Game #216: Courageous Perseus (1984)

While playing Courageous Perseus I was reminded of a bitter truth; that I’m just not as good at action and platform games as I’d like to be. I was able to persevere and beat the game Moria (a very large dungeon crawler made in 1975 for the PLATO system – a distinction not many can claim) and yet I find myself struggling mightily to advance beyond a certain point in this game.

Courageous Perseus is one of the very first action RPGs (which is actually a particular category of games) from Japan. It was released in the same month as Dragon Slayer, and one month before Hydlide. I have not yet attempted to play the former but I did just recently play the latter. I found Hydlide to be a very difficult game as well, yet I was able to persevere and reach the end. I wish I could say the same of this particular game. Courageous Perseus was developed and published by Cosmos Computer and released in 1984 for the PC-88 and FM-7 and then in 1985 for MSX and Sharp X1.

Screenshot from Courageous Perseus

When the game begins Perseus starts with 2000 hit points which are persistently drained at the rate of 1 point per second. Enemies are destroyed by running into them while keeping the Space bar on the keyboard pressed. Sounds simple right? Wrong! The problem here is two-fold as you’ll soon discover. In the screenshot found above, Perseus has attack and defense values. These values both start at zero and then increase with every slain enemy. Almost all of the enemies are invincible to Perseus except one. Perseus can only defeat the light blue soldiers at the start of the game. Once you get your attack and defense values high enough, you can begin to attack and affect the next enemy. The wrinkle here is the game never lets you know which enemy you’ll be able to attack next, so then it becomes a matter of trial and error. The game is so punishing in this way that sometimes you’ll find yourself wandering all over the map to look for 1 or 2 more creatures that you can slay BEFORE you’re able to move on to the next group. This leads us to the second part of the dilemma: the map itself. The game world or island consists of 120 total screens and certain enemy types are only concentrated on a particular screen. This is where strategy is involved because the map of the island is very confusing.

Chester, better known as the CRPG Addict, took the time to take a screen shot of each piece of the game world and then stitch them together. I know a good thing when I see it, but even with the aid of Chester’s map I found that I could only progress to a certain point in the game. Several hours into it, I can now mentally place each of the different enemy types where they appropriately belong on the map, however your health is still on a strict timer. Time is not your friend here and it’s still taking me too long to traverse this maze of a map to reach my enemies. There are caves on the island that make it possible to get around a bit faster, but where you come out is determined at random. You must also leave the screen to re-enter the cave too which places you in danger of nearby enemies, so I have not found the caves to be all that helpful yet.

This is a collection of screenshots that have been placed together by the CRPG Addict

Here is the order of enemies that have been vulnerable to my attacks thus far. I have not yet been able to make it beyond the scorpions.

  • Light Blue Soldier
  • Unicorn
  • Satyr
  • Centaur
  • Devil Soldier
  • Scorpion

I know not which enemy is vulnerable to me after the scorpions because I always find time depleted before I can move on. There are five different signs on the island that remind me of those found in the Ultima games. Obtaining a sign will grant you 1000 hit points, but even finding all five of them doesn’t seem to grant me or allow me enough time to finish the game.

You finish the game apparently in one of two ways: either by finding the 12 signs of the zodiac (accomplished by defeating an appropriate enemy type) or rescuing the three princesses held captive on the island. Thus far I think I’ve found 3 of the 12 necessary zodiac signs. They are not in a particular area of the island; they just appear randomly after defeating a particular enemy type.

I am now 216 games into this journey, and in almost every single instance, I have been able to persevere and finish the game before moving on. I have not yet been able to do so with this one. And if I’m being honest, I’m not sure that this game has deserved so much attention from me. For the sake of my ongoing mission, I’m going to slide Courageous Perseus into the background. I’m not giving up on it completely and will come back to it now and again, but I must continue on, the list of games yet to play is massively long. I’d like to talk to someone who has actually finished this game to find out how they accomplished such a feat and what I am doing wrong.

Next up on the docket is DND from 1984.

Until next time…

Game #215: The Citadel of Chaos (1984)

The Citadel of Chaos was released in 1984 for the Commodore 64 and ZX Spectrum. Penguin Books was the developer and publisher, and the game is based off of the Fighting Fantasy series.

Fighting Fantasy was a series of single player role-playing gamebooks created by Steve Jackson and Ian Livingstone. The first volume in the series was published in paperback by Puffin in 1982.

The series distinguished itself by mixing Choose Your Own Adventure-style storytelling with a dice-based role-playing element included within the books themselves. The caption on many of the covers claimed each title was an adventure “in which YOU are the hero!” The majority of the titles followed a fantasy theme, although science fiction, post-apocalyptic, superhero, and modern horror gamebooks were also published. The popularity of the series led to the creation of merchandise such as action figures, board games, role-playing game systems, magazines, novels, and video games.

Puffin ended the series in 1995, but the rights to the series were eventually purchased by Wizard Books in 2002. Wizard published new editions of the original books and also commissioned six new books over two series, ending in 2012. The rights were then acquired by Scholastic in 2017, which has since published four new titles and reissued thirteen of the original books with new artwork.

Starting Screen

You begin the game by creating your character. You roll for three attributes: Skill, Stamina, and Luck. You then roll for your Magic points which determines how many spells you can start with and cast throughout the adventure.

Fitz the Brave

Once you roll for your attributes you are then asked to name your character and then taken to a list of spells and asked to choose from them until all of your Magic points are depleted. You have quite a selection of spells to choose from and for some reason these evoked pleasant memories of Infocom’s Enchanter, which I played when I was much younger.

Some examples of your spell choices include: Creature Copy, ESP, Levitate, Fire, Weakness, Strength, Illusion, Stamina, and others.

The actual writing and the overall story are both very good. The descriptions of the locations are excellent, and the encounters are well thought out. The right action that you need to take is not readily apparent and the results are often not what you would expect.

Combat can occur quite often in the game and conflict is handled in a separate combat screen. You and your opponent each roll 2d6 and add your skill points; whoever has the highest roll deals two points of stamina damage.

Combat screen

I found the magic system in the game to be highly enjoyable. There are different ways to tackle each of the obstacles that you encounter in the story. You might choose to use an object in your inventory to solve a problem, or you may want to cast a spell which might be particularly useful, or you may just want to resort to physical combat. Your spells that you initially select at the beginning of the game are much like inventory items, once you cast the spell from your spell slot, it is gone.

There were a couple of instances in the game where I felt I might find myself unable to continue because of the branch of choices that I made. I soon discovered however that your player is “funneled” to a particular location and that there are multiple ways to deal with the problem. In MOST cases, if you think you’re in trouble because you don’t have a particular inventory item, there is work around to the problem.

Your ultimate goal is seizing control of the citadel from Balthus Dire; a dark sorcerer of ill repute. The game seems to suggest that Balthus Dire is also a vampire or at least something very close to it. There seem to be a number of ways that you can choose to deal with the big bad but the most satisfying is to cast Levitate soon after Dire causes the tower to tremble and rip a set of curtains from the window. Sunlight floods the chamber and causes the ultimate demise of our villain.

The final battle with Balthus Dire

There are some areas that can be extremely tricky to successfully complete. Your research foray into the library can be a tricky affair that can lead to you being captured which opens up an entirely different story branch. The battle with the dreaded 7-headed hydra is also particularly deadly.

The Citadel of Chaos – Victorious!

This introduction to the fighting fantasy series left me with a surprising reaction to this product. It made me want to purchase or read some of the books from the series as I really enjoyed the writing and locations. I suspect that this game is quite literally a computerized translation of the book itself. The surprising reaction I am referring to is that I found myself thinking that I’d rather read the book than play the computerized version. I wish the programmers would have just had the text describing the locations appear to you all at once, much like a normal text adventure. Instead, each new location slowly parses the text out to you, line by line, until complete. Haltingly reading each location line by line got to be quite a slog. This was a very poor programming choice and almost ruined the experience for me. I even set my emulator to warp speed and still found myself infuriated with the text streaming across like a teleprompter.

This felt more like a text adventure than a CRPG even though you had inventory to manage AND your combat was determined via die rolls. You also found that your three attributes could increase and decrease throughout the game. This observation is not necessarily a bad thing as I love text adventures, the one negative though, and it is a big one, is the way in which the text in the game was dispersed. I should add that even after lodging this chief complaint, I am curious and look forward to playing the other computerized fighting fantasy installments.

I played the game on a Commodore 64 emulator, and it took me roughly three hours to complete.

Next up on the docket is Courageous Perseus.

Until next time…

Game #214: Caverns of Zoarre (1984) – Part 3: The CAT is Out of the Bag!

Huh?

In Wizardry II we’re braving death and danger to find the Staff of Gnilda. In Ultima III we’re traversing the land far and wide to look for marks and cards in anticipation of the final showdown. Even in Maze Master, your mission is to make your way to the last level and slay the Balrog. What is your main objective in the Caverns of Zoarre? To find the Kinoben Cat! What in the hell is a Kinoben Cat you may ask and why are we looking for it? Errr….I don’t know. It certainly isn’t what I expected. Here is what you CAN expect with Caverns of Zoarre:

Quite a bit of mapping with paper and pencil! The dungeon levels are extensive and roughly 37 x 37 in size. Every single inch of the map is fair game because of a Melt Wall spell. You have to explore even the inaccessible areas. There are very few unused spaces among the entire five levels. Levels 3 and 4 were particularly difficult to map and thus time consuming. This is not a complaint. I love mapping these dungeons by hand.

Level 4

There were trap doors that you might fall through to the level below you or teleporters which will place you in a different area of the same level.

On Level Four there many different rooms that contained altars. Most of the time, when I could, I donated all of my gold. In almost all cases nothing happened but one time I was awarded with an experience level. There were a couple of really cool gargantuan rooms that housed ancient dragons that you had to fight. They were guarding huge treasure piles of 14,000 gold coins. I slew them with a Death Spell.

On Level Five of the dungeon there were a few wishing wells. I would routinely, when able, throw all of my gold into the well. Nothing ever came of this.

You can also expect some solid gameplay. Each movement you make is a 10′ move which makes mapping a treat unlike the older Dunjonquest games where scale was always an issue. The spell system in the game was a lot of fun. There were a lot of spells and you had a lot of variety to choose from.

24th level! Bend the knee!

Near the end of the game I was 24th level, with 169 maximum hit points, and 1,250 magic points. I was already mentally making arrangements to purchase a small estate somewhere nice and to hire staff and retainers.

Now remember that in my previous posts I divulged that I was unable to find any kind of documentation. While you can press the ? key to help with the gameplay commands, I still never read any kind of background, nor did I know if there was an overall goal to the game. I was greatly enjoying myself and so I was content to continue mapping to see just how deep this dungeon ran.

It was on the fifth dungeon level that I never found any further stairs going down. On the western edge of the dungeon, I used my Melt Wall spell to access an inaccessible area and I found something called the Kinoben Cat. It was THE only inventory item I could actually pick up and it was added to my character sheet to show that I was carrying it. This seemed rather significant to me, so I attempted to cast Glyph of Recall to take myself back to the castle. The spell fizzled and the CAT was then described as glowing. Well…great. I had to trudge back through five levels, which wasn’t bad actually because I’d taken the time to map them all out. I knew where each of the stairways were. Once I made it safely out of the dungeon I was awarded with the following message:

Caverns of Zoarre – Victorious!

..and then I was dropped to DOS.

I enjoyed the game and thought it was well done. It was better than some of the older commercial games I’ve played despite the fact that it was a shareware offering.

Next up on the docket is the Citadel of Chaos as I’m still working through some technical issues with Tyrann.

Until next time…

Game 214: Caverns of Zoarre (1984) – Part 2: Sharpen Your Pencils!

Such a variety of spells

Caverns of Zoarre is a shareware offering that was written by Thomas Hanlin III and I was able to find these comments that he made about the game online:

“For what it’s worth, this started out as a TRS-80 game, Dungeon of Mirandor, which never quite made it out. The TRS-80 market fell off a cliff about the time I finished it. Mirandor owed a lot, conceptually, to the DEC VAX 11/780 version of Telengard, which I’d played extensively around ?1983?. Zoarre was an expanded version, finished painfully at intervals over the course of a year or so. The “fight” handler was unduly tedious to program, and balked me for too long. I wrote Zoarre using the IBM BASIC Compiler, a renamed version of one of Microsoft’s early BASICs. The compiler went through DOS and BIOS services for I/O, and was so unspeakably slow at updating the screen that I had to write assembly language routines for direct screen writes. Plus, it didn’t support the new DOS 2.0 features like subdirectories… albeit this wasn’t a major issue on the typical floppy-only system of the time. Anyway, the assembly language routines eventually made it out as a separate product, AdvBas, which was far more successful than Zoarre. AdvBas later went commercial, and started me on my career in writing tools for programmers. But, that’s certainly a great deal more than you wanted to know. Anyway, it’s nice to have a copy of Zoarre again. I’ll bet it cranks along very smoothly on a Pentium. :-)”

I have made quite a bit of progress since my last entry, thought it would appear ‘I have miles to go before I sleep’. When your character gains experience and increases in levels he has access to more spells. One of those spells was entitled Melt Wall and this led to the realization that every inch of map space is now put into play. Armed with this new information I went back and more thoroughly explored the first level.

1st dungeon level

The level is still not 100% complete but it doesn’t have to be because I was able to find stairs down to the next level. There is no inventory management in this game. You do not pick up or find objects other than gold pieces. You can only carry 4000 gold pieces at a time at which point you have to leave all gold you find behind. I was able to deduce that you gain experience points in two ways: 1) through combat and 2) by exchanging gold pieces for experience points when you climb out of the 1st dungeon level.

2nd dungeon level

I still have no idea how many dungeon levels there are in this game. The dungeon locations and the things that you find in different areas of each level appear to be fixed so I believe that there is a purpose in place here. I currently find myself on the 3rd dungeon level and it has been a nightmare to map because of the numerous 10′ x 10′ rooms with multiple exits. You’ll find that you’ll have to sharpen your pencil often and I would have a straight edge handy. The maps are quite large.

3rd dungeon level

The sets of stairs that lead up and down are very hard to find and the equivalent of discovering a great treasure. When I find a set of stairs that lead lower then I stop mapping the current level and descend deeper into the labyrinth.

There are some interesting special features that Hanlin includes as dungeon dressing. Sometimes as you pass certain areas, you’ll receive a message that reads; ‘You hear a scream in the distance’ or ‘A large *BOOM* echoes in the distance’ or ‘A black viscous material oozes from the walls’. It’s not a lot but it’s just enough to add some character to the game.

I have also discovered chests that contain gold and skeletons which become animated and attack you. I have discovered a fountain on each level that contains liquid of a random color ranging from violet to black to green and so on. Drinking from the fountain can be harmful or beneficial depending on the color. I have discovered a throne with numerous choices. You can sit on it, ignore it, pry jewels from it, move it, etc. On the third level I recently discovered an altar with the choice of praying before it, donating gold to it, or ignoring it. All of these small dungeon dressings help to add a little character to the dungeon and breaks up the tedium of mapping out these large levels.

There have been a couple of interesting transport options as well. I discovered an elevator which immediately transported me above the first level. I also encountered a transport booth which asks which level I’d like to go to. I am hoping that there is a point to this game because I have spent a considerable amount of time mapping out these dungeon levels.

If you like dungeon crawlers and enjoy mapping out levels via the old school pen and paper method this game packs quite the entertaining punch. My goal is to continue to map out the 3rd level and hopefully find a way down to a 4th level. I am hoping that I will have made more meaningful progress by the next post or even finished the game. Hopefully I will have something positive to report back to you with.

Until next time…

Game #214: Caverns of Zoarre (1984)

Greetings fellow dungeon crawlers and computer adventure game enthusiasts. When I sit down with my current role-playing game du jour, I wanted to share with you the mug that sits beside me filled with my favorite coffee.

One of my required dungeon delving tools

Caverns of Zoarre certainly requires you to do some graphing by hand. It was developed by Thomas Hanlin III and published as shareware. Back in the day, for a $25 fee, you could write Mr. Hanlin who would then send you the manual. I searched high and low and could not find any evidence of the manual online. Fortunately, the game comes with a built in HELP page and is somewhat easy to figure out. What is not as obvious is the premise for playing the game nor do I know what the overall goal here is.

Caverns of Zoarre loading page
Character creation

The character creation process is easy and routine. The computer rolls randomly for five attributes and then you decide whether or not you want to keep those scores. You then name your character and then choose between two classes: a fighter or sorcerer. I chose to go with a sorcerer and gave myself the name of Houdini – I was feeling a little whimsical. There is an odd moment during character creation where you are asked if you want to begin the game with a Freen. Not knowing what the hell a Freen was, I responded with a YES. As you can see down below, you seem to wear the Freen. One of the spells you achieve as you gain levels as a Sorcerer is Summon Freen. So, I am now assuming that maybe it is some kind of living pelt or familiar. I later discovered, during combat, that when you are attacked by something that has poison as a special attack ability, the Freen absorbs the poison damage. So thus far, it seems completely advantageous to equip yourself with a Freen.

Character examination

You can see the full character sheet above and each time you exit the dungeon and return to the surface you’re able to get a full glimpse of your character statistics.

The help page

You can get a listing of the commands available to you by hitting the ? once you are in the dungeon.

The view here is reminiscent of the Temple of Apshai and all of the sequels which followed. I moved about using my numeric keypad with 8 for north, 2 for south, 4 for west, and 6 for east. On the 1st dungeon level I encountered the following creatures:

  • a goblin warrior
  • a wraith
  • a Uruk-Hai orc
  • a white wraith
  • a forest wight
  • a Uruk-Hai troll
  • and lastly a giant spider

When you encounter a dungeon denizen you have the choice to (F)ight, (S)pell, or (B)ribe. I always choose to sling a spell, but I have had a couple of instances where the creatures have begged for their life, and they then offer you gold in exchange for their life.

It has been a real treat playing a sorcerer. There is quite a spell selection to choose from and I seem to have more interesting options than your run-of-the-mill fighter variety.

Fantastic list of spells to choose from

The many spells to choose from, as well as the variety, has made this a very enjoyable experience so far. One of the more interesting spells when you’re NOT in combat, is Melt Wall. This completely changes the complexity of the game and I’ll have to now go back to the first level and explore all of the areas that I artistically shaded in. I’ve since learned that whenever there is a space in your map, it can be explored via that spell.

It appears that obtain experience through combat and I’m trying to determine if your gold counts as experience as well. I’ll report more on this in my next blog post. There is a higher-level spell entitled Glyph of Recall and when I cast that it immediately transports me out of the dungeon. An extremely valuable spell to have but I also lost 1000 experience points and a level when I used it so I am choosing to only use it in case of an emergency.

I still have no idea how many dungeon levels there are in this game, or what my end goal is, but I am currently enjoying myself. I had mapped out much of levels 1 & 2 but then fell through a trap door and now find myself on the 3rd dungeon level. I am currently 4th level, have 40 hit poins, and 250 magical points. Each spell that you cast has a casting cost. When you walk around the dungeon your spell points regenerate. You have at your disposal the spells Cure Wounds and Cure Serious Wounds so it is a simple matter of healing yourself magically.

Here are the first two dungeon levels for Caverns of Zoarre but be aware they are both still a work in progress and in no way finished.

1st dungeon level
2nd dungeon level

I am going to go and refill my favorite coffee mug now and then settle down to continue to map the 3rd dungeon level. Wish me luck.

Until next time…

Game #213: The Black Onyx (1984)

The Black Onyx was developed and published in Japan in 1984 by Bullet-Proof Software. Henk Rogers, best known for Tetris, helped to sow the seeds for Japan’s entire RPG boom with a game that he wrote in 9 months. Having had some experience with Wizardry, he understood role-playing games but not the language. With the help of some native speakers, one of them his wife, Rogers released The Black Onyx for the PC-8801 personal computer and it went on to become the best-selling Japanese computer game of 1984. It racked up impressive sales and awards which paved the way for it be released on other systems. It was released for the MSX and FM-7 in 1985, the PC-6001 in 1986, and the SG-1000 in 1987. Today, RPGs dominate Japan’s sales charts.

Opening Title Screen

We have had some experience with early Japanese role-playing games; the first generally regarded as The Dragon & the Princess in 1982. We also played 1983’s Bokosuka Wars and Hydlide from 1984. I was only able to play The Black Onyx because of a fan translation patch. This was my first experience hacking a rom with a fan translation patch but I was able to successfully get it accomplished with some help from the friendly folks on our Discord server.

The previous JRPGs mentioned were fun in their own right but they fall more into an arcade or action RPG classification. The Black Onyx is the closest thing to Wizardry that Japan was introduced to up to that point so it is no wonder that it sowed the seeds for an RPG boom over there. The game is not as good as Wizardry and lacks a spell system but I still found the game to be quite enjoyable.

Take notice of the portraits – Hanuvar could not afford a club like the others and instead wields a dagger. The portraits change with new weapon & armor purchases.

The party consists of five characters and the only class available to choose from is that of fighter. There are no chests to open, locks to pick, or traps to disarm in the game and thus no need for a thief. There is no magic system or spells of any kind so magic using classes are out. The game rolls for strength, dexterity and health but you don’t get to see those scores unless you pay to examine your character in town; I’ll expound more on this later. The game does not have the complexities of Wizardry but it was the first multi-character, turn based, dungeon crawler in Japan and it did a great job at balancing combat and experience.

The characters begin the game in a town with no equipment and very little money. Unlike Wizardry, exploring the town and mapping out it’s locations takes some time and it is very much like its own dungeon level. There are 20 different locations and I have them all listed in a key on the map below.

You have to navigate and explore the town much like a dungeon level

There are four different shops where you can purchase equipment: Armor, Weapons, Helms, and Shields. When you first begin the game the only thing you can afford is a dagger. You gain gold and experience through combat in the dungeon which leads to the purchase of better equipment. The increased cost of the better armor and weapons is balanced well with your character progression and the deeper dungeon levels. You will need to explore lower and face fiercer opponents in order to gain greater gold to purchase better equipment. Character progression maxes out at seventh level.

The game goes out of its way to draw attention to character graphics. When you’re first creating your characters you can choose different wigs and assorted colors. When you purchase new equipment your character icons change to reflect the equipment change. It’s actually done quite well. Each character’s health is reflected by a health meter which increases in size when you gain levels.

Combat is a pretty simple affair

When I finished the game, each character had progressed to full plate armor, a large shield, and brandished a broadsword. A horned helm would have greatly increased my armor class, but a bug kept removing the helmet from my characters. The toggle switch to put the helmets back on did not work for me and so I simply ignored the helms as part of my standard equipment.

There is a healing or physician’s quarter within the town that contains an examination room, a surgeon’s room, and a medical potions room. The examination room is a bit of a programming oddity. There is no way to examine your stats or character sheet unless you travel to this examination area and pay gold pieces for the privilege of doing so. The surgeon’s room is for healing and the rate is very reasonable. You pay a fee, and your health meter is completely restored. The medical potion room took a little bit of time to figure out. Each character can first purchase an empty bottle for 356 gold pieces (I didn’t realize that the bottle was EMPTY when first purchased). Once the bottle is in your possession you can then purchase healing does for 55 additional gold. The bottle can hold 5 of these doses. Each character can only carry one bottle and a max of five healing doses.

There are other areas of the town that are labeled but not accessible such as a temple, an arena, and the city gates. My understanding is that these features are meant to be explored in future sequels. There is a sequel that was made called The Fire Crystal with plans for a third game which was never made.

There is a cemetery that contains graves or holes which lead to mini-dungeons which allow you gain some much needed early experience and gold. Hidden in another quarter of the city, with a sign that reads Do Not Enter, is a secret door which contains stairs leading down into the dungeons.

Dungeon Level 1

The dungeon levels are pretty basic. There are no special encounters on any of the levels nor are there any messages to read. This was the one thing that really made Wizardry stand out. Those messages and special encounters on each level served to breathe life into the dungeon and give it a personality. There is nothing like that in this game other than mapping out each of the levels, encountering enemies, getting tougher, facing tougher enemies, buying better equipment, etc. This game, however, does all of that well. Each level is on a 15 x 15 grid with some of the rooms and corridors running off the edge of the map but then continuing on the opposite side. Once you’re used to this rubric mapping becomes much easier.

Skeletons are likely to be encountered on the 1st and 2nd dungeon levels

On the first two dungeon levels I encountered kobolds, goblins, skeletons, bats, zombies, ghouls, and orcs. Level four and five of the dungeon starts to introduce one way walls and teleports which can make mapping slow and confusing but the grid structure helps you to piece everything together properly. You need to be careful and save often because you can softlock yourself on many of these dungeon levels. If you go through a one-way wall you may find yourself trapped in an area of the maze and you are unable to progress further. It’s dastardly to be sure, so make sure you save often and with different save titles.

I was not aware of any backstory nor was I 100% sure of my reason for delving into the dungeon. From what I could gather online I was looking for the Black Onyx located somewhere in the Black Tower. It was clever how the game developer coordinated the Black Tower with the dungeon. On each dungeon level there is a large square area of blackness that I was not able to penetrate. It was only when I was on the deepest level of the dungeon, that I realized I was trying to get INTO the tower itself. The only way into the Black Tower is from the 6th level of the dungeon. Once inside the tower, you then have to climb your way back to the top of the tower.

Getting into the Black Tower is NOT easy. The sixth level of the dungeon is a dastardly and punishing puzzle in and of itself. I refer to it as the level of colors.

The dreaded COLOR dungeon level

The Black Tower is located in the middle of this dungeon level and then it proceeds UP through the prior dungeon levels. This is the only floor that you can enter the tower from. You can only open the door and gain access to the tower if you move through the colored sections of this map in a particular order: YELLOW – RED – PURPLE – GREEN – BLUE – YELLOW – WHITE

It was a nightmare level that I spent a few afternoons on and then I read that a clue to solve the level could be found on the title screen. When you boot the game there is an animated sphere around the Black Onyx title and if you look closely the color bands correspond to the above sequence. Very dastardly. And once again I probably spent way too much time with one of these games.

The yellow portion of the dungeon
The green portion of the dungeon
The blue portion of the dungeon
The white portion of the dungeon

Once you make your way into the tower, things become even trickier. I thought it would be a simple manner of climbing the tower to the top. However, I had a hard time finding the stairs on each level. If you venture too far outside of the black tower you are locked out again and have to go all the way down to the bottom of the dungeon and enter again. It was after a good three hours of experimenting and saving that I realized once you go into the Black Tower, do not immediately climb the stairs. Instead, situate yourself so that you are facing the stairs while looking north. The stairs are a spiral staircase up the tower. So, once you take the stairs to the next level, it is a simple matter of turning right, moving forward, turning right, and then moving forward and you will encounter the stairs to go up again. It is literally a spiral staircase. Once you follow this procedure up through six levels of the tower you will find yourself on a level that appears like you are looking at a nighttime sky or stars.

The top of the tower!

You will encounter giant cyclops on this level, but you should be 6th or 7th level with the best weapons and armor at this point so you should win through. Eventually you’ll find the Black Onyx.

The Black Onyx – Victorious!

Once you find the Black Onyx, you are immediately transported to the credits.

The game was tough but well balanced. I enjoyed the mapping of the complex and tower except for that COLOR level. There was a lot of grinding that had to be done on the 5th and 6th levels but I enjoyed it. I probably spent about 18 hours with the game but six of them were spent messing with that COLOR level. It was not Wizardry, but I can see why it sowed the seeds for an RPG boom in Japan. The Fire Crystal is the sequel to this game and it is on our slate to play.

Next up on the list is Tyrann. I must be a glutton for punishment this year because this game is in French. Wish me luck.

Until next time…

Game #212: Xyphus (1984) – Won!

I do not think that there is any other quality so essential to success of any kind as the quality of perseverance.  It overcomes almost everything, even nature. – John D. Rockefeller

I wanted to start with Rockefeller’s quote on persistence because that is exactly what it took to beat this game. Xyphus challenges you with six scenarios and the manual warns that each scenario can take 3 – 12 hours to complete. While this is certainly true, I also had to contend with technical issues which caused me to have to begin the game all over again – TWICE! Each time I had been as far as the 3rd Scenario! The second time it occurred I almost threw in the towel and admitted defeat. My indomitable spirit would not let me quit. I played Xyphus using the WinVice emulator and I would encounter problems where my characters could not heal, or could not move in a particular direction. Nothing I tried corrected the issue. I noticed that when I used the game’s save feature it would ultimately corrupt my files and even prevent a new scenario from loading. I had to resort to using the Save State feature in the emulator and I had to make multiple backups of each new scenario in case my working file became corrupted again. These are the kinds of things you have to deal with when choosing to play these older titles.

Your first task
Various items are scattered about the map

When the game begins your party of four is assigned a task and then you set out to explore the world of Arroyo. Various items are scattered about the map. These might include weapons, spells, Xiphoid Amulets, or clues. Xiphoid Amulets are necessary for the casting of spells and have a finite number of charges. Once the energy in the amulet is spent, it shatters. Xiphoid Amulets can also be used as melee weapons which deal 2 points of damage upon a successful attack. Each scenario usually provides the opportunity to find two of these amulets which is a good thing because you go through them rapidly. Some puzzles or obstacles in a scenario might require the casting of a specific spell. The items on the map are represented by various icons that you can see so it’s a simple matter of traversing the map to get to them. The map itself uses a fog of war mechanic so you can only see surrounding terrain when you get close.

In the first scenario I found three Xiphoid amulets, a long sword +2 which my character, Hanuvar, actively used to the very end of the game, and a few spells. An intriguing area of the game are the different spells that you uncover in each scenario. Many of the spells are not in the game manual and it is up to you to experiment with the spells to determine what they do. While this should be an extremely enjoyable exercise in discovery, it is dampened by the fact that each Xiphoid Amulet only has a finite number of uses. The paradigm of discovering mysterious spells is a lovely one, but it is marred by the game’s mechanics.

Combat is turn based. Your options are pretty limited: you can fight, flee, or cast spells. Spells are not only limited by the number of charges in the Xiphoid Amulet, but they also have an endurance cost. Your spell casters may only be able to cast two or three spells before they have to rest. Characters become fatigued by physically attacking as well. Your endurance meter replenishes itself when you rest or walk. Characters begin the game with 12 hit points and these increase as you gain experience and go up in levels. When I beat the game each of my characters were fourth level. Death is permanent but you can save and restore your games on any hex. When I used the save game feature it would ultimately corrupt my files and make me unable to progress to the next scenario. So I stopped saving my game and instead used the save state feature in the emulator.

Battling Water Sprites in the 3rd scenario to obtain the Tree Scroll depicted there

Physical attacks did a predictable amount of damage depending upon the weapon type. The character of Hanuvar found a longsword +2 and another character, Antires, found a Death Blade +3. These magical items helped to increase the amount of damage that was dealt.

The monsters that you encounter in the game seem straight out of the Dungeons & Dragons Monster Manual. Cyclops, Centaurs, Ghouls, Goblins, Vampires, and even a Mimic are some of the creatures you encounter. There are also some original creatures that you encounter like toothpaws, sand asps, and an ice dragon.

While the game might seem like it is a “sandbox” style of play; it is not. Each scenario assigns you a given task and each of the encounters and objects that you find are all fixed. I played the first three scenarios three different times so trust me on this. The map of Arroyo is extensive but many of the areas remain blocked off and only open up when you access a new scenario. The entire game takes place outdoors except for the last scenario.

The game is incredibly hard. Each encounter is difficult and deadly. I had to restore my game often as death is permanent. The game does let you save your game anywhere which is a blessing. I would imagine that not many had the tenacity to finish this game. Traversing the map is difficult as well because there are hidden paths everywhere. Many areas do not allow movement and you have to move and experiment with four different characters until you find the proper way to go. When you complete each task assigned to you, you then make your way back to the garrison or fort and then the game will recognize that you’ve completed your task and you can then progress to the next scenario.

An important treasure guarded by a vampire

Impressed with your prowess and ingenuity, you are finally tasked with slaying Xyphus outright in the last scenario. The demon lord lies somewhere in the earth below. The last scenario moves from outdoor exploration into dungeon exploration. This last scenario is especially tricky. In order to defeat Xyphus you have to find the Heart of Xyphus which is located in the southwest portion of the dungeon. Only an elf can pick up this item. In the northwest portion of the dungeon is a crystal key which only a dwarf can get to and pick up. The manual did warn that you’ll need both an elf and a dwarf in your party in order to properly finish the game. The crystal key unlocks a stone gate far to the east. I became stuck when my way forward was blocked by an energy gate. The crystal key would not work upon it nor any spells. I explored the dungeon and couldn’t find anything that I missed. I went back to the gate and began trying different weapons on it and luckily found that the Xiphoid Amulet caused the gate to disappear when you attacked it with the amulet. Now, there is only ONE Xiphoid Amulet to discover in this dungeon level and the battles are harsh. The demon warriors, guards, and captains that you battle are extremely tough. Each blow only deals 2 to 3 points of damage to them which drains your endurance. If they hit you, you are poisoned which can only be cured by a Sana spell. So, the chances of you depleting your Xiphoid amulet and then being “soft-locked” from the end of the game are very high. If you’re going to play this one, make sure you are aware of this. Once I made it through the energy gate, I finally encountered the dreaded Xyphus. He basically stood there as I advanced upon him. I had my spell caster weaken him with a Hela spell and then my elven spell caster attacked and destroyed him with the Heart of Xyphus.

Final Encounter with Xyphus

Once you beat Xyphus, you have to backtrack through the dungeon to the garrison. Only then are you awarded with an end screen. There is no text other than a picture of a crown, a treasure chest, and castle which must be your rewards for defeating Xyphus. There was cute music that accompanied the picture as well.

Xyphus – Victorious!

This was a grueling game that tested my patience and perseverance. I probably spent around 60+ hours with the game and it took up a lot of this year’s calendar. This places Xyphus in rare company in 1984 for the amount of gameplay that you get for your dollar. It’s not often you encounter a game that gives you 50 – 100 hours of play value. The outdoor hex map and different scenarios you’re tasked with add to its uniqueness. I would imagine that not many people had the tenacity to finish this game to the very end. In spite of the technical difficulties, I did enjoy my time with the game. I liked how the game handled experience and encounters and the constant thrill of discovery permeated most of the game. Hidden paths blocking overland movement and then having to deal with moving four characters around does test the patience here. Overall, a good experience from this 1984 offering.

Next up on the docket is The Black Onyx.

Until next time….

Game #212: Xyphus (1984)

Xyphus Box Art

Xyphus was written by Robert Waller and Dave Albert and published by Penguin software for the Apple II in 1984. Versions for the Commodore 64 and Macintosh would be released in 1985. My time spent playing the game clocks in at 15 hours and still growing.

Gamers are extremely passionate about their table-top role-playing games. The way in which the games are handled and/or played can vary greatly. Players and gamemasters tend to be divided over how they want to experience the game. Those who belong in the first camp like a long campaign or story arc that consists of episodic adventures. These adventures are deftly interwoven together to form a cohesive story or mythology. Examples of this kind of play could be any of the Pathfinder Adventure Paths that exist today or any of the larger 5E campaigns such as Tyranny of Dragons. Some players are quick to criticize this style of play explaining that they feel railroaded or pressed to go in a certain direction dictated by the gamemaster. The players in the other camp prefer a sandbox style of play. Meaning they prefer a campaign that does not have a specific storyline but one where the GM sets up a world or at least a small section of one and the player characters are free to wander where they will and find adventure. It is all about freedom of player choice. Players in this camp like to consider themselves “old-school”. This style of play is also often referred to as a hex crawl. The GM uses a special kind of graph paper that consists of hexes which is a map of the geographic area. In this sandbox style of play the GM has placed many different Points of Interest or POI’s on the map. These may consist of dungeons, towns, and/or special encounter areas. The entire world is like a dungeon to explore. While they explore, the GM constantly rolls dice to see if random encounters are generated.

I am often fond of saying that the creators of computer role-playing games between 1978 and 1984 stumbled around in the dark. This is in reference to all of the different experiments that were tried in the translation of the table-top game to the home computer. Many of the early programmers were avid Dungeons & Dragons players. This was akin to a transcendent experience for many of them and they wanted to see if they could take that experience and translate it to a computer game that 100s or 1000s could enjoy. Some of these “experiments” were disastrous while on the other hand we also witnessed the birth of giants such as Wizardry and Ultima. These giants were starting to exert their influence into the industry resulting in games that both emulated their successful formula yet strove to be distinct.

Xyphus starting screen

This brings us to Xyphus. It is clear that the developers of this game were greatly influenced by the idea of a hex crawl.

Players can move northeast, east, southeast, southwest, west, and northwest on the hex map

The game is divided into six different scenarios which must be completed before you can move on to the next one. Each scenario gives you a specific task to perform and a new area of the overland map to explore. Movement is performed using a cluster of keys via the keyboard. You can press the TAB key to move the entire party at the same time or elect to move each character individually.

The World of Arroya

The game manual explains that each scenario can take between 3 to 12 hours to complete. This seems, in my experience thus far, fairly accurate. I am now through the third scenario and thus far the game takes place entirely outdoors. Outdoor exploration, as well as movement on a hex map, makes the game rather unique. It is reminiscent of Robert Clardy’s Wilderness Campaign or Randall D. Mastellar’s The Wylde. There are certainly games where traveling outdoors is a component but Xyphus might be the first game where all of the exploration and action takes place on the overland map.

The game manual that comes packaged with the game is well presented and contains information on the different types of spells you can cast as well as a list of monsters that you may encounter in your exploration of Arroya. I enjoyed the illustrated bestiary, a portion of which is shown below.

Your party consists of four characters however you can choose to play the game with only one character. The game does warn you during the creation process that you’ll need at least one elf and one dwarf in order to complete the game so you’ll at least need a party of two. When you create your characters you choose between dwarf, elf, and human races and you can elect to be either a fighter or spellcaster. You are not in control of any attributes or character options other than the naming of your characters. I often like to use literary inspiration when choosing my character names and decided there was no need to break convention. I chose the names Hanuvar and Antires from the incredibly excellent Lord of a Shattered Land (I highly recommend you support this author and read this one – you will NOT be disappointed) by Howard Anrew Jones for my two fighters and Mordred and Raistlin for the two spellcasters.

The party created, equipment in hand, I set out to explore the world of Arroya. In my next Xyphus installment, I’ll go over each of the scenarios I’ve completed and the trials and tribulations which ensued.

Until next time…

Game #211: Stuart Smith’s Adventure Construction Set – Rivers of Light (1984)

ACS Cover Art

I have always been a fan of Stuart Smiths work. I have played each of his previous offerings in their entirety and found them to be highly enjoyable. When I wrote about Fracas, Ali Baba and the Forty Thieves, and The Return of Heracles, I painted them in a favorable light. One of the very unique things that Stuart Smith has managed to do in all of his titles, whether it is Arabic folk tale, Greek mythology, or Mesopotamian mythology, is provide both educational and historical context. When enmeshed in one of his games I found myself constantly reading about Ali Baba or looking up Greek or Mesopotamian references. His material is always well researched, and it provides the player with yet another layer of immersion. His first game, Fracas, would foreshadow and set the pace for his later offerings. Combat in Fracas, as in all of Stuart Smiths games, is frenetic and always fun.

Stuart Smith’s Adventure Construction Set was released in 1984 for the Apple II and Commodore 64. It would be released in 1986 for the Amiga and in 1987 for DOS.

Apple II starting screen

Since I am ensconced in the 1984 offerings, I chose to play the Apple II version using an emulator. The main purpose of the Adventure Construction Set is to allow players to create their own adventures which their friends can then play. It was very popular at the time and created many enthusiasts much like the Eamon engine did. There were web pages and newsletters all for the express purpose of swapping game creations made with the ACS engine. Here is an example of one of the fan pages that existed. Full disclosure: I’m really not personally interested in attempting to create my own game nor am I interested in playing one of the fan created offerings. Adventure Construction Set comes packaged with a full adventure known as Rivers of Light. It was written and created by Stuart Smith using his Adventure Construction Set engine. I am always going to jump at any opportunity to play a Stuart Smith game.

Stuart Smith’s River of Light

The premise of Rivers of Light is a highly original one compared to other games up to this date. It seems that rather than saving a kingdom from a maniacally evil wizard, you’re searching for eternal life. The game focuses on Mesopotamian mythology and more explicitly attempts to simulate the legendary exploits of Gilgamesh.

Character Creation

You begin the game by creating a character. You get to choose from an assortment of icons and you get to choose a name but not much else. The game randomly rolls all of your attributes for you until your starting character looks like this:

Fitz is ready to quest for eternal life

The name Fitz comes from Robin Hobb’s character Fitzchivalry Farseer from her outstanding Realm of the Elderlings series. He is thus far my favorite literary character and she is hands down my favorite author.

The Fertile Crescent

Rivers of Light is a much larger game than one might be led to believe. It is certainly larger than any of Smiths previous games and I would also rate it his hardest game. There are a few difficult puzzles to work through and one of the puzzles in particular frustrated many of his fans. It took me roughly 11 to 12 hours to beat the game and a good portion of that time was spent exploring and backtracking trying to find a solution to the puzzles in the game.

One of the other things that makes a Stuart Smith game very unique is that there are no generic wandering monsters like you encounter in Questron. NPCs that you encounter and monsters all have a specific role or purpose in the game. When you’re in combat, do not be surprised if another opponent joins the fracas (inherited from his first offering). Sometimes your two opponents will begin to fight each other rather than you. There are key opponents that are very difficult to beat who guard necessary items that you need to continue your quest. Most of them are ripped right from The Epic of Gilgamesh such as the Humbaba who guards the Cedar Forest. This epic beast guards the cedar poles which your hero will need later in his journey. The Shedu is another opponent ripped from mythology as well as Yam the dragon. You will find that in order to defeat some of these opponents that you will need to quest for special items to help you overcome them.

The medicine woman wants an animal bone

The games overall quest is divided up into five key sections. These sections of the game can be easily transitioned into via the overland screens as long as you have the appropriate items. The game is not linear so it is possible that you find yourself in front of opponents that you cannot beat or in a situation that you will not be able to solve. This might then involve you having to “backtrack” to discover what you may have overlooked.

The first section of the game involves you performing a series of quests until you have the swimming ability. Once you have the swimming ability you can then cross the Tigris River to the city-state of Great Assur. This section was exponentially harder than the last and starts to give you a glimpse as to the size and difficulty of the game.

It is in this second section that you’ll have to find a way to beat the Humbaba, Yam the dragon, and Shedu. When you defeat each of these “big bosses” you’ll find cedar poles, a partial tablet, and a key to the Royal Library. These are all important items to be used later. The tablet pieces are especially important. There are three in the game. When you put all three of the tablet pieces together, they give you instructions on how to pass through the three gates to eternal life. The Royal Library contains an important spell you’ll need for your foray into the desert. There are several spells or powers that you’ll uncover that have very specific purposes. There are also several tapestries with recorded messages for you to read.

The third section of the game involves you retracing the path of Gilgamesh. You’ll need to avoid invisible pits, wend your way through a maze, cross over an acidic lake (this is where the cedar poles come in handy) and fight your way through scorpion men.

You will find that many that you encounter do not think highly of your quest for eternal life.

It is from Utnapishtim that you learn of the Gray-Grow-Young bush and where to find it. You need to obtain the bush in order to trade it for the royal key later in the game.

The fourth section of the game involves the desert and you’re going to learn very quickly that there is economy involving your water supply. You’re not only going to have to find and obtain water, but enough of it to get you through the vast desert to the Pyramids.

There are several difficult parts of the game. In no particular order: making sure you have enough cedar poles to cross the acidic lake, finding (no I’m not making this up) a mouth so that you can give it to one of the spirits, making sure you properly go through the gates as instructed to from the tablet, dealing with the fires and denizens of hell, and knowing when to use the spells or powers at the appropriate time. I made liberal use of saves and still died often in this game. There are a lot of hints hidden in the many messages in the game, so it is to your benefit to take copious notes or screen shots of all of these messages. There are two particularly devious puzzles in the game. They are found in Hell and in Two Hero Valley. I found Hell to be particularly devilish – oh the irony.

Two Hero Valley offers up a very unique puzzle to date and also a very frustrating one. Once you reach this part of the game you will find that you need a second player to help you through this area. Every Frodo needs a Sam right? There are two ways to solve the issue. The first is to create a second character and build that character up from scratch to get them to where your original character lies. This would be grueling and take hours however I would bet that many went this route. The second solution involves you moving west before entering Two Hero Valley. When you move west it opens up and creates a transitional area between Great Assur and the Two Hero Valley areas. So, it becomes a simple matter to create a new character and quickly move to that area. Once they assist your original character you can retire them. I found this shortcut quite by accident merely because I decided to explore west first. Otherwise, I would have gone the former route.

Ultimately, I did finally make my way to the third gate and still there is an effort to deter me from my quest.

This is where your light spell comes in handy

You will then have to move through a series of areas where the Spell of Luxom, your light spell, will have to illuminate the correct path for you to take. The other doors contain fearsome monsters that you’ll have to fight.

I am given one last chance here to turn back but I’ve accomplished so much and come so far that I felt there was no turning back now.

The sealed crypt is surrounded by fire!

You finally find yourself before a sealed crypt that is protected by a ring of fire. Luckily, you found the spell of Extinguish Flames very early in the game and they work here to remove the fire for you.

I really enjoyed what would be Stuart Smith’s final offering. I thought the game was strong enough that it could have been sold on its own. The fact that it was pre-packaged with Stuart Smith’s Adventure Construction Set as an example of what you can do with the editor is mind boggling. Smith does a great job of introducing the player to Mesopotamian mythology and there is a lot of it. You’re walking the same path as Gilgamesh, meeting all the principal players and foes from his story, and solving many of the same puzzles. I probably spent too much time reading the story of Gilgamesh and looking up all of the names of the NPCs and foes, but it made my experience more immersive and hence more enjoyable.

Thank you, Stuart, for your art and for sharing it with the world. Thank you for Fracas, Ali Baba & the Forty Thieves, The Return of Heracles, and the Adventure Construction Set with the packaged Rivers of Light. They brought me many hours of enjoyment.

Next up on the docket is Xyphus.

Until next time…

Game #210: Zyll (1984)

Zyll Cover Art

Until a couple of weeks ago, when I chose to play Zyll from our 1984 chronology list, I had never heard of it. I suspect that it remains virtually unknown today.

Zyll was written by Scott Edwards and Marshal Linder and published by IBM for IBM’s short-lived PCjr. The game runs on any IBM PC compatible. Edwards and Linder were IBM employees who wrote the game during their office hours. They submitted the game to IBM’s employee submissions program and were one of only seven who were accepted.

Zyll starting screen

The game’s premise is standard fantasy fare. An evil wizard, the notorious Zyll, has stolen the Great Treasures from your homeland, and used the power of the Black Orb to transform your beautiful country into a wasteland. You follow Zyll, via magical transportation, to a place near Castle Mitain, Zyll’s lair. Your mission is to capture the mystical Black Orb, take back the stolen Great Treasures, and transport back to restore your land to beauty.

Zyll is a very polished, well written, and innovative game for its time. It really is shocking that it was lost in the realm of obscurity and that I was not aware of this little gem. What makes Zyll so innovative? It has THREE different modes of play: Competitive Mode, Cooperative Mode, and Solitaire Mode. The game supports a second player! Hence the split screen as depicted above. You can either work cooperatively or compete against one another. The first player uses the function keys while the second player uses the number pad on the right of the keyboard. This prevents each player from interfering with each other and, along with the split screen, provides for clever, innovative play. The game has tremendous replay value as well because none of the objects in the game are fixed but instead dispersed randomly. I had to resort to playing in Solitaire Mode which allows for individual play.

The other facet of the game that stands out is that the game is played in real-time. There are wandering monsters outside of the castle and there are dungeon denizens that patrol or guard specific areas of the Castle and all of these opponents will follow you! If you stand for too long in one area while you contemplate what to do next, check your inventory, or try to map by hand, a wandering monster will likely appear to molest you. This creates a certain level of constant anxiety during gameplay reminiscent of Dungeons of Daggorath.

I give Zyll a high difficulty rating. The game has a number of interesting nuances and as a computer role-playing game archaeologist, I felt like I had to spend more than the normal amount of time with it.

When you first begin the game, you get to choose whether you want to play a Warrior, Thief, or Wizard. Each class provides a completely different playing experience. I, of course, had to try them all. One of the things that makes Zyll very difficult is that there are a lot of different items and treasures that you can find. You have to be able to discern which of those treasures are the Great Treasures that you need to take back with you, and which are merely expensive baubles. I mention this, because if you choose the Warrior class, it is definitely the hardiest. You will be able to stand toe to toe with many of the wandering monsters and you can absorb more hits as well. However, because of your need for armor and shield, your encumbrance is higher. This limits what you can carry, and you’ll find that playing a Warrior is an inventory management nightmare in this game. You are constantly having to choose between what to carry and what to drop.

One of the wandering monsters you’ll encounter in the game

If you choose the Wizard, the class is the weakest and slowest of the three classes AND you begin with no magic. There are scrolls and books scattered throughout the map that allow you to learn spells. The Wizard ends up being the most powerful of the three classes once all of the spells are learned. It is very satisfying to throw fireball after fireball and defeat Zyll in his tower. If you choose the Wizard however you will find it is very difficult to survive and you have to play the “long game” and do a lot of exploring in order to acquire all of the spells that you need.

The Thief ended up being my preferred method of play for a couple of reasons. First: there are many locked doors and locked gates. If you’re a Warrior, you have to find all of the different keys hidden around the map in order to gain access to other areas. If you’re a Wizard, you have to acquire the Open Locks spell in order to gain access. The Thief, however, can pick any lock that he comes across giving him carte blanche access to the entire map. Secondly, the Thief is weak but fast. Faster than all of the opponents you’ll come across. So, make it a point to run from everything. You won’t have to worry about filling any of your equipment slots with keys.

The Black Orb found!

The map for Zyll is quite huge and can be divided up into seven different sections. There is the area outside of the castle that did not harbor any treasures however you find the entrance to the Mines after diligently mapping the outside environs. Remember that there is no specific walkthrough because all of the items are randomly placed about the map with each new game. Your ultimate goal is to find four of the five Great Treasures and reunite them with the Black Orb. Once you do so it will trigger the ending. You may find either a Great Treasure OR the Black Orb in the Mines.

The mines will ultimately lead you to the catacombs which are nothing more than a very confusing maze. Be prepared to drop items in order to correctly map this area. Users have claimed that nothing useful is found in the Catacombs but this is not true! I found one of the Great Treasures I needed hidden in the Catacombs.

The Mines – just 1 of 7 major sections in Zyll

From the Catacombs you can reach the Caverns. The Caverns can contain either Great Treasures or the Black Orb and they also lead to two major new sections: the underground waterway (which you’ll need the rowboat for) and the Castle Cellars. From the Cellars you can find several ways, both hidden and obvious, to access the first and second levels of the Castle. There are also two different Sorcerer Towers on accessed off of the second castle level and each tower has multiple levels.

Be prepared to have to move about the entire map at least three times as you search for items and hidden locations. The game will test your patience in this fashion.

The wandering monsters located throughout the different map sections are quite deadly and many are relegated to patrolling certain areas of the map. For example, a headless skeleton and a demon rat will plague you in the Cellar sections of the map whereas Zyll himself will pursue you through the Tower sections of the map.

The five Great Treasures that you’ll need to find are as follows:

  • the Broadsword – best weapon in the game
  • the Jeweled Crown – will reveal all hidden passages
  • the Magic Shield – aids greatly in your defense
  • the Ruby Pendant – if you drop it, and pick it up again, it randomly teleports you. Irritating
  • the Scepter – in my mind, the most beneficial of the Great Treasures as it operates as a light source

Zyll runs in real-time. There is a running game clock on the screen that reminds you of this. There are torches that you can find but each torch only lasts for 30 minutes before going out. You can find Brass and Copper Lamps as well which last longer, but they can run out on you too. But if you find the Scepter and keep it in your inventory, you no longer have to worry about a light source.

I played Zyll through Dos Box and I spent roughly 10 – 12 hours with the game. I wanted to take my time to map by hand and I wanted to play each of the three classes. A lot of time was spent trying to determine just what to do to get a “win” and how to differentiate what is important and what isn’t with all of the items that you find. So, inventory management does become an issue. You accrue points for everything you do. You get points for the monsters you defeat, you get a point for every new location you explore on the map, you get points for the different valuables you uncover (if you keep them on your person) and you get 100 points apiece for each Great Treasure, which is a lot. When you find a Great Treasure, the computer emits a beep and your score increases by 100. These are two big clues that you’ve found something special. The Great Treasures were much harder to find than most of the valuables. The game being in real-time makes mapping very challenging, but it is an absolute necessity.

I really enjoyed this offering and find it hard to believe that this game made its way into obscurity. The 2-player cooperative and competitive modes were very innovative.

Zyll – Victorious!

The writing and the descriptions in the game are reminiscent of Zork from Infocom. The real-time game mechanics, combat, point scoring, creativity, and plot were all top notch. The game was very challenging and it has tremendous replay value. If you have not played this game I highly recommend it.

Next up on the docket is Stuart Smith’s Adventure Construction set and the adventure River of Light found within.

Until next time…