Dragon Quest was written by 17-year old Matt Pritchard and published by Midwest Computing for the Atari 800.
Dragon Quest backstory
Dragon Quest is a dungeon crawler that has you exploring 90+ rooms in search of treasure. There is supposedly supposed to be a princess to rescue but alas I was unable to find the princess after much exploration. I probably spent more time with this game than I should have but the completist in me would not let it go.
Dragonquest Menu Options
Character generation involves rolling for your attributes, creating a name for the character and then choosing between dwarf, elf, and human for race.
Amad’s MarketFitz starting out…
I chose Fitz as the name of my character in honor of Robin Hobb’s outstanding Farseer Trilogy.
Assassin’s Apprentice by Robin Hobb
The game is very reminiscent of Super Quest however it adds a couple of very unique features. The most unique aspect of Dragon Quest is how it handles secret doors and their unique nature. Intelligence is the statistic that determines how successful you are in your search. The higher your intelligence the more likely you’re going to find a secret door if one exists. My character had a high intelligence of 17 but searching for secret doors was still a difficult task. You search for secret doors by hitting the (L)ook on the keyboard. Even if a secret door exists in the area it doesn’t automatically appear. You’ll find that you may have to hit the L key several times before one appears. A wandering monster was more likely to appear, much to my dismay, much faster than a secret door.
How to get inside of this square?
The secret doors are more like teleportation areas or warp zones that appear. They don’t necessarily have to be embedded in a wall. You may find that they appear in the middle of a room. When you go through a secret door most of them transport you to an area that is disconnected from the rest of the dungeon and only accessible by secret door or teleportation. These areas usually contain greater treasures or magical scrolls. You have to find another secret door to exit the area or leave via the way you came in. Other secret doors may take you to special areas within the dungeon that normally can’t be accessed. Like the room depicted above. There appears to be no way into the center of the room which contains a monster guarding a treasure. Later you’ll find a secret door that teleports you within the square where you’ll then be able to defeat the monster and take the treasure. Looking for a secret door within that square will allow you to escape its confines and return to the dungeon. There are two different areas like this in the dungeon. I spent a good 2-3 hours slamming the L key and going over every inch of the dungeon looking for the princess. I suspect I still missed something because I never did find the princess nor magical scroll #5.
Amad’s market is where you can purchase equipment which includes: regular arrows, magical arrows, healing potions, and holy water. The holy water acts much like an arrow or missile weapon. You press (T)hrow on the keyboard to hurl the holy water at an opponent. It is devastating to even the most powerful of undead creatures. A vampire that might take several magical arrows to slay can be bested by one or two vials of holy water. Amad’s market can be found at the beginning of the game however to access the market you have to (L)ook for a secret door and access it. If your character has a low intelligence score you may never find MANY of these secret doors. A high intelligence is an imperative.
The other unique feature of this game is its spell system. There are five magical scrolls that you can find numbered #1 through #5. Once you use the spell on the scroll it disappears so each spell is a one and done affair. I only found magical scrolls #1 through #4 and never did find the last scroll. The magical scrolls have the following properties:
Magical Scroll #1 – this is a kill spell. It immediately eliminates an enemy
Magical Scroll #2 – teleports you to your starting location in the dungeon
Magical Scroll #3 – an imprisonment spell that forms a block around your enemy
Magical Scroll #4 – this is an interesting spell. It creates a magical square around you that blasts a hole through a wall in four different compass directions. The dungeon location I teleported to and retrieved this scroll from had no exits nor secret doors I could find. I had to use this magic scroll to escape that area. When I blasted a hole in the wall and walked through it I wound up in Amad’s Market. My working theory is that if I were to restart the game over entirely; find the Magic Scroll #2 first (which teleports me back to the starting spot in the dungeon) and then obtain Magic Scroll #4, I would not have to use it to escape that area but would use the #2 instead. I have a hunch if I then took the time to wander all about that dungeon casting Magical Scroll #4 that it might take me to an area where I can find the princess. Or perhaps it leads me to Magical Scroll #5 which then leads me directly to the princess. I am relatively sure I did not miss any other secret doors or obvious solutions. What it boiled down to was choice. I had already spent probably way more time than I should have to this game; but I was enjoying myself. It didn’t seem practical to take the time to test my theory with such a daunting list ahead of me still. I am hoping that perhaps someone else will find the princess where I failed and then get back to us here with the solution. I definitely want to know the answer.
Now let’s get to the real star of this game. The map itself.
The dungeon map of Dragon Quest
I’ll try to explain the map depicted above as best I can. Each numbered S is a secret door that teleports you to it’s match. For example S1 teleports you to the S1 location and so forth. You can see that most of these secret doors teleport you to isolated locations. These locations contain the greater treasures to find and the tougher monsters. The M on the map stands for monster and the T for treasure and these are at fixed locations on the map. You also have wandering monsters to deal with.
The graphics and movement through the game were quite smooth and seemed more fluid than many of the Dunjonquest games. I make that comparison because the gameplay and graphics are comparative to those previous games.
The game is one of economy because you’ll have to amass enough gold to purchase arrows, magical arrows, healing potions, and holy water. When I decided to end my search for the princess and move on, I was at a point where money no longer mattered as much. I had about 1200 gold pieces on me and was well stocked with all market items.
Combat involves melee with creatures that seem pulled from the Dungeons & Dragons game. There were giant rats, orcs, goblins, vampires, mummies, and others. Dragon Quest is a game in which you do not want to stand toe to toe with your opponent and hit the (F)ight key. You will end up getting decimated by even the weakest of creatures because you have no armor and there is none to find in the game. You want to stay as far away from your opponent as you can and rely on missile weapons to dispatch them. It will take MORE normal arrows to dispatch an opponent than what would be required of magical arrows but magical arrows are also 5x more expensive. There does not seem to be any experience or levels to be gained in the game. The goal here is one of exploration and to survive doing so.
I really enjoyed this game much more than I would have imagined and I probably have a good 8-10 hours invested in into it. I am very annoyed that I was not able to find the princess but felt that it was time to move on. There was no evidence anywhere of any kind of solution nor did I find evidence of anyone who was successful in finding the princess so I had to wonder and worry if this was not an emulation or “bug” issue.
We’ve hit a bit of a milestone here with coverage of our 200th game on this journey. While I’m proud to have come this far the finish line is still nowhere in sight. To put things in perspective, if we were to compare what I’m doing here to hiking the Appalachian Trail, which spans 14 states and covers 2,200 miles, we’d be only about 20 miles into our hike at this point. However, I have greatly enjoyed the journey thus far and I am happy to report that my zest for this remains strong. Let’s take a look at our next entry.
Dragonsbane was written by Preston, Hunt, Rose, and More and published by Quicksila for the ZX Spectrum in 1983.
Title screen for Dragonsbane
Dragonsbane is a 172 room dungeon packed with 40 different kinds of monsters and you are tasked with finding the princess and rescuing her. She is chained somewhere in the dungeon complex and you’re going to need to find two keys to free her.
Dragonsbane display
What immediately struck me in a positive way were the game’s graphics. There was something about the black background, the layout of the screen, and the depiction of the creatures that really resonated with me. I really like the graphical layout as depicted above. I believe the layout is self-explanatory and I fell in love with the appearance and vibe.
Not all of the monsters are hostile
There really are only 20 different types of monsters but they are represented by two different colors. So there are two variations of twenty different types of monsters and I enjoyed the graphical rendering of each of them. The game’s graphics evoke an atmosphere or charm that channels Darkest Dungeon vibes that wouldn’t appear for another 34 years.
This game oozes a uniqueness that I found charming. The dungeon layout is fixed but the monsters and items with each new game are distributed randomly.
Movement through the dungeon takes just a little bit of getting used to. You move using the number keys on your keyboard. 5 = left, 6 = back, 7 = forward and 8= right. The compass points are not fixed so when you move you’re moving in the direction you’re facing.
Each of the rooms are numbered and the map is fixed that way so it is a simple matter of writing the number of the room down and then linking them together to make your map.
The Dragonsbane cassette
There are also teleports that move you from one area of the dungeon labyrinth to the other. There were roughly five of these and mastering them is essential to a winning strategy.
It was obvious after playing the game for awhile that each of the dungeon denizens had a particular weakness or vulnerability. For example the skeleton succumbs easily to a bludgeoning weapon, the rat to a dagger, and the basilisk to a mirror. I thought perhaps then it was necessary to juggle your inventory and obliterate each monster obstacle with their appropriate weakness. I found that this strategy was greatly affected by the randomization of the objects and monsters in the dungeon with each new game. You also can only carry 7 objects at a time. Let’s step back from that line of thought and talk about food in the game.
When you begin each game you start with 16 meals. The game teases that consuming food increases your strength and endurance but NOT to gorge yourself; that you need to find the right balance of how much food to eat to rejuvenate yourself. I found that once your strength and endurance starts to wane, eating 3 meals will dramatically increase both of those meters. When your strength and endurance meters are relatively high, there is no monster in the game that can stand against you; defeating them is relatively easy. This places the economy of food in the game on center stage. Not all of the monsters are hostile. A few of them you can speak to rather than attack and your benevolence will allow you to trade with the creature. You can give it an inventory item in exchange for food. There are a couple of spots in the dungeon where you can find food and skill potions. All of this combines to create a strategy whereby your goal is to make your way through the entire dungeon while keeping your strength and endurance meters high. It is just combat that depletes your meters. Each step you take through the dungeon depletes your strength and endurance and running with this strategy can be a balancing act but it serves to ratchet up the tension which made the game even more enjoyable to me. The more combats that you win serves to increase your skill meter as well which means that measuring opponents against your strength and endurance meters falls more in your favor.
The dragon lord guards one of the keys
One of the two keys that you need to rescue the princess is guarded by a dragon lord. He looks impressive but again if your strength and endurance meters are high he is easily dispatched regardless of what weapon type you use.
Dragonsbane – Victorious
You’ll need to find one of the hidden chutes in order to reach the area where the second key and princess are found.
I know these games are completely subjective but I really liked this offering. I liked having to create the map and work my way through the puzzle of it while dealing with the denizens. The graphics and the overall display really resonated with me. The battles too are highly entertaining in their descriptions as evidenced below:
The descriptive battle text is entertaining
I found this game to be extremely fun despite its simplicity.
Labyrinth of Fear was written by Paul Barsby and published by Algray Software for the Colour Genie in 1983. This is the first game that I’ve covered for the Colour Genie which was a computer produced by Hong Kong-based manufacturer EACA and introduced in Germany in 1982. The BASIC was compatible with the TRS-80 and programs were provided to load TRS-80 programs into the Colour Genie. The operating system was a 16kb ROM containing LEVEL II BASIC.
Colour Genie
The only other game created by Paul Barsby was Terry’s Travels which is a Frogger variant.
Labyrinth of Fear title screen
Labyrinth of Fear at first blush appears to be an obscure dungeon crawler. Your view is a first-person perspective featuring grid-based dungeon levels. You can turn 90 degrees and the wire-frame graphics are redrawn with every step that you take. I thought the main view of the maze was well done and movement through the maze seemed quick and fluid. Note that in the upper left corner next to the main view you are shown a layout of the maze as well as where the guards are located. The game is not really a role-playing game but falls more into the action category.
Note that next to the main view is depicted a layout of the level
The documentation that comes with the game is rather sparse. The background information that you’re given is short and sweet:
You are about to return to the dawn of time when chaos and law battled for the souls of the infant human race, when all that stood between man and slavery were a few heroes.
Deep in the forest of Kraaw lies the Labyrinth of Jarwon where, in the time before time began, those that came before kept the five secrets that can unlock the chains that bind man.
Background informaton
This same background information appears in a loading screen at the beginning of the game.
Your task in this game is to enter the maze and recover five blue boxes. The boxes are referred to as secrets. When you discover a box and pick it up you are told that you obtained Secret #1 for example.
You have an information panel to the left of your main view and it will display the number of secrets there that you’ve uncovered.
Information panel to the left – main view depicts both a green box and blue box
The five blue boxes are your ultimate goal but there are also many green boxes scattered throughout the dungeon level. The green boxes contain gold pieces. Some of these boxes contain guardians instead of gold that appear when you attempt to open the box. You can choose to simply walk by the box or you can stop and hit O on the keyboard that represents (O)pen. These guardians for some obscure reason are referred to as elementals.
The full gamut of your game controls are listed below:
Movement = 4 arrow keys
O = Open Box
P = Pay for passage (if you meet a guard or want to bribe the elementals)
F = Fight
Spacebar = Swing Sword
If a green box has a guardian attached then there is the possibility of combat. This is where the game becomes even more eccentric. You have two choices: 1) the elemental will allow you to move on if you pay a bribe – they will dictate to you how much – however be aware that you can bargain with them too. Thus gold is a very important commodity in the game. If you have a decent supply of gold coins you can bribe both guards and elementals and carry on in your search of blue boxes. If you have NO gold and open a green box that has a guardian attached you are not even given the choice of combat, the guardian deducts a random percentage from your strength score – sometimes as much as 10%. This is equivalent to a grievous wound. Allow me to explain.
Combat is a bizarre affair. The combat in this game reminds me of the Crown of Arthain.
When combat ensues the main view changes to display two characters facing one another. You then find yourself slamming your spacebar over and over again in order to defeat your opponent. I have found that even when you get very good at defeating your opponent that you lose about 15% of your strength score doing so. This means that you have to learn to economize your strength.
Combat is bizarre and reminiscent of the Crown of Arthain
The addition of a timer further complicates the game. You are given a set amount of time to find the five blue boxes and the timer runs down as you move about.
Once I spent some time with the game the following strategy seemed to work the best. I would ignore most of the green boxes. I would take my chances with a select few in the hope that I could amass SOME gold. I would use my time to quickly navigate the maze, searching every inch while avoiding the four guards. Once I realized I had to deal with the guards in order to continue my search I used my gold to bribe the guards that I could and then resorted to combat to dispatch the rest. If you try and open all the green boxes that you find you’ll discover that the elementals deplete your strength score so much that you are unable to complete your quest.
There are also hidden pits within the maze that can drop you to a lower level. Each new level also presents the problem of four new guards.
A guard in Labyrinth of Fear
I was finally able to obtain five of the blue boxes and once you accomplish this task the game quickly begins again.
This was another obscure title I had never heard of. I suspect that the game made my list of games to play because the cover and screen shots pass it off as a role-playing game.
I played Labyrinth of Fear on the Genieous emulator and it took me about two hours to beat the game. I want to give a shout out to @Bennett from our discord room who helped me get the game started. If you’re going to use the emulator to play this game you’ll need to attach Labyrinth_Of_Fear_A.cas and enter the following instructions:
Loading
SYSTEM (RETURN)
At the *? prompt, type:
L (RETURN)
After a successful load, type:
/ (RETURN)
to start.
Wait about five seconds after the title screen has displayed, then Attach CAS and locate Labyrinth_Of_Fear_B.cas and then the game should run properly for you.
The Dungeon Master was written by Graham Stafford and published by Crystal Computing in 1983 for the ZX Spectrum. Graham Stafford would go on years later to design the wildly popular Lemmings.
This is the second game I’ve played on the ZX Spectrum; the first being Ring of Darkness published in 1982. Despite the machine’s technical limitations I have to say I’ve greatly enjoyed both of these offerings for the machine.
The Dungeon Master starting screen
The Dungeon Master is an interactive fiction RPG where you are tasked with finding 10 turquoise rings. The 10 rings are scattered throughout the dungeon complex and you’ll have to carefully map your progress as finding all 10 rings is a puzzle onto itself.
My first character Fost
Your character’s skills are generated beforehand and you can increase these skills by finding various potions scattered throughout the dungeon. Survival in the game can be difficult and it took me multiple characters and several hours before I was able to complete my quest.
Strength increases your chances of opening doors in the dungeon and successfully attacking monsters.
Intelligence helps you in operating the magical artifacts that you’ll find during your exploration of the dungeon.
Wisdom helps you locate secret doors which plays a key role in the game.
Agility improves your armor class and an 18 Agility gives you a 4 point armor class bonus. It is also useful for picking locks. One interesting aspect of the game is that you can UNLOCK a door, this is nothing we haven’t seen before. However, after a door has been unlocked you can choose to LOCK the door again to minimize the risk of a wondering monster entering the room. This makes a lot of sense and it is the first time I’ve been given the option to do this in a role-playing game up to this point.
A high Health attribute gives you bonus hit points as you go up in levels.
Charisma is useful in dealing with traders you may meet on your journey.
A beholder! Yikes!
There are two types of encounters in this game. There are fixed encounters and then there are random encounters. Encounters with wandering monsters can be quite deadly. When you encounter a dungeon denizen here are your options: FIGHT, MAGIC, RUN, WEAPON.
Fight launches you right into combat.
Magic allows you to attempt to use a magic item against your opponent.
Weapon transfers a weapon from your pack to your hand for active use. It will stay there until you drop it or choose to use a different weapon.
Run is the only way to break out of combat with a monster without killing it.
Combat in The Dungeon Master
Once you enter combat the action is resolved for you in the background. Your opponent and you exchange blow after blow until only one of you is left standing.
You gain experience points for slaying these different monsters and gain different levels which serve to increase your hit points. Each new level has a moniker attached to it as well and I found the experience of “leveling up” rather enjoyable.
Each level has a unique title associated with it.Another example of the level monikers
Navigating the dungeon is one of the puzzles of the game. Collecting 10 turqoise rings sounds like an easy affair but they are strategically placed about the dungeon and a couple of them are hard to navigate to.
An excellent dungeon map created by Chris Walsh
I enjoyed using this graphic representation of the dungeon created by Chris Walsh. The dungeon is made up of corridors, archways, stairways, and secret passages.
Three types of doors
There are three types of doors. Some are made of wood and can be broken down or need their locks picked while others are made of stone and even steel.
Archways can be very tricky. Some of the archways can be harmful for you to pass through serving to deplete your hit points while others can be beneficial.
Secret passages have to be actively looked for to find and some require a more difficult skill check than others. This can serve to be very frustrating and confusing as you may need to build up your attribute score before you can successfully find certain secret passages.
Magical items can be found in the different rooms scattered throughout the dungeon. Many different potions play a significant role in the game and consumption of the right kind is necessary in order to win the game. The effect of potions are as follows:
STRAWBERRY Potion – heals 1-10 hit points
RASPBERRY Potion – heals ALL hit points
GARLIC Potion – reduces Charisma by 1-4 points
CHOCOLATE Potion – inflicts 1-30 hit points of damage
LIME Potion – attracts wandering monsters
EGG Potion – Sets all attributes to 3 and hit points to 1
BLACKBERRY Potion – for the next 1 2 combat rounds after drinking you regenerate 20 hit points per round and gives a 4 point armor class bonus
CINAMMON Potion – increases Intelligence by 1-3 points
PINEAPPLE Potion – increases Agility by 1-3 points
BANANA Potion – increases Strength by 1-3 points
GRAPE Potion – increases Health by 1-3 points
LEMON Potion – regenerates 2 hit points per round
ORANGE Potion – strength is reduced by one every time you attempt to open a door
FIG Potion – reduces Strength, Intelligence, and Agility by 1-4 points
RICE Potion – gives 7 extra hit points but acts as a slow poison eventually causing death
GRITTY Potion – degrades armor class by 1-4 points
CHERRY Potion – gives 10 extra hit points increasing your maximum
Experimenting with these potions proved the death of me a couple of times and forced me to begin the game all over again. I had consumed a RICE potion with one character and could not figure out how I kept losing hit points. It eventually caused my death. In another game I consumed the LEMON potion and kept attracting a wandering monster with each step I took in the dungeon. This ended up being the death of me as well. I ended up winning with the character of Fitz whom I named after Robin Hobb’s most excellent Farseer Trilogy (my favorite series ever)
Assasin’s Apprentice by Robin Hobb
You can also find various magic items in the dungeon such as a Rod of Blasting, a Rod of Annihilation, and an Amulet of Finding.
The Rod of Blasting inflicts 1-10 points of damage on your opponent.
The Rod of Annihilation inflicts 1-50 points of damage on your opponent but rarely works.
The Amulet of Finding finds one hidden door per use.
I found that I was most successful resorting to physical combat rather than using magic. You can find magical weapons too throughout the game. I was lucky in that early on I was able to find an Axe of Destruction and then later I found a longsword which is exceedingly rare. Below is a picture of the character that I finished the game with.
Fitz the Hero
I played The Dungeon Master on an emulator and it took me roughly 8 hours and three different characters to beat.
The Dungeon Master – Victorious!
Another interesting addition to this offering is that you have the ability to design your own dungeons and then play through them. Existing dungeons can also be edited and the results printed for perusal.
I really enjoyed my time with this obscure title. This is another title that I had never heard of.
The Wizard’s Castle was published as code in the July 1980 Recreational Computing magazine. It was written by Joseph R. Power and appears to be the only game ever created by this developer.
Matt Barton’s excellent Dungeons & Desktops
Matt Barton talks about The Wizard’s Castle in his Dungeons & Desktops book. Calling it an impressive feat that all of the game’s features are crammed into some five thousand lines of code. The full article on Wizard’s Castle can be found here at Matt Barton’s blog: The Story of the Wizard’s Castle.
In an interview Joe Power stated that he got the idea for Wizard’s Castle from an early game called the Hobbit. Here is the source code for the Hobbit released in 1979 for in CLOAD for the TRS-80.
1 ‘COPYRIGHT (C) CLOAD 1979 2 ‘K. WILLIAMS, 3250 VERMONT SW, GRANDVILLE, MI 49418 5 RANDOMIZE(348) 8 DEFINT A-Z 10 DIM H(9,9),M(9,9),A(7),D(14),AC(7),Z(4) 20 A$=”RUBY RED NORN STONEPALE PEARLOPAL EYE BLUE FLAMEPALANTIR SILMARILL “ 30 D$=”SCHLOCK YNGVI GOLLUM MARDUK LOKI AZATOTH DAGON FENRIS ABRACAX SAURON CTHULHU SATAN “ 40 CLS:PRINT”H O B B I T” 45 FOR Q=1 TO 3000:NEXT Q 50 CLS 100 INPUT”DO YOU WANT INSTRUCTIONS”;O$ 110 IF O$=”YES” OR O$=”Y” THEN 2220 120 INPUT”WHAT RATING (1-NOVICE 9-EXPERT)”;N 130 N=INT(ABS(N)):IF N<1 OR N>9 THEN 120 140 FOR X=1 TO 9:FOR Y=1 TO 9:H(X,Y)=5:M(X,Y)=1:NEXT Y:NEXT X 190 REM PUT WARPS 200 B=20+RND*N 210 FOR Q=1 TO B 220 X=RND*9 :Y=RND*9 :R=RND*9 :S=RND*9 230 IF X=SANDY=R THEN 220 240 H(X,Y)=R*10+S:NEXT Q 260 REM PUT DEMONS 270 B=N+3 280 FOR Q=1 TO B 290 GOSUB 2440:H(X,Y)=-Q:D(Q)=1 300 NEXT Q 310 REM PUT AMULETS 320 FOR Q=1 TO 7 330 GOSUB 2440:H(X,Y)=Q*100:A(Q)=1 340 AC(Q)=3:NEXT Q 350 REM PUT RUNESTAFF 360 GOSUB 2440:H(X,Y)=-1*(RND*(N+3)):D(13)=1:Z(3)=X:Z(4)=Y 370 REM PUT ORB 380 GOSUB 2440:H(X,Y)=10*(RND*9)+(RND*9):Z(1)=X:Z(2)=Y:D(14)=1 390 REM PUT CURSES 400 FOR Q=1 TO 3:C(Q,1)=1:C(Q,2)=10:C(Q,3)=10:NEXT Q 430 IF N<7 THEN 470 440 FOR Q=1 TO N-6:GOSUB 2440:C(Q,2)=X:C(Q,3)=Y:NEXT Q 470 REM PUT FLARES AND ORACLE 480 GOSUB 2440:H(X,Y)=4:GOSUB 2440:H(X,Y)=2 490 REM PUT HOBBIT 500 GOSUB 2440:K=X:L=Y:PRINT”ALL RIGHT FUR-FOOT “ 510 P=125+RND(12-N) 511 T=1:G=0:W=0:F=10:GOTO 1530 520 IF T>P THEN 2120 530 T=T+1 540 IF N<7 OR D(14)=0 THEN 650 550 IF C(1,1)=1 THEN 570 560 T=T+1 570 IF C(2,1)=1 THEN 590 580 G=G-(RND*5) 590 IF C(3,1)=1 OR A(5)=0 OR D(14)=0 THEN 610 595 PRINT:PRINT”‘YOU ARE UNDER MY POWER NOW…'”:FOR Q=1 TO 500:NEXT C 600 ON (RND*4) GOTO 810,830,850,870 610 FOR Q=1 TO 3 620 IF C(Q,2)<>K OR C(Q,3)<>L THEN 640 630 C(Q,1)=0 640 NEXT Q 650 PRINT:INPUT”YOUR MOVE”;O$ 651 CLS 660 IF O$=”WAIT” OR O$=”WT” THEN 1530 670 IF O$=”NORTH” OR O$=”N” THEN 810 680 IF O$=”SOUTH” OR O$=”S” THEN 830 690 IF O$=”EAST” OR O$=”E” THEN 850 700 IF O$=”WEST” OR O$=”W” THEN 870 710 IF O$=”MAP” OR O$=”M” THEN 890 720 IF O$=”FLARE” OR O$=”F” THEN 1110 730 IF O$=”KILL” OR O$=”K” THEN 2030 740 IF O$=”LAMP” OR O$=”L” THEN 1200 750 IF O$=”QUIT” OR O$=”Q” THEN 1460 760 IF O$=”TELEPORT” OR O$=”T” THEN 1420 770 PRINT”EVEN A STUPID HOBBIT LIKE YOU” 780 PRINT”CAN DO BETTER THAN THAT” 790 GOTO 520 800 REM NORTH 810 K=K-1 811 GOSUB 2460 812 GOTO 1530 820 REM SOUTH 830 K=K+1 831 GOTO 811 840 REM EAST 850 L=L+1 851 GOTO 811 860 REM WEST 870 L=L-1 871 GOTO 811 880 REM MAP 890 CLS:PRINT ” 1 2 3 4 5 6 7 8 9″ 891 PRINT ” +—+—–+—–+—–+—–+—–+—–+—–+—–+” 892 FOR X=1 TO 9 893 PRINT X;”-| “; 900 FOR Y=1 TO 9 910 IF M(X,Y)>99 THEN 930 920 PRINT ” “; 930 PRINT M(X,Y);” “; 940 IF M(X,Y)>9 OR M(X,Y)<-9 THEN 960 950 PRINT” “; 960 NEXT Y 970 PRINT 980 NEXT X:PRINT 985 PRINT”YOU ARE AT (“;L;”,”;K;”)”:GOSUB 986:GOTO 520 986 IF G>-1 THEN 990 987 G=0 990 PRINT”YOU HAVE”;G;”GEMS” 1000 PRINT”AND THESE AMULETS:” 1010 FOR Q=1 TO 7 1020 IF A(Q)=1 THEN 1040 1030 PRINT” “;MID$(A$,Q*10-9,10), 1040 NEXT Q 1050 IF D(13)=1 THEN 1070 1060 PRINT” RUNESTAFF”, 1070 IF D(14)=1 THEN 1090 1080 PRINT” ORB OF ZOT”; 1090 RETURN 1100 REM FLARE 1110 IF F>0 THEN 1140 1120 PRINT”EVEN A SCATTER-BRAINED HOBBIT LIKE YOU” 1130 PRINT”SHOULD KNOW WHEN HE IS OUT OF FLARES”:GOTO 520 1140 F=F-1:X=K:Y=L 1150 FOR Q=-1 TO 1:FOR QQ=-1 TO 1:K=Q+X:L=QQ+Y 1151 GOSUB 2460 1159 M(K,L)=H(K,L) 1160 IF M(K,L)>99 THEN 1170:PRINT” “; 1170 PRINT M(K,L);” “;:IF M(K,L)>9 OR M(K,L)<0 THEN 1180:PRINT ” “; 1180 NEXT QQ:PRINT:NEXT Q:K=X:L=Y:GOTO 520 1190 REM LAMP 1200 INPUT”WHICH DIRECTION DO YOU SHINE THE LAMP”;O$:X=K:Y=L 1210 IF O$<>”NORTH” AND O$<>”N” THEN 1220 1211 Q=1:GOTO 1250 1220 IF O$<>”SOUTH” AND O$<>”S” THEN 1230 1221 Q=2:GOTO 1250 1230 IF O$<>”EAST” AND O$<>”E” THEN 1240 1231 Q=3:GOTO 1250 1240 IF O$<>”WEST” AND O$<>”W” THEN 770 1241 Q=4 1250 PRINT”THE MAGIC LAMP SHINES AND AT “; 1251 ON Q GOTO 1260,1270,1280,1290 1260 K=K-1:GOTO 1300 1270 K=K+1:GOTO 1300 1280 L=L+1:GOTO 1300 1290 L=L-1 1300 GOSUB 2460 1301 PRINT”(“;L;”,”;K;”) YOU SEE “;:M(K,L)=H(K,L) 1310 IF M(K,L)<0 THEN 1380 1320 IF M(K,L)>0 THEN 1330 1321 PRINT”AN EMPTY ROOM”:GOTO 1365 1330 IF M(K,L)>2 THEN 1340 1331 PRINT”THE ORACLE”:GOTO 1365 1340 IF M(K,L)>4 THEN 1350 1341 PRINT”THE SPARE FLARES”:GOTO 1365 1350 IF M(K,L)>5 THEN 1360 1351 PRINT”GEMS”:GOTO 1365 1360 IF M(K,L)>99 THEN 1370 1361 PRINT”A WARP” 1365 K=X:L=Y:GOTO 520 1370 PRINT”THE “;MID$(A$,(M(K,L)/100)*10-9,10):GOTO 1365 1380 PRINT MID$(D$,-M(K,L)*10-9,10) 1385 IF K=Z(3) AND L=Z(4) THEN 1365 1390 PRINT”AND HE IS SO ANGRY HE COMES AFTER YOU” 1400 H(X,Y)=H(K,L):M(X,Y)=M(K,L):M(K,L)=0:H(K,L)=0:K=X:L=Y:GOTO 1530 1410 REM TELEPORT 1420 IF D(13)=0 THEN 1440 1421 PRINT”LAME-BRAIN HOBBIT MUST BE SUICIDAL” 1430 PRINT”TO TRY AND TELEPORT WITHOUT THE RUNESTAFF”:GOTO 520 1440 INPUT”X-COORD “;L:IF L<0 OR L>9 THEN 1440 1441 INPUT”Y-COORD “;K:IF K<0 OR K>9 THEN 1441 1450 FOR Q=1 TO 7:A(Q)=1:NEXT Q:G=0:M(K,L)=H(K,L):GOTO 1530 1460 REM QUIT 1470 INPUT “DID YOU REALLY WANT TO QUIT”;O$:IF O$=”YES” OR O$=”Y” THEN W=1:GOTO 1481 1480 PRINT”THEN DON’T SAY YOU DO”:GOTO 520 1481 PRINT:IF D(14)=0 AND W=1 THEN PRINT”WELL, LITTLE HOBBIT, YOU WON THIS ONE” ELSE PRINT “TOO BAD YOU DIDN’T WIN, HOBBIT” 1482 PRINT:GOSUB 986 1483 PRINT:PRINT”AND YOU KILLED THESE DEMONS:”:Q=0 1484 Q=Q+1:IF D(Q)=0 THEN PRINT MID$(D$,Q*10-9,10), 1485 IF Q”YES” AND O$<>”Y” THEN 1510 1500 PRINT”SOME HOBBITS NEVER LEARN”:GOTO 100 1510 PRINT”MAYBE DUMB HOBBIT NOT SO DUMB AFTER ALL” 1520 GOTO 9999 1530 PRINT”YOU ARE AT (“;L;”,”;K;”)”:M(K,L)=H(K,L) 1540 IF M(K,L)<0 THEN 1850 1550 IF M(K,L)=0 THEN 1650 1560 IF M(K,L)=2 THEN 1660 1570 IF M(K,L)=4 THEN 1630 1580 IF M(K,L)=5 THEN 1620 1590 IF M(K,L)<100 THEN 1790 1600 PRINT”WHERE YOU FIND “;MID$(A$,M(K,L)/10-9,10):A(M(K,L)/100)=0:GOTO 1640 1620 Q=(RND*5):H(K,L)=0:M(K,L)=0:G=G+Q:IF G>=0 THEN 1622 1621 G=Q 1622 PRINT”HERE YOU FIND”;Q;”GEMS” 1623 PRINT”YOU NOW HAVE”;G;”GEMS”:GOTO 520 1630 F=F+10:PRINT”HERE YOU FIND THE SPARE FLARES” 1640 H(K,L)=0:M(K,L)=0:GOTO 520 1650 PRINT”LOTS OF HOBBIT TRACKS IN THE DUST”:GOTO 520 1660 PRINT”YOU ARE IN THE PRESENCE OF THE ORACLE” 1670 IF A(4)=1 THEN 1690 1680 PRINT”THE OPAL EYE COMPELS IT TO ANSWER A QUESTION”:GOTO 1720 1690 IF G>19 THEN 1700 1691 PRINT”BUT YOU ARE TOO POOR TO ASK ANYTHING”:GOTO 520 1700 INPUT”WILL YOU SPEND 20 GEMS FOR 1 QUESTION”;O$ 1710 IF O$<>”YES” AND O$<>”Y” THEN 550 ELSE G=G-20 1720 PRINT”WHAT WOULD YOU KNOW THE LOCATION OF”:X=0:Y=0 1730 INPUT”(EX: TO FIND THE OPAL EYE TYPE 400)”;Q 1740 FOR R=1 TO 9:FOR S=1 TO 9:PRINT”MUMBLE “;:IF H(R,S)<>Q THEN 1760 1750 IF Q<>0 THEN M(R,S)=H(R,S):X=R:Y=S:Q=0 1760 NEXT S:NEXT R:PRINT:PRINT 1770 IF X<>0 THEN 1780 ELSE PRINT”EVEN THE ORACLE DOES NOT KNOW WHERE THAT IS”:GOTO 550 1780 PRINT”THAT WHICH YOU DESIRE WILL BE FOUND AT (“;Y;”,”;X;”)”:GOTO 550 1790 IF K<>Z(1) OR L<>Z(2) THEN 1830 1800 IF O$<>”TELEPORT” AND O$<>”T” THEN 670 1810 PRINT”OH WOW!!”:PRINT”LUCKY HOBBIT NOW HAS THE MIGHTY ORB OF ZOT!” 1820 H(K,L)=0:M(K,L)=0:D(14)=0:GOTO 520 1830 Q=INT(M(K,L)/10):K=M(K,L)-(Q*10):L=Q 1831 G=G-(RND*5):IF G>-1 THEN 1530 ELSE G=0:GOTO 1530 1840 REM DEMON 1850 IF K<>Z(3) OR L<>Z(4) THEN 1870 1860 PRINT”BOLD HOBBIT THIEF NOW HAS THE RUNESTAFF”:H(K,L)=0:M(K,L)=0:D(13)=0:GOTO 520 1870 M(K,L)=H(K,L):IF M(K,L)>-1 THEN 1530 1871 PRINT”UH OH – YOU JUST RAN INTO “;MID$(D$,ABS(M(K,L))*10-9,10):Q=0 1880 Q=Q+1:IF A(Q)=0 THEN 2010 1881 IF Q<7 THEN 1880 1890 INPUT”HOW MUCH OF A BRIBE DO YOU OFFER HIM”;B:PRINT 1900 IF B>0 THEN 1930 1901 PRINT”NORMALLY “;MID$(D$,-M(K,L)*10-9,10);” WOULD EAT YOU,” 1910 PRINT”BUT HE IS AFRAID THAT YOU ARE SICK OR SOMETHING” 1920 PRINT”SO TEARS YOU INTO SHREDS INSTEAD”:GOTO 1481 1930 IF B=INT(B) THEN 1960 1940 PRINT MID$(D$,-M(K,L)*10-9,10);” DOESN’T UNDERSTAND DECIMALS,” 1950 PRINT”SO HE EATS CONFUSING LITTLE FUR-FOOT”:GOTO 1481 1960 IF B<=G THEN 1990 1970 PRINT MID$(D$,-M(K,L)*10-9,10);” DOESN’T LIKE HOBBITS WHO OFFER MORE GEMS” 1980 PRINT”THAN THEY HAVE, SO HE EATS YOU”:GOTO 1481 1990 G=G-B:IF B>(RND*(-M(K,L))) THEN PRINT”HE TAKES YOUR BRIBE”:GOTO 550 1991 PRINT”THAT WASN’T ENOUGH, SO HE EATS YOU”:GOTO 1481 2010 PRINT”BUT THE “;MID$(A$,Q*10-9,10);” PROTECTS YOU”:GOTO 520 2020 REM KILL 2030 IF M(K,L)<0 THEN 2040 2031 PRINT”YOU HAVE TO FIND A DEMON TO KILL IT”:GOTO 520 2040 PRINT”WHICH AMULET DO YOU ATTACK WITH” 2050 INPUT”(EX: OPAL EYE = 400)”;Q:IF Q>700 THEN 2050 2051 Q=Q/100:IF A(Q)=0 THEN 2053 2052 PRINT”YOU DON’T POSSESS THAT ONE, STUPID!”:GOTO 520 2053 IF AC(Q)>0 THEN 2055 2054 PRINT “THE “;MID$(A$,Q*10-9,10);” IS RECHARGING”:GOTO 520 2055 AC(Q)=AC(Q)-1 2060 REM 2070 PRINT”THE “;MID$(A$,Q*10-9,10);” ATTACKS AND “;MID$(D$,-M(K,L)*10-9,10); 2080 IF (RND*Q)+3>(RND*-M(K,L)) THEN 2090 2081 PRINT” IS STAGGERED BUT NOT DEAD”:GOTO 520 2090 PRINT” DIES”:B=(RND*50):D(-M(K,L))=0:G=G+B:M(K,L)=0:H(K,L)=0 2100 PRINT”AND HERE IS HIS HOARD OF”;B;”GEMS”:GOTO 520 2110 REM WIZBACK 2120 IF W>0 THEN 2150 2121 PRINT”OH NO!!!” 2130 PRINT”THE WIZARD HAS RETURNED”: IF D(14)=1 THEN 2170 2140 PRINT”BUT THE ORB OF ZOT PROTECTS YOU – FOR NOW”:W=RND(9):GOTO 650 2150 W=W-1:IF W<>0 THEN 650 ELSE PRINT “SOME HOBBITS KNOW WHEN TO QUIT” 2160 PRINT “YOU DIDN’T.” 2170 PRINT “WHAT A DELICIOUS LOOKING TOAD YOU MAKE”:Q=0 2180 Q=Q+1 2181 IF D(Q)=1 THEN 2190 2182 IF Q=12 THEN 2200 2183 GOTO 2180 2190 PRINT”AND YOU GET FED TO “;MID$(D$,Q*10-9,10):GOTO 1481 2200 PRINT”AND YOU GET STEPPED ON BY THE WIZARD” 2210 PRINT” S Q U I S H ! !”:GOTO1481 2220 PRINT”IN THIS GAME YOU BECOME A HOBBIT THIEF” 2222 PRINT”TRYING TO STEAL THE ORB OF ZOT FROM” 2224 PRINT”THE CASTLE OF THE EVIL WIZARD.” 2226 INPUT”HIT ENTER TO CONTINUE”;O$:CLS 2228 PRINT”THE CASTLE IS A (9 X 9) MATRIX FILLED” 2230 PRINT”WITH MANY THINGS. AMONG THESE” 2232 PRINT”THINGS (FOLLOWED BY THEIR NUMERIC REPRESENTATION” 2234 PRINT”ON THE MAP) ARE:” 2236 PRINT”GEMS (5), WARPS (11 THRU 99), SPARE FLARES (4)” 2238 PRINT”DEMONS (-1 THRU -12), AN ORACLE (2), AND” 2240 PRINT”AMULETS (100 THRU 700).” 2242 INPUT”HIT ENTER TO CONTINUE”;O$:CLS 2244 PRINT”ALSO HIDDEN IN THE CASTLE ARE THE RUNESTAFF” 2246 PRINT”AND THE ORB OF ZOT. THE ORB IS DISGUISED “ 2248 PRINT”AS A WARP AND THE ONLY WAY TO GET IT IS” 2250 PRINT”TO TELEPORT INTO ITS ROOM DIRECTLY.” 2252 PRINT”IF YOU TRY TO MOVE INTO ITS ROOM YOU WILL” 2254 PRINT”GO PAST IT IN THE SAME DIRECTION.” 2256 PRINT”TO TELEPORT YOU MUST USE THE RUNESTAFF” 2258 PRINT”WHICH IS DISGUISED AS A DEMON. BE CAREFUL” 2260 PRINT”WHEN YOU TELEPORT, HOWEVER, BECAUSE YOU LOSE” 2262 PRINT”ALL YOUR AMULETS AND GEMS (NOTE: YOU MAY ALSO” 2263 PRINT”DROP SOME GEMS EACH TIME YOU MOVE).” 2264 INPUT”HIT ENTER TO CONTINUE “;O$:CLS 2266 PRINT”FIND THE ORB AS QUICKLY AS YOU CAN BECAUSE” 2268 PRINT”THE WIZARD WILL RETURN SHORTLY AND ONLY THE” 2270 PRINT”ORB CAN PREVENT HIM FROM DOING TERRIBLE THINGS” 2272 PRINT”TO YOU.” 2280 REM 2290 INPUT”HIT ENTER TO CONTINUE”;O$:CLS 2291 PRINT”THE LEGAL MOVES ARE:” 2300 PRINT”NORTH OR N” 2310 PRINT”SOUTH OR S” 2320 PRINT”EAST OR E” 2330 PRINT”WEST OR W” 2340 PRINT”WAIT OR WT” 2350 PRINT”MAP OR M” 2360 PRINT”FLARE OR F” 2370 PRINT”LAMP OR L” 2380 PRINT”TELEPORT OR T” 2390 PRINT”KILL OR K” 2400 PRINT”QUIT OR Q” 2410 INPUT”HIT ENTER TO CONTINUE”;O$:CLS 2420 GOTO 120 2430 REM A 2440 X=(RND*9):Y=(RND*9):IF H(X,Y)<>5 THEN 2440:RETURN 2450 REM B 2460 IF K>0 THEN 2470 2461 K=9 2470 IF K<10 THEN 2480 2471 K=1 2480 IF L>0 THEN 2490 2481 L=9 2490 IF L<10 THEN 2500 2491 L=1 2500 RETURN 9999 END 65399 ‘** DONE – PRESS ENTER TO RETURN TO MENU **
Wizard’s Castle 8 x 8 grid
Powell may state that he derived the idea from the Hobbit but the 8 x 8 grid-based game actually traces it’s origins back to the mainframe Star Trek game released in 1971.
Mainframe Star Trek from 1971
The Star Trek game (which I actually played on Plato when I first began this blog and covered the early 1975 CRPGs) consisted of 8 x 8 quadrants and each quadrant was in turn made up of 8 x 8 sectors. Each sector could contain a Klingon warship, a Federation starbase, a star, etc. The Wizard’s Castle is a similar grid-based game but with an RPG setting.
Wizard’s Castle background story
Note the name of the kingdom in the game’s background: N’dic. There is a bit of a story behind that name. Joseph Power did not have a computer of his own to program on and he ended up getting permission from the owner of an East Lansing Michigan store called New Dimensions in Computing. He wrote the lines of the program on the Exidy Sorcerer on display at the store. The kingdom title, N’dic, pays homage to the store owner’s generosity.
Starting screen for Wizard’s Castle
When the game begins you choose your race from the following: elf, dwarf, man, or hobbit. You then choose between male and female and are then given base statistics for strength, intelligence, and dexterity based on your prior choices. You then have 8 points to distribute among the three attributes. I chose an elf and also allocated all 8 of my points into strength. You are then given a starting gold total of 60 gold pieces to buy starting equipment.
Explore your surroundings
You can see by the picture depicted above that you begin play on an 8 x 8 grid. I was able to get the version working that was cracked by IPCO and an unfortunate by-product of this is that you can SEE every single portion of the map. In the regular version all of the map points are hidden by a fog of war. You only uncover what they are by moving into the area. One of the pieces of equipment you can purchase are flares. When you light a flare it reveals your immediate surroundings or in gaming aspects it would allow you to see adjacent grid spaces. This makes the flares an extremely valuable commodity. One of the treasures that you can find in the game is a lamp and the lamp serves to show you your surroundings on a grander scale. Even with the entire map exposed I found the game to be fun and challenging.
Each room or spot on the grid can has as contents one of the following:
E – the entrance / exit of the Castle
U – stairs going up
D – stairs going down
P – a magic pool you can drink from
C – a chest which may be opened
B – a book which may be opened
G – from 1 to 10 gold pieces
F – from 1 to 3 flares
W – a warp which transports you to a different level or different spot on the map
M – a monster (there are 12 different monster types)
V – a vendor where you can purchase more supplies
. – a blank spot on map
The game is text-based and as you move around the consequences of your actions are displayed to you.
Wizard’s Castle is a text-based game
When in combat you have three options that are available to you. You can choose to (A)ttack, (B)ribe, or (R)etreat. You do not gain any benefits from defeating these dungeon denizens. There is no experience to be gained and thus no level increases.
Whenever your intelligence becomes higher than 15 you gain the ability to cast spells as well. There are 3 to cast:
Web – traps the monster in a sticky web
Fireball – hits the monster with a ball of flame doing 2 – 1 4 points of damage
Deathspell – a contest of wills, whoever has the lower IQ dies
The Orb of Zot !!!
There are 8 major treasures that you can find throughout the castle aside from the Orb of Zot. They are listed below:
The Ruby Red – wards off the curse of Lethargy
The Norn Stone – has no special power
The Pale Pearl – wards off the curse of the Leech
The Opal Eye – cures blindness
The Green Gem – wards off the cures of Forgetfulness
The Blue Flame – dissolves books stuck to your hands
The Palantir – has no special power
The Silmaril – has no special power
Below are the 12 different types of monsters that you can encounter in the castle:
12 different monster types in Wizard’s Castle
The game can prove to be somewhat difficult but the following strategy should get you to the finish line. I took a chance in the beginning with magic pools and books and used them to raise my attributes to 18 or higher. You HAVE to combat monsters because one of the creatures is guarding the fabled Runestaff. When you use the Runestaff you are teleported to a random Warp spot within the castle. Why would you want to teleport to a random Warp spot? Because one of the Warp spots…is not really a Warp spot..it is the secret location to the Orb of Zot. So once you have your attributes high enough that you can risk combat encounters, you battle all the dungeon denizens you can find until you obtain the Runestaff. Once you have the Runestaff in hand you keep teleporting UNTIL one of the Warps does not actually act like a Warp. Instead of teleporting you’ll find yourself kicked out adjacent to a Warp. Once this happens THAT particular Warp is the secret location spot for the Orb of Zot. You then go and get it. Once obtained you then make your way back to the 1st castle level to the (E)xit. Instead of pressing (U)p you want to go (N)orth from the exit and you’ll get the following screen:
The Wizard’s Castle – Victorious!
It took me about 3 hours to win the game and though some might construe the game as simple this is highly entertaining for a game from 1980.
In the 90s there was a Windows conversion created of the game. I have not played the game myself but I hear that it is quite buggy. You can find the Windows conversion HERE
The Windows conversion of Wizard’s Castle
I was glad to come back in time and complete another offering from 1980.
The House of Usher was developed and published by Crystalware in 1980 for the Apple II, Atari 800, Commodore PET, and Commodore 64. In the Apple II version, I would periodically find my character trapped outside the walls of whatever room was loading and unable to go anywhere. In the Atari 800 version, I would play for some time and then encounter a fatal error in which the game would dump me into code. A special shout out to Bennett for helping me with my technical difficulties with the Atari 800 version. I ended up ultimately playing the Commodore PET version and encountered no errors or glitches with that version. The game took me roughly 4 hours to beat. Each computer system sported different cover art.
Atari Cover ArtCommodore 64 Cover Art
All three different covers were well done and it’s hard to pick a favorite.
The game is loosely based on Edgar Allan Poe’s short story, The Fall of the House of Usher, published in 1839. The short story is a work of Gothic fiction and includes themes of madness, family, isolation, and metaphysical identities. It is considered one of Poe’s more famous works.
Edgar Allan Poe 1809 – 1849
House of Usher is not the first Crystalware title we’ve experienced. The previous titles have been quite eclectic and sporting terrific, evocative documentation reminiscent of the documentation packaged with Epyx’s Dunjonquest games. Games like Fantasyland 2041, Forgotten Island, Crypt of the Undead, The Nightmare, and Quest for Power were all original with brief moments of greatness but have since been relegated to obscurity. The documentation which accompanies the game is brief, consisting of only four pages which is a bit unusual for a Crystalware title.
Clues to the central mystery
The mystery alluded to in the documentation above concerns the mystery of Virginia’s death in the game. How did Virginia die? What are the sounds behind the walls of the library? Where is the red room? The game advertised a $100 cash prize to the first person able to solve the mystery.
In the Atari version lightning flashes across the screen and an image of the Usher mansion presents itself. The beginning is pretty impressive for a title from 1980.
Game beginning from the Atari versionMultiple ways to win
There is more than one way to win the game. The easiest way to win is by amassing 1000 courage points. This is done by encountering and defeating the different creatures in the game. This is the way in which I won. When I obtained over 1000 courage points the game suddenly ends with a congratulatory screen. I was not allowed an attempt to solve the mystery in this fashion. It is my understanding that if you win the game by acquiring 1000 in wealth, which is difficult to do, then you will also be given an opportunity to type in the solution to the mystery.
What makes either road to victory exceedingly difficult is that you are on a time limit. You enter the Usher Mansion at 6:00 P.M. and you have until 6:00 A.M. to acquire the requisite number of courage points or accrue enough wealth. If you fail to accomplish either before the sun comes up then a screen will appear. This would appear to be a lot of time to explore however the countdown is exceedingly fast. It is impossible to explore more than half the mansion in this amount of time. Your entire clock can run down in just real-time minutes. Needless to say I died many times in my exploration of the Usher Mansion.
The conservatory
The Usher Mansion represents a fixed map consisting of three levels: the ground floor, basement (including catacombs), and the upper floor. The encounters appear to be randomly distributed throughout the mansion with each new playthrough.
Most of the screen is used to graphically display the room you’re exploring. The bottom of the screen displays character statistics, your location, time, and any enemies that you’re facing.
The ballroom
The room locations make a lot of sense and it was fun to see how each of these were graphically laid out. You can interact with the various objects in the room as well and the exploration of your surroundings is encouraged.
Your Courage has a starting value of 0 and it increases by eliminating enemies. You may also encounter friendly ghosts who bestow upon you the gift of Courage when they depart. Many of the ghosts you encounter or traps in the house serve to scare you or reduce your courage score. You begin the game with a bow and 60 arrows. You dispatch your enemies by firing arrows at them while simultaneously avoiding their attacks. The Apple II and Atari 800 versions are played using a joystick. The Commodore PET version is keyboard only.
Your Offense number can be increased by finding weapons randomly distributed throughout the mansion. In one playthrough I found a whip which increased my score. Your Defense number can be increased as well in this fashion. I found a pair of pants which increased my Defense score.
The mystery of House of Usher
You can move about by the 2,4, 6, and 8 keys on your numeric keypad. Pressing Key 5 on the keypad will fire a projectile in the last direction your character moved. Pressing 1 allows you to Use an inventory item.
It was fun to explore and interact with various aspects of the mansion. There are secret rooms, rooms where the walls close in on you, secret passages, and special outputs from different objects you interact with.
House of Usher – Victorious!
To solve the mystery you have to find the hidden red room. Once you enter the red room you can explore it fully and interact with all of the objects in the room to receive clues. There are seven different texts or clues than you can receive. To share even one of them here would ruin the entire mystery for you. If you solve the game through courage you do not get the opportunity to solve the mystery however if you solve the game by acquiring enough wealth and surviving the night then you’ll get the opportunity to guess the mystery by typing a sentence into a blank prompt. If you got it correct in 1980 you could then send the answer in to qualify for the $100 prize.
I enjoyed Hose of Usher. There was enough meat on the bones here to keep me interested. I liked the ability to win in more than one way. There seemed to be an atmosphere to the game that was properly conveyed and the mystery aspect pushed you to interact with the environment on a grander scale.
Next up on the docket we’re doing a bit more housekeeping with Wizard’s Castle.
The Dunjonquest games were ported across a wide variety of late 1970s and early-to-mid 1980s home computers. It was a venerated series that fueled the imaginations of an entire generation. The games were a balm for the addictive need to emulate table-top role-playing games. Unfortunately, rather than end in a blaze of glory, the series died with a quiet whimper in the dark of the night. The exquisitely made documentation, which would become a hallmark of the series, is now absent with this new offering. Gone are the creative room descriptions and dungeon dressing which would become popular again with the SSI Gold Box series. The documentation was as scantily clad as a village vagrant; consisting of only 7 pages.
A clever narrative is replaced with standard fantasy trappings
Gateway to Apshai was supposed to serve as a prequel to the Temple of Apshai as the story is set before the time that the Temple of Apshai was discovered. The game consists of 8 dungeon levels with 16 dungeons each. Like so many of these other games, I had never played Gateway to Apshai and so it was that I was rubbing my hands together in anticipation of the exploration of all of these dungeons. My mind was calculating just how long I might be spending with this game with 128 different dungeon levels to explore.
The title screen
My excitement turned to dismay when I began play and realized that gameplay was more like The Tomb of Drewan or The Caverns of Freitag rather than the game’s venerated predecessors. It is not my intent to disparage either of the aforementioned games as both of them are of better quality and more entertaining than the game I’m speaking of now however the arcade play makes me reminiscent of them.
Character generation?
Character generation is absent from this offering despite what it’s trappings proclaim. Every person who plays this game begins with the same nameless character whose attributes are the same as those depicted above.
The game uses a combination of joystick and keyboard. The F3 key will display all of the items you have picked up. Any spells and weapons that you discovered will be displayed here and you have to select them to move them from your supply bag to your hand as a useable item.
The F5 key allows you to scroll through the following option choices:
Keys – to open locked doors
Locate Trap – reveals invisible traps
Search Spell – allows you to search a room for secret doors
Drop Item – to drop any item from your supply bag
Check Supplies – brings up a list of supplies you currently carry
Check Status – brings up a status screen for you to review your health
Check Weapons – lists available weapons that you carry
Next Level – there are eight total levels and choosing this option at any time propels you to the next difficulty level
The F7 key allows you to cycle back to the FIGHT option as well as your choice of weapon to use.
Beginning play on Level 1
The ultimate goal is to reach Level 8 and complete it. In doing so you are presumably shown the true path to the Temple of Apshai. The game manual boasts of 7,500 rooms to explore.
I cannot tell you how disappointed I was to learn, that amongst the 128 different dungeon levels and 7,500 rooms there was not one shred of descriptive text. No window dressing of any kind. There were no cool dungeon titles such as The Lair of the White Worm or The Catacombs of Kuman That. There were no room descriptions. It was a black void of creativity. You were greeted with Dungeon 1, Dungeon 2, Dungeon 3, etc. that you selected with a joystick.
An encounter in this arcade game
What was even more shocking was that you don’t explore each of the 16 dungeons before having to move on to the next level. I chose Dungeon 1 and once I completed the dungeon I was suddenly propelled to Level 2 where I selected Dungeon 1 again. It went like this all the way to the end of the game. I suppose there is a lot of replay value in this development choice but it is hard to cling to that positive notion when there is not an impetus to continue game play. It really just wasn’t much fun nor all that exciting.
The combat is purely arcade and involves you hammering on the joystick button and waving your sword around frantically trying to hit your opponent. When your opponent comes into contact with you consider yourself as having been hit. If this happens 2 to 3 times consider yourself dead.
Gateway to Apshai – Victorious?
The area that you are currently in is revealed to you and the rest of the dungeon is shrouded in a fog of war until you explore the area. If you’re tired of exploring Level 6 then just hit F5 and choose Next Level and jump to Level 7; it is as easy as that. The entire game is action oriented and you’re on a timer to finish the dungeon level as well. This timer further deteriorated the game experience for me as I couldn’t enjoy exploring my surroundings or cycling through my supply inventory with the threat of a running clock in the background.
Once you complete Level 8 there is no congratulatory screen or message of any kind. Instead, it loops you back to the beginning of Level 8 which I guess you can play over and over and over again. It probably took me a total of 2 to 3 hours to vanquish my enemies, take their treasures as spoils of war, and complete all of Level 8. I cycled through a bland representation of 8 dungeon levels like someone who couldn’t wait to get through a bad movie experience.
I wish that this exalted series could have ended on a high note but sadly it was not the case. There was no nostalgic tie to the rest of the games in the series nor any sense of connectivity. The game was developed by the Connelly Group and Epyx remained the publisher. It was released in 1983 for the Commodore 64 and this is the version that I played. It was also released for the Atari 8-bit in the same year and for ColecoVision in 1984. I played the game on an emulator and it took me 3 hours to beat.
This last offering was the proverbial nail in the coffin for the series. It would be the last game released in the series and it’s poor reception caused a future Dunjonquest episode, Cliffs of Tyyr, to remain unreleased.
It was the first major series to usher in a number of sequels and follow-on offerings. There were 13 total games in the Dunjonquest series if you include their two science fiction titles. It began with the Temple of Apshai in August of 1979, followed by The Datestones of Ryn in November of 1979, then Morloc’s Tower in January 1980, Hellfire Warrior in September of 1980, Upper Reaches of Apshai in September of 1981, The Keys of Archeron in September of 1981, Sorcerer of Siva in December of 1981, Curse of Ra in 1982, Danger in Drindisti in 1982, and lastly Gateway to Apshai in 1983. I spent hours and hours playing them all. I feel blessed to have been able to do so.
The curtain now descends on the Dunjonquest line and I look upon the series with fond memories of the amazing documentation that accompanied the games. The room descriptions within helped to immerse the player further and foster a role-playing experience that was as close to a table-top experience as you could get in 1979. This method would later be adopted by SSI’s Gold Box series of official Dungeons & Dragons games and also Interplay’s Wasteland. I wish that Gateway to Apshai had been the crown jewel of this venerated franchise but unfortunately it served as its death knell.
Next up on the docket we’re going to go back in time and do some housekeeping by playing House of Usher.
Illegus Episode IV was developed and published by the ASCII Corporation in 1983 for the MSX. This is the second game that I’ve played on this system; the first being Warrior. The huge difference between these two games however is that while Warrior is a clear role-playing game, Illegus is a first person shooter.
I am not clear how or why Illegus made it’s way on to my list of role-playing games but it is very clearly NOT a role-playing game. I suspect that I acquired the title of the game from the dungeoncrawler website. It DOES sport excellent 3d maze movement but that’s about all. It is a first person shooter and NOT a role-playing game.
Movement through the 3d maze is excellent
The premise of the game is quite simple. You make your way through a series of mazes or labyrinths on the planet Al-Mazar in an effort to find the way out. Hunting you within the maze are killer robots that are easily dispatched by pressing the space bar to fire upon them. There are also pits in some of the mazes that you have to jump over. This is a very awkward feat as you have to press the forward key and then the backward key in order to jump over the pit and it doesn’t always work.
My understanding is that there are 10 such labyrinths on the planet for you to work through. I could find no documentation on the game anywhere even from it’s japanese version.
Japanese version
There are items that you can find that are randomly dispersed throughout the maze. You may find night vision goggles that will let you see in the infrared spectrum when darkness falls. The game has a very impressive graphical sequence when the daylight gives way to night. You can see the darkness descending from the horizon and then very soon the entire maze becomes dark making movement virtually impossible without your night vision goggles.
Infrared view through your night vision goggles
You can also find gold, food, and water in the maze. These items appear to be window dressing as they do not seem to affect the stamina or gameplay in any way.
The game also has a sound mechanic or a hum that gets progressively faster and louder as the killer robots get closer and closer to you. It is reminiscent of Dungeons of Daggorath and Cloudy Mountain which make use of sound while in a dungeon or maze.
What CRPG enthusiasts might appreciate about Illegus Episode IV is another opportunity to do some graphing by hand. It was really the only pleasure for me with this one and with the lack of any fantasy or role-playing element I am going to elect not to continue. I probably have three hours into the game and I’ve mapped out the first three levels by hand and have progressed through them. The prospect of spending another 5-10 hours however on the other 7 levels with so many GENUINE role-playing games ahead of me makes this an easy decision. I spent enough time with the game and completed enough of it that I decided to do a write-up on it even though it really doesn’t belong in any role-playing category. If you can’t find enough grid-based maze games to map by hand well here is another one for you.
Here are the first three levels mapped out for your viewing pleasure:
Level 0Level 1Level 2
This is another very obscure title and thus I was glad to spend some time with the game and to be able to cover it for you. It is a very fine and early example of a FPS (first person shooter) moving smoothly through a maze environment. The graphical rendering of day becoming night within the maze deserves honorable mention as well as the use of sound in the game to warn of an approaching enemy.
I think I’m justified in moving on and I felt I went above and beyond the scope of my mission here.
Happy New Year dear reader! Our first game covered in 2023 is Karkoth’s Keep. Karkoth’s Keep was written by David Dougher and published by Indecs Services in 1983 for DOS.
Dare you enter the keep?
The evil witch king, Karkoth, led his hordes of fell creatures over the northern border of Isgalduin in what bards have come to call The Battle of Long Defeat. In his last stand, King Quilan held out for weeks defending the massive stone keep built by Quilan’s namesake, Quilan Miningol I. As Karkoth’s hordes breached the keep, Quilan carried all of his precious relics and heirlooms of his family and hid them deep in the dungeons underneath the keep. Rings there were, magic and potent, and weapons: swords and armor, each with its own powers. The dungeon spread out far beyond the keep and delved deep into the rock. Ten levels the dungeon descended from keep to secret vaults.
Quilan was never seen again. Some say that Quilan lived and escaped through some underground way but that is only legend. Or is it?
While investigating a secret burial tomb high in the western mountains you discovered a hidden parchment supposedly penned by Quilan himself. One of the treasures hidden deep below the keep was the sword Ramdahl, otherwise known as Wizard’s Bane. Only Ramdahl can harm and defeat the undead king, Karkoth. The great sword is hidden somewhere in one of the lower levels. It is up to you to find the sword and save the realm.
Karkoth’s Keep
I’m going to have to give David Dougher an A for the background that came with the game’s documentation. Dougher is also an author who writes under the pen name of David C. R. Nash and has his own website where you can browse his books. One of the books is entitled Tales of Isgaldin which is the world that Karkoth’s Keep is set in.
Karkoth’s Keep can be classified as a Rogue-like which is a subgenre of role-playing video games characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character. It is named so after the game Rogue which was released in 1980 and covered here.
Character generation in Karkoth’s Keep
Character generation is fairly straightforward. You are given ten different sets of randomly generated attributes and asked to pick one. The six attributes are taken straight from Dungeons & Dragons: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
Once you have selected a set of attributes there are five different races to choose from: Greyelf, Dwarf, Human, Half-elf, and High-elf.
There are then five different classes to choose from: Ranger, Fighter, Cleric, Magic-User, Gedi, or Monk.
The Gedi may use swords, shields, and armor and also has limited spell abilities.
Classes offered based on Attribute scores
Karkoth’s Keep reminds me a bit of The Dragon & the Princess in that there is a town to explore above the Keep’s dungeons and exploring the town is much like playing a text adventure.
Map of the town above the Keep
It is in the town that you can purchase equipment and magical items and spells. More importantly however is that you can purchase FOOD at the Raging Bull Tavern. The game has you keep track of your food supply and the only place to obtain food is from the Raging Bull Tavern. Your food diminishes with just about each click of the keyboard so you’ll find that you have to make your way back up to restock or use a Transport spell. To get to the dungeons you do so through The Laughing Elf Inn and you talk to the proprietor, Azab.
Starting out on the 1st level
The keyboard commands in the game are your movement keys of N, S, E, W and then you have (Q)uit, (M)agic, (W)ait, or use (Sc)roll. All character classes have some access to magical spells or scrolls. The scrolls that you can collect are: Cure Serious Wounds, Levitation, Invisibility, Strength, and Turn Undead.
The list of available spells and their users is seen below:
List of available spells and their usersFost begins to grow in power
All characters go up in levels as they play and experience points are rewarded for the monsters slain. Experience points are also given as a one-for-one basis for gold pieces when the character exits the dungeon and enters the Laughing Elf Inn. In combat your options are to fight, run, cast a spell, or use a scroll.
Experience point levels
There are 48 different enemies that you face and all of them stem from Dungeons & Dragons. These enemies range from goblins and gnolls to chimeras, trolls, vampires, and various dragons. Each of the dungeon denizens also come at you in varying numbers and different levels. For example on the first level you may encounter 5 Level 1 Snakes but on the 9th level you may encounter one 29th level White Dragon. The lower you delve into the keep the higher your opponent’s experience level will be.
Once again, to win the game, you have to make your way down into the lower levels and find the sword, Wizard’s Bane.
The Sword of Karkoth!
I was expecting to have to laboriously search the 10th level for the sword but I ended up finding it on the 9th level! I was surprised by a 29th level White Dragon. Once I beat the dragon I suddenly found the Sword of Karkoth in my inventory. The magical sword is a +15 sword. You can see by my character sheet up above that by the time I found the sword on the 9th dungeon level I had a +5 shield, +9 Armour, a +7 Mace, and a +8 Dagger. I also had a +7 Ring of Regeneration.
Once you have the sword in hand you have to make your way back up and out of the dungeon. Now normally, you can use a Transport scroll which will teleport you to the stairs at the start of the dungeon but once you have the Sword of Karkoth in hand the Transport spell only works up to the 8th level. Then it no longer functions. You’ll have to trudge your way up through the dungeon to the exit. The sword also attracts monsters and so you’ll have to combat a foe at almost every step on your way out of the dungeon. It was a long, grueling trek.
Once you make your way to the 1st level stairs and exit the dungeon you’ll then switch to a combat screen and immediately encounter Korkath.
Final battle with Korkoth
I’m not quite sure what the developer was going for here; because you control both your character AND Korkoth in this battle. Now Korkoth is a 9th level Magic-User and my character, Fost, was an 11th level fighter. On each round I could have chosen to hurl a fireball or lightning bolt at Fost and made short work of him but there was no way in hell I was going to do that after all the hours I had put into the game. I also could have completely cheated and had Korkoth just cast Invisibility over and over again each round. Instead I just chose the (F)ight option for both characters and kept slamming the return key. After many rounds I finally defeated Korkoth.
Korkath’s Keep – Victorious!
I am not sure why as a player I would want to control my opponents (the big bads) actions as well – I was really scratching my head there.
Early in the game I stayed very close to the stairs on the first level. Merely by standing still I encountered many different enemies and procured magic items from them. I would then ascend the stairs, collect my experience points, purchase food, and then venture back down. Once I obtained 6th level in experience I began to get braver and explore the dungeon’s deeper levels. Permadeath is a very real threat here so you want to be very careful and grind slowly. The dungeon levels are vast and there are many different stairways or access points scattered all about. It is absolutely necessary to map the dungeon levels by hand. You may find different access points then I did; however I am providing you with the first 9 dungeon levels below. The stairs going up and down have been highlighted.
The battles become progressively harder as you begin to move lower. Once you descend a set of stairs and encounter your first foe you’ll know if you’re ready for that particular level or not right away.
I played Karkoth’s Keep using Dosbox and it took roughly 11 hours for me to beat the game. I probably could have completed it one to two hours quicker if I hadn’t been taking my time mapping the levels by hand. I enjoyed Karkoth’s Keep though I would have liked to have seen more dungeon dressing. Perhaps some fountains scattered about or special areas or encounter areas. I enjoyed my time I spent with the game.
Next up on the docket is Illigks Episode IV – The Maze of Illegus.
Covid took a step back out of the spotlight in 2022 but front and center was the economy as the Federal Reserve raised rates at a record breaking pace and the stock market slipped into a deep bear.
As It Was by Harry Styles was the top billboard song this year and the highest grossing moves of 2022 were Top Gun: Maverick, Jurassic World: Dominion, and Doctor Strange in the Multiverse of Madness.
The Houston Astros won the World Series in 2022 and Argentina beat France in the 2022 World Cup Final.
Throughout all of this; I managed to play and complete 63 total games. 18 of the games were text adventures, 2 of the games were graphic adventures, and the other 43 games were role-playing games. I created a blog post on each and every game that I played and here is the full chronological listing of blog posts to date.
Games that proved the most challenging this past year and chewed up a lot of playing time? Wizardry III: Legacy of Llylgamyn, Ring of Darkness, Dungeons of Daggorath, and Ultima III: Exodus.
My favorite games of the 63 games that I played are likely the same four games listed above but I’d like to add Zork II to the bunch as well as I highly enjoyed the second offering in that series.
The games that I experienced in 2022 were quite the eclectic bunch as developers still dealt with hardware limitations while striving to translate table-top role-playing into the best damn game experience that they could.
I look through the list of games to come and I want to point out that many of them become bigger in scope and will require more playing time to complete. In these early years many of these games did not have save game settings and were meant to be played in a single setting of 2 to 4 hours. That is not the case as we move forward in time and even now in 2022 open world role-playing games have become immense in size and require 100+ hours to complete. Some gamers have even complained in 2022 of burnout and asking for a mix of shorter games that don’t require so much time commitment. Oh how the industry has changed.
Moving forward I will continue to focus the majority of my time on role-playing games and striving to complete them in the order in which they were published. I am still working through the role-playing games published in 1983. I still reserve the right to go back and play text adventures and possibly even platform games from these early eras and when I do you can bet that I’ll be writing about my experience. I am currently playing Karkoth’s Keep and still incredibly stuck in Scott Adam’s Savage Island Part II. Really Scott? lol
I have also been slowly updating the site’s game database. I try to add at least four to six titles a day. I’m not trying to compete with MobyGames or any other database; this is a labor of love for me and a hobby. I will continue to add games to the database each and every day except when traveling or on vacation.
We have the holiday fast approaching now and then I’ll be taking a much needed break and spending a week in Florida after Christmas. I will be exercising, enjoying the beach, and doing a lot of reading.
Speaking of reading; I am also an avid reader. My favorite genre is fantasy which should come as no surprise. I am sure that readers of this blog; also interested in fantasy and adventure games; are probably fans of the fantasy genre as well.
I spent much of this year finishing Robert Jordan’s wonderful Wheel of Time series. It is a massive 15 book series that Robert Jordan started in 1990 and the last book was finally published in 2013. Starting this series is quite a commitment as each book runs roughly 800-1000 pages but it is worth it.
1st book in the Wheel of Time series
I’ve also been rereading Robin Hobbs most excellent books in the Realm of the Elderlings series. I completed the Farseer Trilogy and the Liveship Traders Trilogy. It is the second time I’ve read these books and I liked them even better the second time through. Robin Hobbs is my favorite author by far and these are my favorite books. The character of Fitz is probably my favorite literary character of all time and I can’t recommend these books enough. Assassin’s Apprentice is the first book in the series.
Robin Hobb’s Realm of the Elderlings
When I get back from vacation I plan on getting back to Karkoth’s Keep to start the new year as well as tackle Scott Adam’s Savage Island Part II again. I’m not going to place any kind of pressure on myself to finish X amount of games as this journey is a labor of love and I want to continue to enjoy the process and not place too many restrictions on myself.
I want to thank you, dear reader, for reading the blog and taking this journey with me. If I had a wish for 2023 it would be that I’d like to see more discourse and discussion on the various games that I’m blogging about. I’d like to hear your opinion and your voice. Please also don’t hesitate to spread the word. I want to wish you and your loved ones a very happy and safe holiday.