Game #14: Treasure Hunt

Treasure Hunt is a puzzle box masquerading as a text adventure. The game was created in 1978 by Lance Micklus for the TRS-80. I could find no packaging or documentation of any kind but Nathan P. Mahney of CRPG Adventures found this short blurb in Softside Magazine:

Treasure Hunt write-up from Softside Magazine

Here is the plot hook or introduction screen from Treasure Hunt:

Treasure Hunt plot hook

I had mentioned in a previous blog post that the influence of Colossal Cave upon other games was far reaching. Up to this point we have seen what seem to be staples in commercial adventure games in 1978: a treasure hunt involving a number of treasures or items that need to be collected and a maze that you are going to have to navigate yourself through. While this game certainly has both it is more than that.

When I first sat down to play Treasure Hunt I made the mistake of assuming that it was a simple little game whereby all you need to do is navigate through the caves and collect the treasures. I was actually biased with ‘fools gold’ on my first playthrough because I was able to collect 15 treasures. Things went from bad to worse at that point.

There are 95 total caves that are numbered 0 to 94. Cave 0 is the entrance & exit and where you can safely deposit the treasures that you find. Each cave lists the other caves that it is connected to by number and you merely choose which cave you want to go to next by typing in the number. It looks like this:

Screen shot from Treasure Hunt

When I first started to play I would list the cave number and then alongside that cave number I would list the exits that you could reach. Like this 50: 25, 49, 73. Each time I visited a particular number I would circle it so that I could easily see the path I had not taken or what numbers were left to reach. Sounds easy enough right? Wrong

There are a number of hazards and problems that are introduced as you play.

  • There are pits that you can fall into that immediately cause death. There are three of these pits in the game and so you have to work around the pits by avoiding those cave numbers
  • There is a pirate in one of the caves and if you do not avoid him he will take your treasures and scatter them about to other caves and your hunt for those treasures will have to begin anew (with a lantern that is running low)
  • You can experience an earthquake which shakes the entire cave. I did not understand what the big deal was at first until I realized that each time there is an earthquake (yes they are random and can occur multiple times) that it changes the locations of each of the items in the game. I cannot even begin to tell you how devastating this is.
  • There is a giant bat that can randomly swoop down, pick you up, and deposit you in a different part of the caves. When it does this you drop all of the items you are carrying and they are randomly scattered about the cave. This too is particularly devastating.
  • There is a dragon located in the caves that will kill you unless you are carrying a particular item……….

These hazards presented a problem for me because of the way that I had decided to map the cave complex. There is an additional wrinkle or complexity to the game. Some of the treasures or objects are needed to acquire or activate other treasures or encounters. You can only carry three treasures at any one time and you cannot drop a treasure. So you must avoid picking up certain treasures but remember where those treasures are located so that you can use them later to solve the game’s puzzles.

This is where I pause to introduce Jason Dyer’s excellent Renga In Blue and the All Adventures project that he is working on. They say imitation is the best form of flattery and it was his idea to begin the All Adventures project which led me to the decision to do something similar. My absolute favorite genre in computer gaming is the role-playing game and particularly the dungeon crawler subset. While my primary goal was to play each CRPG in the year in which it was published I could not ignore the fact that I am a voracious reader and love puzzles. If I focus solely on CRPGs then I am missing out on an entire world of adventure so I decided instead to take a page out of Jason’s book and play and blog about every adventure game ever made in chronological order. There was an individual named Peter who had commented on Jason’s own experience with Treasure Hunt. I am sarcastically paraphrasing (because it was anything but simple in my opinion) Peter who offered that there was indeed a pattern to the numbers and that they could be mapped into overlapping rings. I admit to being humbled by this individual because he made it sound so simple and then he provided a most excellent map. I wadded up my own maps in disgust and I instead used Peter’s map which Jason posted and I will now provide as well. Once I had this map in my possession it made things much easier.

Treasure Hunt’s map consists of overlapping rings

It then became a simple matter to work through the puzzles and acquire the treasures. Even when the bat deposited me in another area of the caves and scattered a couple of the treasures I was able to quickly regroup because of Peter’s wonderful map. The puzzles are unique and fun to work through. One of my favorites involved the dragon. Now normally I do not like to provide spoilers for the games I am playing through. It is my hope to accomplish three things with this blog: 1) to leave you with an appreciation for the history of computer games and how they have changed through the years and influenced other games that would come after 2) that each game is a work of art to be appreciated and that programmers and the people who have created these games should be considered artists; and 3) that reading about my experiences with these older games may entice you to attempt to play them and experience them for yourself. I love to create my own hand drawn maps for the games that I play but I felt like having Peter’s map improved the experience for me. In fairness, I likely feel this way because I spent a good amount of time creating a map on my own. Now getting back to the dragon; I just had to share this bit of comic relief with you however I must warn you that it contains a SPOILER.

Dealing with the dragon in Treasure Hunt

I laughed out loud at that one. Classic. You’re on your own with the other puzzles in the game.

I ended up spending more time with Treasure Hunt than I expected to. It first presents itself as a simple affair but it is layered in complexities. It is more a puzzle box than text adventure. The map is diabolical as well as the random events which serve to hinder your progress. The waning lamp also adds a time constraint to the game. There MAY be a way to extend the life of the lamp but that is up to YOU to figure out dear reader. While I expected Treasure Hunt to merely be a box to check for 1978 I found it to be a very unique experience; different from anything that has come before it. I wanted to thank Lance Miklus, the author, for this little piece of gaming history and work of art.

Game #13: House of Seven Gables

Commercial packaging for Hassett’s House of 7 Gables

This is the second in a series of text adventures published by Mad Hatter Software and written by the 12 year old Greg Hassett. We played and reviewed Greg’s first game, Journey to the Center of the Earth, and while I found it enjoyable I felt that it needed to be fleshed out a bit more with a bit more polish added.

Hassett’s sophomore effort, House of Seven Gables, is loosely based on Nathaniel Hawthorne’s book; The House of Seven Gables. The novel is a gothic romance focusing on a New England family and their gothic home. There are suggestions of the supernatural and witchcraft throughout the book. The House of Seven Gables has been adapted several times to film and television.

The publishing company or Hassett must have felt a need to commercially tie two of his games to published books. The relationship between the Journey to the Center of the Earth game with Verne’s work is tenuous at best. The same can be said for the House of Seven Gables. The supernatural and witchcraft elements are only presented as undertones in Hawthorne’s work but in Hassett’s text adventure they are very real.

Introduction screen to House of Seven Gables

Greg Hassett’s second effort is a much more concise and enjoyable game. The game provides a first for us as I believe this is the first commercial game to feature a haunted house theme.

You’re about to become trapped in a haunted house!

The game begins with you outside of the house. You can see a shiny compass which you can pick up. Once you enter the house you are effectively trapped inside of it. You cannot escape the house until you have killed the witch responsible for locking you inside.

There are several horror movie themes scattered throughout the game. You’ll encounter ghouls, ghosts, a vampire, a mad scientist’s laboratory and eventually the wicked witch.

The House of Seven Gables contains a couple of characteristics which seem to have become common place in text adventures during this time period. There is a maze which you have to traverse and figure out in order to claim your “reward” at the end and the game also involves a treasure hunt.

There are eight different objects for you to collect and you get points for depositing these objects in the living room. This was not clear nor were there any instructions telling you to collect these treasures but I found that once I started dropping them in the living room I started to accrue points. The number of points that you receive for finding these treasures is secondary to the ultimate goal of defeating the witch and escaping the house. Once you have slain the witch and you leave the house you then win the game regardless of the points you have or the number of treasures that you have collected.

The ghoul and the ghost are two supernatural opponents who keep appearing randomly throughout the game. There is a way to deal with the ghoul and a disembodied voice in the hall closet will give you a hint to help with that endeavor. I never could find a way to deal with the ghost other than to give it a treasure. It demands treasure and once you give it one of the eight valuable objects it will go away for awhile. Perhaps there is another way to deal with the ghost but I did not find it.

I am not going to list the eight treasures that you can collect as I do not want to spoil it for anyone who wants to experience the game for themselves. I have always been a fan of the supernatural and haunted house themes so this checked a couple of boxes for me and was a refreshing change of pace from the Colossal Cave fantasy treasure hunt clones.

There are a few spelling errors in the game which should really be unforgivable. I am surprised that neither Hassett or the publisher caught these and allowed them to exist in a commercial product. I am not sure that Greg Hassett actually knew what a gable is or perhaps I don’t because architecturally they did not seem to make sense where they were located in the house.

There were also a few things in the game that left me confused. I am not sure if these were merely red herrings, or if they existed to provide some background color, or if I failed to find a use for them or connect them properly within the game. One example of this is the black cat in the game. When you attempt to interact with the cat it disappears in a puff of smoke but threatens that it will return later. The black cat never does return in a different way nor have any other integral part of the plot that I could find. There are a couple of other things like this but they did not ruin the game but only served to add to the mystery of being trapped within a haunted house.

Winning screenshot of House of Seven Gables

I was able to defeat the witch and make my way out of the house. It took me a bit of exploring to realize that a new exit direction was created out of the living room after defeating the witch. I did not score the maximum 160 points because I held back a couple of the valuables in my possession in case I ran into the ghost while trying to get out.

I really had a positive experience with this game. I think it was the refreshing change away from the fantasy genre and the fact that this was the first commercial game to make use of a supernatural or haunted house theme. The game was tighter and I actually enjoyed my time with it.

I have decided to play Treasure Hunt as the next game in my challenge as I continue to work my way through the 1978 offerings.

Game #12: Journey to the Center of the Earth

Journey to the Center of the Earth is a treasure hunt text adventure game written by Greg Hassett for the TRS-80.

Commercial package from Mad Hatter Software

An astounding piece of trivia concerning this game is that Greg was 12 years old and in high school when he wrote the program. Greg would go on to write eight additional text adventures and was the only competitor to Scott Adams in this particular arena at the time.

Journey to the Center of the Earth is loosely based on the Jules Verne book of the same name with particular emphasis on the word loosely. Once you step outside of your ship in the beginning of the game any similarities to Verne’s work ends. The game looks and feels more like a Colossal Cave or Adventureland clone.

Opening screen from Journey to the Center of the Earth

There are treasures to collect and you deposit them in your ship. The more treasures you collect and safely deposit the higher your score in the game. A few of the locations feel half-finished; the beginning of an interesting idea that only serves to add color. In this treasure hunt you also have the “maze” trope which has been a staple of the other text adventures that we have played from this era. There are really only three or four puzzles to solve in this game. The hardest puzzle is dealing with the nine-headed hydra.

It did not take me very long to explore all of the areas of the game and eventually solve it. I maybe spent no more than 45 minutes to an hour with the game and the game was much easier than that of Adventureland by Scott Adams.

I was able to repair the ship and achieve maximum points in the game

I am inclined to believe that there were players who enjoyed and appreciated the easier difficulty level. I would have liked to have seen the game locations and descriptions fleshed out a bit more and I would have appreciated the addition of more puzzles. The game just felt a bit incomplete to me or rushed and needed a bit more polish. I had to remind myself also that the game was written by a 12 year old in high school. The game mechanics were flawless and I find that detail to be extremely impressive.

My next game is going to be another text adventure from Greg Hassett entitled the House of 7 Gables.

Game #11: Knight’s Quest

Knight’s Quest is a role-playing game released for the TRS-80.

Commercial package for Knight’s Quest

The game came packaged with two other games: Robot Chase and Horse Race.

Opening screen for Knight’s Quest

There was no written documentation which came with the game. All of the instructions for the game as well as the plot hook can be found just after the title screen shown above.

Plot hook for Knight’s Quest

The plot hook is interesting enough. You are a new knight for the King of Norsax who is sending you out on your first quest. Nothing too terribly difficult for a first quest; merely obtain a gold chalice from a mountain demon or a gold anchor from a sea demon. Your king doesn’t want to tax your abilities too badly your first day out after all.

Map & movement in Knight’s Quest

The main screen of the game shows you a grid which is supposed to represent an outdoor map. There simply isn’t much in the way of graphics. The gameplay ran very smooth. Your move codes are displayed for you and you use these to move about the map. You may find when you move that the area is safe or you may have an encounter. If there is an encounter it is possible your opponent will challenge your or you may challenge the opponent. I encountered evil knights, sorcerers, smugglers, and a man eating giant. Once combat begins the outcome seems randomly determined. I could not tell you the math or numbers involved if I wanted to. If you win the combat your reputation score goes up and you receive silver pieces. If you lose the combat you are most likely dead or seriously wounded.

I also encountered health springs and monasteries in certain squares. One monastery gave me a magic dagger. If you are in combat you can use the magic dagger to automatically win that particular combat and then it vanishes. It can only be used once.

In my first game I eventually made my way to the sea demon, beat him, and obtained the golden anchor. I made my way back to the castle in five moves and won the entire game in under 15 minutes. I thought perhaps that fate was allowing me to roll a natural 20 so to be sure I started a new game. Again I found the sea demon, beat him, and obtained the golden anchor; making my way back to the castle in five moves. This time it took me only 9 minutes to beat the game. Now; I like to think that I’m good at times; but not THAT good. The game seems rather quick and easy to beat however I found portions of the game to be original and slightly entertaining. The evil knights, the health springs, monasteries that grant a magical dagger, movement on the outdoor map, all of this seemed a bit refreshing or original from what had come before.

Winning screenshot for Knight’s Quest

The ease with which you can win and the speed of the game are sure to turn many hard core gamers off. It took me longer to emulate this game on my PC than it did to beat it. I don’t regret for a moment though all of the different stops and discoveries I am making on this journey with these different games.

Next up for me is Journey to the Center of the Earth; a text adventure from 1978.

Game #10: Adventureland

I took a break from computer role playing games in 1978 and turned my attention to the first commercial text adventure. Adventureland is the first of several text adventures created by Scott Adams. He co-founded, with his ex-wife Alexis, Adventure International in 1979. The company developed and published video games for home computers. The cornerstone products of Adventure International were the Adventure series of text adventures written by Adams.

Colossal Cave was written two years earlier by Will Crowther but on a mainframe computer. Adventure International released early text adventures for most of the major home computers of the day. Scott Adams’s work was influential in adventure gaming. In 1990 Computer Gaming World published a statement by a ‘respected designer’ that “it was impossible to design new and more difficult adventure puzzles because Adams had already created them all in his early games.”

Adventureland is #1 in this series of early text adventures by Adventure International. The influence of Colossal Cave here is unmistakable. The number of locations are smaller than that of its predecessor however there is a tightly knit cohesion with each location and their respective puzzles. There is a quirky sense of humor sprinkled throughout the game as well

The goal in Adventureland is to find 13 lost treasures and deposit them in a safe location. This type of game fits into a “treasure hunt” theme which was pervasive in many early text and graphic adventures that flooded the market. The shadow of Colossal Caves would be far reaching. There is also a maze to traverse in Adventureland and this would be another staple which would be included in many future adventure games.

I remember as a youth walking into computer stores and seeing Adventure International games on most shelves. I would end up later cutting my text adventure teeth on Infocom games but as the years rolled by I had always regretted not exploring the worlds created by Scott Adams. I am glad that I finally got the chance to sit down with Adventureland.

I found most of the puzzles in Adventureland to be extremely fair and to make sense. My gripe with many early text adventures is that many break what I call “fair play” rules with their odd logic puzzles. The game runs extremely smooth and I had no technical issues running it in Dos Box. Full disclosure: I had to get a hint for the quicksand portion of the game. I did not have a problem figuring out how to get the treasure found there. My problem was how do I extricate myself from the quicksand? My issue ended up being one of syntax. I also had an issue concerning the bees. I had deduced how they MIGHT be used correctly but both times I carried out my plan the bees suffocated and died. So I naturally thought I must be missing something or doing something wrong. I ended up spending quite some time on that particular puzzle and ended up reading that the bees even when used correctly will suffocate about 50% of the time. GRRRR. I ended doing two more run throughs with those bees and they survived on the 4th take. This comes close to violating my “fair play” rules because WHO is normally going to keep trying the same action multiple times hoping for a different result by the 3rd or 4th time? I had no issues with anything else and I don’t feel too badly allowing myself a gentle nudge to finish.

You may have noticed, dear reader, that I try very hard to avoid giving you the answers to these puzzles or providing a walk through. I know this breaks the mold a bit from other bloggers and I wrestled with this decision because it seems that there is a large audience who do like a complete walk through or spoilers. It is my hope however that by drawing attention to these pieces of history (they are after all an art form and should be considered creative pieces of art) that it gives you the urge to try them out for yourself.

Screenshot of Adventureland

I would like to report that I did find all 13 treasures and completed the game. I enjoyed my time spent with this one and strongly recommend that you grab your favorite beverage, make yourself comfortable, and immerse yourself in this land of adventure. Do you think YOU have what it takes to find all 13 treasures? I look forward to playing the sequel Pirate Adventure and taking you with me on the high seas.

I will be returning to computer role-playing games with Knight’s Quest for my next game.

Game #9: Dungeon Campaign

Synergistic Sofware was founded in 1978 by Robert Clardy, who had quit his job with Boeing Aerospace, and created one of the earliest successful third party software developers for the Apple II platform. Synergistic would later be acquired by Sierra On-Line and the studio eventually closed in 1999. Dungeon Campaign was their first release. Robert Clardy would go on to design several other role playing games such as; Wilderness Campaign ( a direct sequel to Dungeon Campaign ), Odyssey: The Compleat Apventure (not a typo), Adventure to Atlantis, War in Middle Earth, Spirit of Excalibur, Vengeance of Excalibur, Conan the Cimmerian, Warriors of Legend, and Birthright – The Gorgon’s Alliance. Synergistic was also responsible for Diablo: Hellfire Expansion however I do not see Robert Clardy’s name in the credits of that particular title. Robert also wrote, utility, business and educational software for almost every available system. He was also responsible for memorable game adaptations which include: Donkey Kong Jr., Jungle Hunt, Pole Position, and Pitstop II. Robert Clardy was a colorful presence in home computing for more than 20 years!

Commercial packaging of Dungeon Campaign in 1978

The first proliferation of CRPGs to hit home computers were vastly different from one another. Each offering, however, was unique and usually presented something that would be modified or improved upon in later commercial offerings. It is important to note as well that these first commercial products were created for a 16k computer. It is no secret that the Plato games we have played through unabashedly borrowed heavily from Dungeons & Dragons. We will learn that many of these first home computer game developers and programmers were also huge fans of the tabletop game and merely wanted to translate their passion into an electronic experience. There was certainly an appetite for computer role playing games and enthusiasts could not get enough. It would later go on to become a tremendous market and a defining genre that exists even today.

An advertisement for Dungeon Campaign in 1978

The advertisement for Dungeon Campaign certainly fuels the active imagination and is aiming at a specific target audience.

Opening screen to Dungeon Campaign

The documentation which came with Dungeon Campaign consisted of seven pages. Below is the introduction and basic premise of the game:

The Dungeon Campaign Plot Hook

The game begins by generating and drawing four different dungeon levels right before your eyes. I am sure that players in 1978 tried to quickly sketch these maps or commit them to memory. I played Dungeon Campaign using an Apple II emulator and it took approximately two minutes for the four dungeon levels to be created.

Randomly generated Dungeon Levels

The goal of the game is to search the dungeon, find as much treasure as you can, and survive long enough to make your way down to the fourth level where the exit exists. Treasure can be found in some of the rooms and is also guarded by stationary monsters that are randomly placed in each dungeon level. Other dungeon hazards include wandering monsters, pits, poison gas pockets, evil necromancers, and pteridatyls. All of these hazards are randomly generated and scattered throughout the dungeon so no two games are ever the same. You always begin on Dungeon Level 1 which is the highest level and you have to exit from the lowest level which is Dungeon Level 4. There are numerous stairways located throughout the dungeon.

I was surprised in my first play through how often I would suddenly end up on a different dungeon level. Between the pits, the stairways, the evil necromancer teleporting you elsewhere, and the pteridactyl swooping down to fly you to a new location I found myself transported among the four levels at a pretty frenetic pace.

Screenshot from Dungeon Campaign

The graphics show you a top down environment. The maze is clear and the different objects in the maze are color coded. For example treasures are yellow, pits are purple, different creatures are particular colors, and so forth.

There are a couple of unique features in Dungeon Campaign. The first is that you do not control one individual character. You instead control a party of 15 which includes 1 elf and 1 dwarf. The elf warns you of danger while the dwarf is responsible for drawing your maps. If the elf is killed in combat you no longer are warned of any danger which might exist in the way of traps or monsters. If your dwarf is slain then you are walking around virtually blind. New sections of your Dungeon Level are not created for you and thus it is like moving around in the dark.

When you encounter stationary or wandering monsters combat usually ensues which then involves pressing the space bar. Random numbers are generated and spin before you usually ranging between 1 and 10. When you press the space bar again it stops the roll and provides you with your number and you are then informed whether you hit your opponent or not. You also roll for the creatures you encounter and it is then you discover if you successfully evaded the attack or lost a party member.

The second unique feature in Dungeon Campaign is that there is a main antagonist or boss in each dungeon level. Once you have spent a particular amount of time in each dungeon level, you are then hunted through the halls by this “boss creature”. If it overtakes you it carries off a character into the dungeon further dwindling your party’s number.

There are bleeps and bloops for various sounds and the graphics depicted are obviously low resolution graphics. You can find two different magic items that are unique to the game: a flying carpet and a potion of invisibility. Each item has it’s own command key and can only be used once per game.

I did finally end up surviving a foray into the dungeon. I found myself in quite a few encounters, suffered from a pocket of poison gas, fell down multiple pits and was chased through the halls by mummies, spectres and dragons. All in all a good time!

Final screenshot and ending to Dungeon Campaign

There was a sequel which was created entitled Wilderness Campaign which was released in 1980 and I can’t wait for my time with that game as well.

Game #8: Beneath Apple Manor

Cover Art for Beneath Apple Manor

Beneath Apple Manor is a roguelike game written by Don Worth for the Apple II and published by The Software Factory in 1978. Higher resolution Special Editions were released in 1982 and 1983.

Beneath Apple Manor is responsible for a number of “firsts” in computer gaming history. It is the first commercial role playing game developed and released for a home computer and the first commercial product that I have covered here in this blog. It is also the first commercial role playing game to use procedural generation. This allows for randomly created dungeon levels and wandering monsters and less predictable gameplay. You can define the number of rooms you want to play in each level and since the dungeon is randomly generated you are guaranteed never to play the same game twice. The difficulty level of the game changes dynamically to suit your current stats.

I used the term roguelike as a descriptor in my first sentence however Beneath Apple Manor predated the game Rogue by 2 years. Roguelike or rogue-like is a subgenre of video games characterized by a dungeon crawl through procedurally generated levels, turn based gameplay, tile-based graphics, and permanent death of the player character. Rogue was an ASCII based game from 1980 and is considered the namesake of the genre even though Beneath Apple Manor predates it. These types of games became extremely popular in the 1980s by college students and computer programmers leading to hundreds of variants. Don Worth and the creators of Rogue claim that neither knew about the other game.

The plot hook

The plot above is taken from the Beneath Apple Manor documentation which was packaged with the game upon purchase. With the plot hook set I embarked upon my quest. When you first start Beneath Apple Manor it asks if you want to start a Standard Game. If you answer yes the game will procedurally generate 5 rooms per level in the hi-res version and 10 rooms per level in the low-res version. The difficulty level will be set as AVERAGE which in my opinion was challenging enough in the deeper dungeon levels. If you choose NOT to play a standard game then you are given greater control over the procedural generation. You can choose between 2 – 10 rooms per level and you can also choose your difficulty level. Below are the difficulty levels you get to choose from:

  • Pushover
  • Too Easy
  • Beginner
  • Safe Trip
  • Average
  • Challenge
  • Tricky
  • Touch and Go
  • Very Dangerous
  • You’re Nuts!!

I chose the Standard Game or Average level which is recommended in the documentation. You do not get to choose your character it is generated for you.

Screenshot from Beneath Apple Manor

During play in the beginning this is what your screen looks like. Your character icon is depicted with sword and shield and as you move about more of the dungeon level is then exposed to you. Initially you are surrounded by darkness and your surroundings are enshrouded in a Fog of War ( a term used in video games to describe uncertainty or the unknown). Your ultimate goal is to find the treasure chests which exist on each dungeon level. One of the treasure chests on each level will have a magic item while the other treasure chests contain gold. As you kill monsters and find treasure you are awarded experience points. These experience points may be traded on a 10 for 1 basis to increase your ability scores.

Your character has four basic ability scores: Strength, Intelligence, Dexterity, and Body. Strength is important for carrying the weight of gold, smashing through doors, and inflicting damage on opponents. Intelligence points are spent when casting magic spells. Dexterity represents speed and agility and used to determine your probability to hit an opponent. Your Body points indicate your ability to take punishment.

There are four different kinds of spells in this game: ZAP, HEAL, XRAY, and TELEPORT. ZAP attacks the adjacent monster with a powerful lightning bolt. Your Dexterity attribute is used to determine the probability of it hitting as if you were wielding a magic sword. ZAP inflicts a RANDOM amount of damage up to half of your intelligence. Each time you use ZAP it costs you Intelligence points. HEAL restores Body points at the cost of an equal number of Intelligence points. XRAY is a vision spell that shows you all squares surrounding you in a three square radius. You can see through doors and walls using this as well. TELEPORT drops all the gold you are carrying and sends you to a random spot in the current dungeon level.

One of the most interesting aspects of Beneath Apple Manor in my opinion is the monsters that you encounter. In my previous experiences with role playing games on the Plato network; while there WERE a variety of monsters that you encountered the only way in which they were unique was in the amount of damage that they inflicted or how tough they were to slay. Here, in this game, you encounter seven basic types of monsters however each of them are unique in their own way. First of all, graphically, the sprite portrayals of these monsters is absolutely excellent. It is very clear what you are dealing with and the stereotypical representation of each creature is spot on. You will encounter Green Slimes, Ghosts, Trolls, Purple Worms, Invisible Stalkers, Vampires, and Dragons.

  • Green Slimes are the least dangerous of all of the monsters. They inflict minimal damage, are easy to hit, and you encounter many of these in the early dungeon levels.
  • Ghosts have nasty abilities. When a Ghost hits you it reduces your strength and there is no way to recover your strength points unless you spend experience points to do so. They cannot be recovered through healing. So Ghosts are experience level drains and they can ONLY be hit with magical weapons or with the ZAP spell
  • Trolls are harder to hit, capable of regeneration (they HEAL their body points each round of combat) and they do quite a bit of damage to you in a single blow. They are very dangerous early on in your journey.
  • Purple worms are extremely strong and tough but do not move very well. Purple worms can kill you with one blow and their body points are usually double whatever yours are. Purple worm treasures tend to be very large.
  • Invisible Stalkers are well…..invisible! When you are struck by an Invisible Stalker and you go to attack; the game will ask you which direction you want to direct your attack at. So you have to guess where your opponent is!
  • Vampires are much like a higher level Ghost except that they reduce ALL of your abilities not just Strength. Luckily though, only the current values are reduced. They can be restored through normal healing and rest. When you encounter a Vampire it describes you as feeling an icy chill as you suddenly see all of your ability scores begin to drop! Vampires are very hard to hit and can only be hit with magical weapons. Their treasures, like Dragons, are the largest in the game.
  • Dragons are the most powerful of all of the monsters. Their pixelized graphics are remarkably intimidating. They have hides like magic armor, their claws are like magical swords (inflicting TWICE your Strength ability score on average) and they can kill you in a single blow. Their attacks can be very fast. Their treasures are the richest of all of the monsters and it is in a Dragon’s treasure horde that you will likely find the golden apple. It was certainly the case for me as a Dragon was guarding the chest that I ultimately found the golden apple in.

So you can see that each of these seven monsters are indeed unique and they play that way within the game. It is the first game I’ve encountered in my journey where I have found the monsters that you encounter to be so unique in the way that they behave and in what they can do.

You begin play on each Dungeon level from the Main Staircase. Consider it a safe square or a safe haven. Each time you make your way back to the Main Staircase it will ask you if you want to enter the Main Staircase. When you answer yes it is here that you have the opportunity to perform a variety of actions. You can TRADE your experience points on a 10 for 1 basis to increase your four ability scores. You can purchase a WEAPON with your gold. There is not much in the way of variety here; you can only choose between a hand axe and a sword. You can also purchase ARMOR: leather, chain mail, or plate armor. You can also choose to go DEEPER which will take you to the next dungeon level or you can choose a SCAN which is the equivalent of saving your game. Saving your game costs you gold pieces; and the higher that your ability scores are the more expensive it becomes to save your game. It can be a managerial issue for you in deeper dungeon levels where the game can get quite difficult. Lastly you can choose to RETURN to the current dungeon level you were exploring.

Beneath Apple Manor at first blush seems like a pretty straight forward affair and you can certainly bull rush your way through the first several dungeon levels experiencing a modicum of success. However as you move deeper and deeper into the dungeon you’re going to find that the going gets much more difficult. Using your XRAY and TELEPORT spells becomes second nature as you strategically make your way around each level attempting to devise a way to take the treasure chest from each guardian creature. Wandering monsters constantly appear and the frequency increases in deeper levels. Increasing your ability scores also increases the strength and toughness of the monsters that you encounter in each procedurally generated level. This is something new in a computer role playing game and you had best begin to strategize how and when you want to increase your ability scores. Increasing your ability scores can also greatly increase what it costs you to save your game and you may find that you suddenly have increased your way beyond the ability to save a current game. Good luck in finding another chest on a deeper level so that you can do so!

My character’s progress through the deeper levels

The documentation that comes with the game tells you that if you select the normal game then the game should last about 2 hours. I found this to be inaccurate. I think I had more like 3 to 4 hours invested in the game in totality before I found the golden apple. When you begin to get deeper and deeper you mainly find that you are facing nothing but Vampires and Dragons. You are beset with harder dungeon levels to tactically navigate as well as increased wandering monsters. The save game feature will not save you if your funds are depleted and you find yourself quickly slain twice in a row.

I ended up finding the golden apple on Level 56. I have read several testimonials from players who found it between Levels 40 -45 so I was beginning to worry that I might have a glitch with my particular game file or that I had missed it on a previous level.

The beginning endgame sequence for Beneath Apple Manor
Continuing with the endgame sequence in Beneath Apple Manor
Ta da! The end of Beneath Apple Manor

I really enjoyed Beneath Apple Manor. It exhibited a lot of “firsts” in CRPGs for the home computer but didn’t get the proper acknowledgement at the time. I wanted to continue to go deeper and deeper in my search for the golden apple. I enjoyed the turned based strategies that had to be employed in the lower dungeon levels. While there is definite “grinding” involved as you work to increase your four ability scores; there is a bit of strategy involved as to which ones to increase first and WHEN to increase the scores adding a new wrinkle to the game. I played the DOS version of the game and I ran it using Dos Box. If you would like to play this little piece of history you can download it for free from here Beneath Apple Manor You will need to install Dos Box in order to get it to run properly. Here is an interview with Don Worth about Beneath Apple Manor and I found it to be a fascinating read here is Don Worth’s Personal Home Page

Alan Isabelle reviewed Beneath Apple Manor in The Space Gamer No. 35, commenting that “All in all, strengths by far outnumber weaknesses. The game is highly recommended.”

Softline in 1983 said of Beneath Apple Manor—Special Edition that “now it’s back, and it’s better”, including improved graphics, varying difficulty levels, and the ability to save progress. The magazine concluded that “BAM is not a game that you will tire of easily … [it] is for any adventurer, beginner to expert”. Computer Gaming World’s Scorpia stated in 1991 and 1993 that Beneath Apple Manor was “terribly slow even by the standards of the day, but it was fun nonetheless” and “not bad for a game” designed for a 16K Apple II

I remember playing Beneath Apple Manor briefly in 1984 while visiting a friend’s house. I found the gameplay just as enjoyable today as I did 36 years ago. I think I enjoyed my experience with it more so this time around. I was able to spend much more time with it; and at my age today I was able to really appreciate it’s niche and role in computer role-playing game history.

Game #7: Swords & Sorcery

Swords and Sorcery is a Star Trek variant in a fantasy setting and it is also turn based. The game became available on the PLATO network in 1977 and it continued to be updated until 1979. Magic items were added to the game in the spring of 1978.

Opening screen for Swords & Sorcery

You begin the game as a hero who accepts quests from the King. While on these quests you gain experience and gold and occasionally a magic item. When you complete one quest you receive an award and another quest from the King. Your very first quest will likely involve you having to chop down a particular number of trees. The other quests you receive usually involve killing a number of enemies of type x or finding a particular number of treasures.

The game is grid based and as the player you are able to choose the size of the overall world. The game world is a 10 x 10 universe with each quadrant 10 x 10 tiles. You can choose the number of quadrants; example you can choose the largest 10 x 10 or you can make your game world 4 x 4 quadrants or even just a 1 x 1 quadrant. When you adjust the number of quadrants it changes the difficulty setting of the game. The lower the number of quadrants you select actually makes the game much more difficult because moving away from your enemies becomes virtually impossible.

Your job as a hero is to take on quests for the king.

The game is grid based and movement in the game becomes very tactical. You have trees to avoid unless you chop the tree down. You dictate the number of your moves which is termed “speed” in the game. You can move between 1 and 3 spaces unless you find Phials of Adrenaline in the treasure chests. These will boost your Adrenaline score and allow you to move 4 spaces. You also determine direction. The game is turn based and in the beginning of the game you need to be very careful to avoid running into a tree or a treasure chest. You can actually take damage from running into each and you’ll likely instantly die.

The beginning of the game is extremely brutal. If you should find yourself in an adjacent square to your enemy they will get to attack you. This usually results in instant death. If you even so much as look at them the wrong way – instant death. There are all kinds of threats in the game: wizards, demons, werewolves, goblins, zombies, and a dragon.

Grid based screen with the list of commands in Swords & Sorcery

What you need to do is find the treasure chests and hope that you obtain arrows. Once you have arrows in your possession the game becomes much easier. You can also find gold or magic items in the treasure chests. The arrows allow you to slay your enemies from afar without risking yourself. Once you begin to build your experience the monsters can no longer kill you with one blow and you can begin to fight toe to toe with your sword as well. Some of the arrows are magical in nature and allow you to kill more than one enemy at the same time. Remember that I mentioned the game is grid based and turn based so if you can move in such a way as to get your enemies to line up in the grid you can take out multiple enemies with one arrow.

There are something called Magic Circles in the game as well to aid you. In a 10 x 10 universe you’ll have 7 Magic Circles to aid you. Monsters cannot attack you while in a Magic Circle. You can sell items and buy swords, arrows, experience, and adrenaline. I strongly recommend you buy arrows with your gold and buying experience does not hurt either as it allows you to stand up to your enemies defensively.

Once you have arrows in your possession the game becomes much easier. You complete your quest and when finished you receive another quest from the king and so on. The game can become rather addictive once you get past the nuances of movement through the tactical grid.

My hero, Kheda, now has 3,040 experience and 913 gold pieces (which is a lot!)

Swords & Sorcery was written by Donald Gillies. My understanding is that by 1980 this was the 7th most popular game on Plato. I rather enjoyed my time spent with Swords & Sorcery. I found the turn based tactical fantasy game a refreshing change of pace from Dungeon, Orthanc, and Moria and an interesting take on the fantasy genre. Tactical, turn based strategy games in the fantasy genre are very popular today with gamers and Swords & Sorcery then can be considered a first or a pioneer in the field.

I can’t stress enough how impressed I am with the level of sophistication and the enjoyment I have derived from these early Plato games. I am extremely glad I have embarked on this journey through time and was able to experience this historical piece of gaming legacy. I would recommend any of the Plato games in the fantasy genre and this one is no different.

Next up in my quest is the game Beneath Apple Manor

Game #6: Devil’s Dungeon

I had high expectations for this game based on the title alone. It stands right up there with Dragon Mountain or Fortress of Doom or Lake of Despair; creative and intimidating all rolled into one. I had just finished being suitably impressed with the likes of Dungeon, Orthanc, and Moria and so I was extremely excited to sink my teeth into the epic known as Devil’s Dungeon. Not Grandma’s Dungeon; not Goblin’s Dungeon; we’re talking THE Devil’s Dungeon. What could possibly go wrong?

My experience with this game is not an epic tale to be sung by bards. I haven’t been this disappointed since Firefly was prematurely cancelled from television.

The ONLY directions for Devil’s Dungeon that I could find

The game was written by C. William Engel and is available for the Apple II, Atari 8-bit, Commodore 64, TRS-80, and VIC-20 machines. However it plays as if it were on my graphic calculator from math class. There are no sound effects or graphics. The only directions or documentation I could find for the game are found above. I felt as if there should be a game board that you have in your possession to use in conjunction with the program. There is a feeling of something missing. I went down a rabbit hole looking for any kind of documentation for the game and came up with nothing.

The game creates randomized dungeon levels and each level has 16 rooms. In Room #1 you can trade your experience points for boosts in both Speed and Strength. You can also leave the dungeon from Room #1 and call it a day which makes this the easiest game I’ve played to date. It gives you your gold piece total and dumps you into dos.

You move from room to room by typing in the number of the room you wish to go to. You can type LIST to get a listing of the rooms you’ve already visited. In each room you have a chance of encountering a random monster. The computer gives you the stats of the monster and you push down the letter F for fight and watch the results unfold. You do have a WAND that you are given. When you use the wand sometimes nothing happens, sometimes it destroys all of the monsters, and sometimes it deposits you to a deeper level of the dungeon with another 16 rooms.

Dying in the Devil’s Dungeon

I played for awhile and was having moderate success and then just decided to leave out the door at Room #1. I cashed in my chips so to speak. I derived zero enjoyment from this game and was not entertained in the slightest. It is the only game I have played so far that I would suggest you avoid. I guess because it does have attributes; and they do improve throughout the game; you could say this checks a box regarding the definition of a computer role-playing game. However it is stretching it in my humble opinion.

Devil’s Dungeon you say? Well the devil is in the details.

Game #5: Colossal Cave a.k.a. Adventure

We now find ourselves in 1977 in the year of game offerings. Jimmy Carter was inaugurated as the 39th President of the United States in this year and Fleetwood Mac released their Rumors album which went on to sell 40 million copies to date. I have just spent the last several months playing Moria, an immense dungeon crawler, and was ready for something completely different. There are a handful of games in 1977 that fit my “quest” criteria and I found myself drawn to Adventure also known as Colossal Cave. The Colossal Cave Adventure has the distinction of being hailed as the first ever text adventure.

When I was younger I was heavily drawn to text adventures. The descriptions within the text body helped to feed my young imagination. It is my personal opinion that a glaring weakness in these early dungeon crawlers is one of atmosphere. There are no room descriptions of any kind nor any kind of central story or personalities to interact with. You are wandering around a 3-D maze, slaying monsters, and collecting treasures in an effort to increase your own abilities and buy even more powerful armor and weapons. Wizardry, which came along later, changed this somewhat by including brief text descriptions scattered throughout the dungeon complex. The pursuit of these brief text descriptions was the “carrot on the stick” for me. When I was introduced to the text adventure I marveled at the opportunity to read about your surroundings and interact with those surroundings with a parser rather than a sword.

A good text adventure was like reading a good book and Boy Howdy do I like to read. My favorite text adventures were those created by Infocom because of their writing prowess and because you never seemed to have issues with syntax or vocabulary in any of their offerings. I’ll always have a special place in my heart for text adventures. The gaming consoles that exist today; with the ability to graphically show you a room in great detail; has helped to drive text adventures into extinction. I hope that I live a good ripe old age because I look forward to rediscovering these text adventures as I time travel through the years with these games.

The original version of Adventure was developed by programmer Will Crowther. Crowther and his wife Patricia were experienced cavers, having previously helped to create vector map surveys of the Mammoth Cave in Kentucky in the early 1970s for the Cave Research Foundation.  In addition, Crowther enjoyed playing the tabletop role-playing game Dungeons & Dragons with a regular group which included Eric S. Roberts and Dave Lebling, one of the future founders of Infocom (quite the connection there).

One of those that had discovered the game was Don Woods, a graduate student at Stanford University in 1976. Woods wanted to expand upon the game and contacted Crowther to gain access to the source code. Woods built upon Crowther’s code in FORTRAN, including more high fantasy-related elements based on his love of the writings of J.R.R. Tolkien. He also introduced a scoring system within the game and added ten more treasures to collect in addition to the five in Crowther’s original version.

Colossal Cave Adventure is considered one of video gaming’s most influential titles. Dave Lebling said that when it arrived at MIT’s Laboratory for Computer Science, “For a couple of weeks, dozens of people were playing the game and feeding each other clues … Everyone was asking you in the hallway if you had gotten past the snake yet.”  The game is generally the first known example of interactive fiction and established conventions that are standard in interactive fiction titles today, such as the use of shortened cardinal directions for commands like “e” for “east”. Colossal Cave Adventure directly inspired the creation of the adventure game genre. Games such as Adventureland by Scott Adams of Adventure International,  Zork by the team of Lebling, Marc Blank, Tim Anderson, Bruce Daniels, and Albert Vezza of Infocom, and Mystery House by Roberta and Ken Williams of Sierra Entertainment were all directly influenced by Colossal Cave Adventure, and these companies would go on to become key innovators for the early adventure game genre.

Over the years Adventure has been rewritten and expanded upon by many different individuals. This led me to quite a dilemma as there were many different versions of the game available to play. I ended up choosing the Colossal Cave Adventure 350 ( the Don Woods version ) as it was more complete. The 350 represents the scoring system and the number of total points that you can earn while playing the game.

Colossal Cave Adventure has the player’s character exploring a mysterious cave rumored to be filled with treasure and gold.

Start of Colossal Cave Adventure

There are 15 different treasures that you need to collect as you explore this mysterious cavern complex:

  • a gold nugget
  • jewelry
  • coins
  • silver bars
  • diamonds
  • a treasure chest
  • a Persian rug
  • Ming Vase
  • emerald
  • pyramid
  • pearl
  • gold chain
  • spices
  • golden eggs
  • trident

You receive points for a multitude of things:

  • exploring new areas of the caves
  • certain actions taken within the caves
  • discovering and taking treasures
  • receiving more points for those treasures when they are safely deposited in the building

You can lose points in some of these Colossal Cave Adventure iterations for choosing to save a game and/or quit and some even offer a hint which can cause a reduction of points.

I greatly enjoyed my experience with Colossal Cave Adventure. I found the difficulty level to be easy to moderate with the exception of a couple of the game’s puzzles. The game ran extremely smooth; seemed sophisticated for it’s time; and I encountered no bugs or flaws with the version I played.

I did discover all of the games treasures and reached the end and my final score was 280 of a possible 350 which placed my ranking at Junior Master; just 17 points shy of reaching Master 2nd Class.

A score of 280 ranks me as a Junior Master

I received point deductions for allowing for save game states and received I believe 2 to 5 points off for each save with this particular version of the game. I also didn’t perform some of the standard actions needed to acquire a couple of the treasures. For example there is more than one way to obtain the diamonds. I know I lost points because I gave the silver bars to the avaricious troll rather than the golden eggs. I could have began anew to try and achieve a higher score or even a perfect score but I was content to get through the game and acquire all of the treasures.

I felt that all of the puzzles were logical and fair except for 2 or 3 of them. The hardest puzzle in the game involves the Plover Room and I actually had to take a hint in order to work my way through that one. I only was able to obtain the singing bird in the game because I carefully read the instructions. The solution was so obtuse I am not sure I would have discovered it on my own. The dragon took me a considerable amount of time to deal with and the solution was so ridiculous I found myself rather annoyed with it rather than feeling any sense of elation.

I read through a walk through to discover why I might have been “docked” points and it was only then I discovered I should have given the troll the golden eggs and not the silver bars. I received points for discovering the silver bars but not extra points for storing them in the building. The golden egg solution however is another puzzle solution that is so obtuse that I am not sure I would have discovered it at all. The Plover Room puzzle is the hardest in the game however. I might have spent several weeks with it and still not have figured it out were it not for the hint I received.

The mapping of the cave complex I found to be rather difficult. It did not follow any logical orientation and instead was up and down all around. Many are going to find the mapping of the locations in this game rather difficult as the map makes no logical sense. I chose not to take a picture of my own map for the reasons below.

You’ll notice that in my review of the game dear reader that I do not literally walk you through each puzzle as I know many tend to do. I would rather not provide spoilers or solutions for you and instead it is my sincere hope that my write up encourages you to try this incredible piece of gaming history. I want to share my experience with you and give you my thoughts on the game but I do so to share my joy of the experience and hope that you share your own with me as well or become encouraged to try the game on your own. If you do decide to play the game; I do hope you’ll come back and share your own experience with me.

If I had a rating system I would give Colossal Cave Adventure a high rating. It was smooth, polished, sophisticated, a heavy influence on the genre, most of the puzzles were fair and logical and I enjoyed my time with the game. I spent roughly five hours with the game and I really enjoyed immersing myself in a text adventure after grueling months spent mapping out the dungeons of Moria. If anyone is interested in the history of gaming and its influences I would strongly recommend trying Colossal Cave Adventure for a great reto-gaming experience.

Does anyone else have a fondness for text adventures? Which text adventure is your favorite? Do you agree with my decision to leave out spoilers now and in the future? I look forward to hearing from you.