to deal with the darkness on this level. When you teleport to this level your torch instantly blows out. The creature that you killed on Level Four that had been stalking you throughout the early levels? It had a mother. She is here with you on Level Five. She is not happy. I died multiple times learning how to deal with her. I died multiple times inserting my golden key into the wrong lock on this level. You also encounter a Vampire Bat on this level that only the glass jar with lid will properly deal with. I’ll let you puzzle that one out. Once I reached the very end of the game I was asked a question that I did not know the answer to. I once again had to resort to using a hint; which was the third time, in order to complete the game.

That’s a lot of keyholes

This is another hidden gem from 1980. I am astounded that we had a dungeon crawler based on a grid system from this year. I thought the first to come along was Wizardry I a year later. This game was highly entertaining. It checked a lot of boxes for me. It was a bit too whimsical or silly for me in spots but there is no denying the strength of this game. Written in machine language, it was fluid and quick and I found no bugs. The game is hard. You will die often. It’s mix of puzzles and mapping are almost perfect. I had been pleasantly surprised by Reality Ends this year as well from this group so I am excited to now play the rest of their offerings.

When I completed this game my first inclination was to do a full walkthrough for the readers. But then I had to stop and remind myself that my purpose here is to not only share my experience with this piece of history but to entice you to play it as well. I know that not having a full, detailed walkthrough is not to everyone’s liking but I did not want to completely ruin the experience for those who might be interested in trying this dungeon crawler out on their own. So I walked a tightrope. It is a great mix of text (for the interactive adventure enthusiast) and dungeon crawling for those who like a good dungeon crawl. If anyone does need a nudge in the right direction, you know where to find me. I’d be all too happy to help you out. I strongly encourage you to try this obscure gem on your own.

DeathMaze 5000 – Victorious!

Next up on the docket is Labyrinth which is another game from the group over at Med Systems. They were quite busy in 1980; developing and publishing Reality Ends, DeathMaze 5000, and Labyrinth. I am very eager to play Labyrinth after my experience with their other two releases.

Game #128: Danger in Drindisti (1982)

Cover Art for Danger in Drindisti

Many modern games today provide new digital content that a player can install on top of a video game. Known as a DLC you can think of them as expansion packs or “add-ons” that developers create that contain new stories, new levels, new characters, new costumes, etc.

In 1982 a DLC had not been conceived yet however each successive game in the Dunjonquest line could have been considered a precursor to this idea that would add a signifcant amount of content. Games in the Dunjonquest series like Upper Reaches of Apshai and Keys of Acheron were merely expansion packs requiring their parent game to play however they were physically sold separately and at what was considered a full price.

There was no attempt to update the game engine or the graphics from 1979 to 1983 so each scenario merely supplied the player with a new plot and new dungeon levels to explore; much like DLC’s do today for several modern CRPGs.

This screen should look familiar to Dunjonquest veterans

This is where we find ourselves with Danger in Drindisti in 1982. There are technical “flaws” that were now creating a bit of a negative experience for me after so many offerings in the series. In order to get Danger in Drindisti to work; you have to boot up your Hellfire Warrior disk. When the games asks if you want to re-enter a saved level you have to type in YES. You will then be asked to insert the game with the saved level. It is at this time that you insert your Danger in Drindisti disk and choose which level you want to play; 6, 7, 8, or 9? However the order of difficulty, according to the manual, is as follows: Level 7, Level 6, Level 9, and then Level 8. So why is the level of difficulty between levels 6 through 9 not sequential but rather in that odd order? The answer, disappointingly, is that Hellfire Warrior didn’t use room descriptions on odd levels so neither can the Danger in Drindisti game. Rather than improve upon existing releases they instead chose to trick the Hellfire Warrior program into believing that Danger in Drindisti was it’s disk. This is how they chose to introduce new content. The developers want you to play the levels in the order of 7, 6, 9, and 8 so that they can use room descriptions on Level 7 and Level 9 which Hellfire Warrior is constrained to.

I found these technical “flaws” or inadequacies to be both frustrating and confusing; I found that each time I started play again I’d have to consult the manual and special documentation again to make sure I didn’t insert the wrong disk or press the wrong key. What might be the worst of the technical “flaws” is that when you complete each quest or level in Danger in Drindisti and return to the Innkeeper there is no recognition in any way that you’ve been successful or have completed your quest. There is no celebration or congratulatory recognition in any way. Only by diligently following along in the manual and using your imagination are you aware that you have achieved a winning condition or victory in the story. I had forgotten about this and so after completing the first scenario and then making my way back to the innkeeper nothing happened. It is really quite a let down.

Lastly, no improvements have been made to improve the graphics or the game engine. While one can certainly map out each dungeon level (I strongly suggest you do so) it is not easy to draw the map to scale like it is in a Wizardry game. This makes mapping of the game a bit more tedious and subjective. A lack of scale has always made mapping the games in the Dunjonquest series a bit frustrating.

The strength of this offering, and what I did enjoy, was the creativity of the scenarios themselves and the written descriptions of the rooms in the accompanying manual. Once again, Automated Solutions now known as Epyx, have done a masterful job creating a high quality game manual.

Inside the Temple of the Demonmaster

Danger in Drindisti has four dungeons or missions for you to complete: The Glass Wizard, The Abode of the Illusionist, The Temple of the Demonmaster, and The Realm of Mist.

The first scenario was unique in that this Glass Wizard you must deal with lives in a cave with his numerous apprentices and his magical glass creatures. In order to get to the Glass Wizard you have to make your way through his Glass Maze. While you’re making your way through the maze you’ll encounter several glass statues. These were opponents that the Glass Wizard turned to glass and left standing as a warning to intruders. All of this is very original and it checks a fantasy/role-playing box for me. Wandering around the “Glass Maze” however and constantly bumping into invisible walls that you couldn’t see (the glass) however was less than fun. Combat continues to be random AND frequent and so while you’re trying to navigate yourself through the glass maze you’re spending quite a bit of time fending off opponents. Eventually I made my way to the Wizard and dealt with him, taking his Book of Spells I was tasked to find, represented by a numbered treasure within the manual. Again, once I returned to the innkeeper with the book there was no winning or congratulatory screen. I was merely asked if I wanted to go back into the dungeon. The only way I knew I obtained my objective was by carefully reading room and treasure descriptions. This was unique and much like a tabletop session of Dungeons & Dragons in 1979 however by 1982 the convention now feels strained.

Any enjoyment I derived from this latest Dunjonquest installment was rapidly dwindling once I started playing the second scenario; Abode of the Illusionist. Here we are not dealing with a glass maze but instead illusions and repeating rooms and halls. I never even bothered to map this scenario out. I just bumbled and stumbled around until I accidently came up on the Illusionist. Your mission objective is to take his staff. But wait, being an illusionist, there are four of them to find. Since you don’t know which one is the real one you take all four with you back to the innkeeper who doesn’t even recognize that you have them.

The Temple of the Demonmaster was my favorite scenario of the four. The map of the temple that you’re exploring makes a lot of sense and the room descriptions in the manual are excellent. There are secret doors and chapels that you have to find but I didn’t mind this as part of the mapping exercise because it made a lot of sense where both map and scenario were concerned. The battles with the demons were tough and there is a battle with an animated idol that leers over an altar that is extremely hard. I found this entire scenario redeemed much of the negative feelings that I had while slogging through some of Danger in Drindisti’s parts.

The last scenario went backwards for me again. Rather than rest on the laurels of writing and creativity like the last scenario we’re back to maze trickery like that of the Glass Maze, or Abode of the Illusionist, or even from the Lair of the Minotaur from the last expansion. Having to navigate through “mist” or a “glass maze” merely to lengthen the playing experience doesn’t do it for me now at this juncture. By the time I reached the altar in this last scenario and had to pray for the Demigod to appear so I could do battle with him, I also found myself praying for release from this game.

Because the developers have not bothered to update the Dunjonquest engine in any way; but merely have spent time putting a new shade of lipstick on each offering; the series is losing it’s luster for me. The formula which I had so much fun with in previous installments is now losing it’s luster and charm. I have one more offering with the Dunjonquest engine, Curse of Ra, which was also released in 1982. This one is not a sequel to Hellfire Warrior but to Temple of Apshai. There is one more in the series which was released in 1983 where I hear the engine received a complete overhaul. I am sure we will get to that one eventually.

Next up on my docket is a game known as DeathMaze 5000. Until next time…

An Update on the Website’s Moving Pieces

Retrogames.com is nothing other than a passion project of mine. When I have the time I am constantly changing and updating the content. I try to add anywhere from 2 – 4 games into the database each day. Each time you log into the site you are always greeted with the latest additions on the home page. I cover ANY game but there is emphasis here on adventure games and computer role-playing games.

Home page of the website

There are a number of ways that you can search for games and I urge you to experiment. My CRPG Quest continues on at a healthy pace and you can see the newest blog posts on the sidebar to the right in the picture above. One of the questions I am frequently asked is if there is an easier to go back and read the blog posts in chronological order. The answer now is a resounding yes!

Side bar to the right on the home page

Now from the home page of the site you can click on Read the Blog Posts in Chronological Order and it will take you to a page that looks like this:

The blog posts now in chronological order

I spent time developing a page that allows you to see each of the blog titles and they are listed in chronological order. You can see to the right that you can click on and go immediately to any one of the posts that might interest you or you can choose to take your time and read them in order. I also posted the date that each post was published as well.

When you’re finished with a post if you have a comment or something you’d like to add, I strongly encourage you to participate. Nothing would please me more than to have a robust discussion on each of the games as I historically move through each of the games by order of publication date.

I have also created a Discord server that can be accessed from the front page of the website.

I do have a special request. I am looking for someone who is a little tech savvy. I am not the most technologically proficient which is a problem when trying to get one of these older games to play on a particular emulator. There are a handful of games that I know would run with some proper “tweaking” but I am looking for someone to problem solve a couple of these and then help me with step by step instructions on how to get to work. For example; I can’t get Dragon & the Princess to run with the translation patch. I also can’t get House of Usher to run under the Atari emulator as another example. I would love some help in that area with the small handful of games I have not been able to cover due to technical reasons. If you wouldn’t mind reaching out, if you’re reading this and interested in helping, I can be more specific. I would be extremely grateful.

Progress update: I am currently playing DeathMaze 5000 and I am quite impressed with this little gem. I am hoping I have a breakthrough and will be able to finish it this week. I am still working on a post covering my recent Danger in Drindisti play through and I should have that up soon. I also finished compiling the list of games that I plan on covering from 1983 and I’ll be sharing that shortly as well.

I hope that you are well and you are able to take time for YOU and to get some gaming in. Once again thanks for reading me and I look forward to future discourse with you on games and gaming.

Game #127: Dungeon! Computer Adventure Game (1982)

TSR’s Dungeon! board game from 1975

Dungeon! is the second CRPG from TSR that was released in 1982. The first was our recently reviewed dungeon crawler; Theseus and the Minotaur. I used to own this board game in my youth and I was surprised to discover that TSR made a computer game of the property. Having had the experience of playing the actual board game; I was excited to check this offering out.

Opening screen shot for Dungeon!

I played Dungeon! on an Apple II emulator and I had no technical issues getting it to run. The game does it’s best to mimic play of the actual board game which was released by TSR in 1975. You can choose one player mode or play with up to four friends. The goal is to be the first person to collect a specific amount of treasure and then return to the starting spot on the board.

Choose your class

The amount of treasure that you need to accumulate is based on the class that you choose to play. Elves and heroes only need to collect 10,000 gold pieces to win. Superheroes have beefed up statistics and better rolls so they need to collect 20,000 gold pieces to win. Wizards get to hurl Lightning Bolts and Fireballs at their opponents so they need to collect 40,000 gold pieces to win. Wizards also have a Teleport spell at their disposal. While Wizards have the greatest arsenal at their disposal their resources are limited and they begin the game with only 12 spells.

Elves and heroes are best suited for the 1st and 2nd dungeon levels and can venture into the third level on occasion without too much mishap. Superheroes are best suited for the fourth and fifth levels while a Wizard is going to want to go to the sixth level because of the limited number of spells in his or her arsenal.

Screenshot of Level One

The above screenshot depicts the first level of the dungeon map. Each player rolls a die and then gets to move a specific number of spaces. The green squares represent rooms in which there is usually an encounter. If you can defeat your opponent then you are awarded the gold pieces that it was guarding.

The complete map of the 6 levels that comes with the documentation

The map consists of six different levels. Greater treasures and tougher monsters are located in the deeper levels of the dungeon. In addition to the previously mentioned gold pieces; you might also find a magical sword, a crystal ball which allows you to see the creature and treasure inside of each room, maps that show secret doors of different levels, and ESP medallions that let you see what creature is in the room next to you.

A magical sword!!

The graphics in the game are actually pretty good. When you encounter a creature the game jumps to a combat screen. You press a key to attack and then the computer rolls the dice for you. If you miss, the creature then gets the opportunity to rip your face off. If you’re hit with a critical blow it causes you to drop half of the treasure that you are carrying and you are unceremoniously “pushed” out of the room. You CAN go back in and try again and if you win you can recover not only the treasure the creature was guarding but you can retrieve the treasure that you dropped. If you are defeated by the creature you drop half of your treasure and find yourself back in the starting area of the board.

Combat with a skeleton

I played Dungeon! as a solo adventurer and I chose the class Elf. It was relatively easy to keep playing until I collected 10,000 gold pieces after which I made my way back to the starting spot on the board for the win.

The depiction of the evil hero looks pretty cool

I think the game was well done and it does a good job simulating the actual board game experience. If you have someone to play against or even better a group of four to compete against each other I think the game would be fun and challenging.

You can take inventory of your possession with the touch of a key
Dungeon! – Victorious!

If you were a TSR fan boy and like to wax nostalgic about your early Dungeons & Dragons days then I urge you to take Dungeon! for a spin. Or perhaps you once owned the game in your youth and remember it fondly; in which case I again recommend you playing the computer version as it does a great job of simulating the board game.

The Apple II version of Dungeon! was well received, gaining a Certificate of Merit in the category of “1984 Best Multi-Player Video Game/Computer Game” at the 5th annual Arkie Awards.

Fred Hemmings reviewed Dungeon! for White Dwarf #4, giving it an overall rating of 8 out of 10, and stated that “Even if you play D&D it is still worth having a game or two of Dungeon. You may argue that Green Slime is not as deadly as it is portrayed but a little thing like that shouldn’t spoil your fun. If on the other hand D&D is not your cup of tea (or coffee), don’t let the connections put you off, this is a game in its own right and a good one.”

Game #126: India Palace

The start of India Palace

India Palace is the sixth adventure game written by Roger M. Wilcox for the TRS-80. He managed to recover the program from cassette tape in 2013 and rewrote it as a WPF .NET application as part of his “remember my past” endeavor. India Palace was never released commercially but is part of his private collection that he made public in 2013.

Map of India Palace

I was able to complete the game without too much trouble however there were a couple of things that were unique to India Palace compared to Space Traveller and Nuclear Sub.

When I arrived at the foot of the palace door I tried a number of things and could not get the door opened. When I finally typed HELP the program actually responded with WHAT YOU DO AT A NEIGHBORS. Aha! I knocked on the door and the door suddenly creaked open.

There is also a magic word inscribed on a stone wall within the palace. When I used the magic word it sent me to an area where I was able to find some hiking boots and a flying carpet. I had hit a dead end in the game and then discovered that you could use the magic word in another location of the game whereby you’ll find a miner’s pick. Once you find that you’ll know where to use it and it opens up another large section of the game. I did soft lock the game and had to start over because when I discovered the miner’s shaft I did not have the flying carpet with me. I had already deposited it in the score room and it is necessary to navigate the mine shaft.

There is an interesting bit where you need to discover how to cross a vat of acid and a secret door you’ll need to find in order to uncover the chest of jewels.

India Palace – Victorious!

There are six total treasures that you have to find in order to win the game. It took me 45 minutes to an hour to complete the game and I found it to be a very enjoyable experience. Do not let the fact that this game was not released commercially sway you from playing it. It is just as good as many of the text adventures that WERE released commercially.

Game #125: Nuclear Sub (1980)

We return once again to the fifth game in the Roger M. Wilcox collection. Nuclear Sub was originally written for the TRS-80 in 1980. It was recovered from cassette tape in 2013 and reworked as a WPF .NET application as part of Roger’s “remember my past” endeavor.

Screenshot from Nuclear Sub

Nuclear Sub is my favorite adventure so far of the five Roger M. Wilcox offerings I’ve played through. This is yet another find the treasure and deposit it in a specific area for points theme however the puzzles were interesting and the length of the game and pacing were just right.

The six different treasures

There are some interesting puzzles in the game that are a step up from previous entries. In the game you are exploring an underwater cave complex when you come to a cliff top. There appears to be no way to climb down. In another part of the complex you find a trampoline. You’ll need to pick up the trampoline and take it to the cliff top. You’ll then want to throw the trampoline over the cliff and then jump. The trampoline will break your fall and open up new areas of the map to explore. This is not original as a similar puzzle was in Scott Adams’ Mystery Fun House but it was a nice touch and if you had not played Mystery Fun House the solution may not as been so forthcoming. The blaster wand puzzle was a nice touch as well.

The map of Nuclear Sub is a larger map than previous games with more than 25 different locations.

Map for Nuclear Sub

There are six total treasures that you need to collect and then return to the sub but then the game does not end there. Your reactor on the sub is nonfunctional and you’re going to need to miraculously find some plutonium lying about in an underwater cave before you can get underway. Remember to use the tongs before you pick up the plutonium. It was in this final part of the game that I had some trouble. I had the plutonium but I was having parser issues and playing “guess the verb” at the end. Luckily the game provided me with a helpful of hint of “try INSERT” and I was able to INSERT the plutonium into the reactor.

Nuclear Sub – Victorious!

This was my favorite Roger M. Wilcox offering thus far. Next up on deck is the adventure known as India Palace. If you’re interested in playing and experiencing any of the Roger M. Wilcox games for yourself you can find them HERE.

Game #124: Space Traveller (1980)

Screen shot from Space Traveller

We travel back to 1980 again as I work to systematically play the rest of the text adventures from that year. Space Traveller is the fourth adventure game written by Roger M. Wilcox. It was originally written for the TRS-80 in 1980 and Mr. Wilcox managed to recover the program from cassette tape in 2013. He rewrote the program as a WPF .NET application as part of his “remember my past” endeavor. The program requires that you have installed either the full .NET 4.0 framework or the .NET 4.0 Client Profile.

Map for Space Traveller

Space Traveller has a science fiction setting but at it’s core it is a “collect the treasures & deposit them” theme which ran rampant in the early era of interactive fiction. You are on Planet Q and you have the ability to travel to both Planet Earth and Planet X and explore them.

One of the trickier puzzles from Space Traveller involves finding a small hat in a hat shop on Planet Earth. The small hat appears innocuous at first glance and when you check there is nothing inside of it or special about it. However in a write up Roger M. Wilcox mentioned that he drew inspiration from Scott Adams; Ghost Town and a tiny bit from Strange Odyssey. His comments really stuck with me as I was playing the game and so when I found a small hat in a hat shop my alarm bells started to go off.

In Scott Adams’ Ghost Town one of the trickier puzzles involved the parser and a 10 gallon white hat you had been wearing for much of the game. Secretly tucked into the rim of the hat had been an extremely important note or clue which was necessary to read in order to move forward in the game. So I was relatively sure that there was more to this hat than met the eye. I tried a number of things to no avail but when I finally tried; SHAKE HAT a 6 foot shovel fell out. Seriously. Once I had the shovel and was able to dig in numerous locations the game moved right along.

Space Traveller – Victorious!

There are five treasures that you need to find in the game and then deposit them back in the “score room” aboard your transport vessel. Many of the puzzles involved digging for them. Were it not for the Wilcox’s comments about being inspired by Ghost Town I am sure I would have gotten good and stuck in the game. There were not really more than 15 locations in Space Traveller and the game probably only took me 30 minutes to solve. Remember that Space Traveller was not a commercial game but among a private collection of games meant for friends and family that was finally made public in 2013.

Next up on the docket is Nuclear Sub, another Roger M. Wilcox game and my personal favorite from his collection to date.

Game #123: Theseus & the Minotaur

Theseus & the Minotaur Cover Art

The story of Theseus & the Minotaur is a classic tale from Greek Mythology. King Minos had a great palace for himself and inside this palace Minos built a giant labyrinth, and at the center of the maze, he kept a terrifying creature – the Minotaur. Theseus would end up overpowering the beast and stabbing him in his throat, fatally wounding him.

TSR of Dungeons & Dragons fame enters the home computer game arena with this offering. Bruce Nesmith was one of the programmers who would then stay on with TSR and write numerous modules and books for them before taking the job of senior game designer for Bethesda Softworks. He would go on to work on Elder Scrolls II: Daggerfall, Oblivion, Oblivion’s Expansion: Shivering Isles, Fallout 3 and then serve as lead designer for Skyrim.

Opening title screen for Theseus & the Minotaur

I wasn’t sure what to expect from this offering and was pleasantly surprised to find that it is an early dungeon crawler. The labyrinth has three floors which are 10 x 10 in size. You always begin play on the bottom floor in the corner. The dungeon presents itself as a three dimensional wireframe format much like Wizardry or Ultima. There are holes in the floor and ceiling and you will find yourself moving up and down between the three floors to access certain areas.

Combat within the labyrinth

There are secret doors located throughout the complex and they look exactly like a normal wall. To find the secret door you have to walk into the wall. If there is a secret door there you will walk through it. Each labyrinth also has what is called a Hall of Mirrors which is a very confusing place.

Beware the dreaded minotaur which is extremely hard to beat

Movement is through keyboard commands. L for left and R for right. The Enter key will move you forward while A will execute an about face or turn you all the way around. Combat is executed with the F command from the keyboard when encountering the Minotaur or the Minotaur variations. You begin the game without a weapon and have to resort to using your bare hands. When you defeat an enemy you can then press G for get. This command lets you search for a weapon in the space where you are standing. I found a thigh bone and was able to deal much more damage with it than with my bare hands.

In the first 150 turns of the game you can press W for wait and it lets a turn pass while you do nothing. You will heal one point of damage for every turn you wait but after turn 200 this feature turns off. If you press H from the keyboard this allows you to check your current health status. It also will display your current score, the amount of time you have spent in the maze, and the items that you have in your possession

Theseus & the Minotaur – Victorious!

The game ends when you leave the labyrinth through the door that you entered. The goal is to go into the maze and rescue Princess Ariadne and then make your way out. She can be virtually anywhere within the maze so you’ll want to check every square. You receive points for the following:

Scoring

You can also choose how simple or complex you want the computer to generate the labyrinth. It is essential that you map the labyrinth if you do not want to become lost.

The three levels with a low complexity score

I enjoyed this offering and was surprised to uncover another early dungeon crawler. I would have enjoyed the game much more if the screen did not refresh itself each time I moved and the redraw rate was slow. If you’re playing on an emulator you can greatly increase the emulator speed to overcome this problem. TSR would publish another pseudo-RPG in 1982 of their popular board game; Dungeon! We’ll be taking a look at TSR’s other offering next.