Game #196: House of Usher (1980)

Apple II House of Usher Cover Art

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 Art
Commodore 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 version
Multiple 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.

Until next time…

Game #195: Gateway to Apshai (1983)

Gateway to Apshai Cover Art

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.

Until next time…

Game #194: Illegus Episode IV (1983)

Illegus Cover Art

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 0
Level 1
Level 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.

Next up on the docket is Gateway to Apshai.

Until next time…

Game #193: Karkoth’s Keep (1983)

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 users
Fost 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.

1st dungeon level
2nd dungeon level
3rd dungeon level
4th dungeon level
5th dungeon level
6th dungeon level
7th level
8th dungeon level
9th dungeon level

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.

Until next time…

2022: A Year in Review

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.

Thank you and I’ll see you next year…

Game #192: Knight Quest (1983)

Knight Quest was John Nelson’s vision to create a “super-Eamon”.

Knight Quest title screen

Donald Brown gave us Eamon in 1978 which has developed a huge cult following; still active to this very day. At least 279 Eamon adventures have been published. Swordthrust was then introduced in 1981 by Donald Brown which was a commercialized version of Eamon and published by CE Software. There were seven separate adventures, each sold separately, to this commercial successor.

Swordthrust 1981

John Nelson had been an author of almost a dozen early Eamon adventures and was also responsible for forming the National Eamon User’s Club. He also started a regular Eamon newsletter. Nelson’s first Eamon adventure which he published was Eamon #15: Heroes Castle. I am only on the 9th Eamon adventure and thus I had not previously sampled any of Nelson’s work.

John Nelson then independently published Knight Quest in 1983 which contained considerable enhancements over the standard Eamon and was an attempt to approach a true Dungeons & Dragons gaming environment

However the Apple II did not have the resources for such an ambitious enhancement. Because of an extreme shortage of memory, Knight Quest ran VERY slow and was difficult to work with. Then the IBM/PC with its 640k of RAM appeared and John moved his efforts to that platform. Only four adventures were ever published before the system was soon aborted.

When creating a character in Eamon there were no classes to choose from however Knight Quest gives you the choice of eight different classes.

Eight different class choices

You then have the choice of the following races: dwarf, elf, giant, gnome, human, orc, or troll. Your player can choose to speak one of eight possible languages too: Trollish, Orcish, Dwarfish, Elvish, Gerbish, Falconese, Latin, or Welch.

Introduction

Much like its predecessor you begin play in a frontier town with a number of character choices.

Options in Diablo

Knight Quest has 17 spells in total which is a huge improvement over the four offered in Eamon. The spells are: HEAL, CHARM, BLAST, FURY, SCARE, POWER, HARDHIT, LIGHT, TELEPORT, SLEEP, RESURRECT, INVISIBILITY, FORCEFIELD, DARKSEE, ATTALL, RAGE, & PURIFY. I never did get the opportunity to experiment with any of these spells. For the introductory adventure the only items I could afford when starting out were a sword and padded armor.

There were only three adventures ever created for the Knight Quest system. Amateur Alley which is equivalent to the Beginner’s Cave in Eamon was the first offering. This is the adventure that I started with. Curse of the Hellsblade was the next full adventure and this scenario ended up getting converted to the regular Eamon system as adventure scenario #206. Quest for the Firedragon was the next full length adventure and this was also written by John Nelson.

Amateur Alley

The setup for Amateur Alley is that an old man has told you about a treasure to be found in the alley behind a tavern. I found this first initial adventure to be very underwhelming. I question the choice of an urban city adventure as a first initial introduction to a system. I was also turned off by the humor and the “flippant” encounters which took place in the game. For example in the back of the bar is a room entitled the chip room. It is where all the snacks for the bar are stored. Inside this room you encounter the Frito Bandito and do battle with him. Kind of silly right?

The game doesn’t seem to give you much in the way of role-playing choices for a system wanting to show off its enhancements over predecessors. I felt forced into combat much of the time when I would have rather preferred an alternative solution. The combat with the old hag who runs the halfway house stands out as an example.

Inventory

There was quite a bit of combat in the game with several different opponents: muggers, the Frito Bandito, an old hag, an alley cat, a junkyard dog, a brown rat, a gray rat and a couple of others that don’t readily come to mind.

I played the game on an apple emulator and I can see why the Apple platform was ultimately abandoned. The game ran extremely slow and waiting for the combat and locations to load were painful. The game’s spell enhancements and artifacts I never got a chance to sample in the introductory adventure and my experience was such that I won’t be moving on. I’d rather wait and play the converted Curse of the Hellsblade in the regular Eamon system.

Partial map of Amateur Alley

The introductory adventure was rather easy and the alley had several buildings to explore. I ended up finding a thieves lair and obtained a gold statuette and some jewelry.

I am a fan of the text adventure / role-playing game hybrid but this particular offering did not resonate well with me. Perhaps it didn’t help that it closely followed on the heels of Might & Magic: Lava Pits of Aznar which I was enamored with. Nevertheless, I can see why the Knight Quest series was short lived.

Up next on the docket is Karkoth’s Keep which looks pretty immense.

Until next time…

Game #191: Lord of the Balrogs (1983)

Lord of the Balrogs Cover Art

Lord of the Balrogs was developed and published by Supersoft in 1983 for the Commodore 64 and was only released on cassette.

Backstory for Lord of the Balrogs

The premise is that the party is tasked with infiltrating the ancient fortress of Zorg to find and defeat a powerful and evil Balrog. This evil entity, of course, resides on the lowest level of the fortress and is guarded by other unique examples of its kind.

The rest of the backstory

Scattered throughout the fortress are 6 sacred relics that will help to defeat the evil Balrog. In actuality they will do more than help; they are absolutely necessary for your success. One of the six relics will actually slay the Balrog outright. You just have to choose the right one. I ended up cycling through four relics and watched two of my party members perish before I defeated the dread beast.

The 6 different sacred relics you must find are shown below:

The 6 sacred relics are scattered throughout the fortress

Your party consists of five different character classes: an amazon, a cleric, a hobbit, a sorcerer, and a warrior. You get to name each of your five characters and then you find yourself entering the fortress of Zorg. The fortress is composed of six different levels and you’ll find each of the relics on the first five levels. One of the levels will hold two of the relics. Once you have all six relics in your possession you can make your way down to the sixth level.

The sixth level is populated by several different variations of balrog. You have a silver and platinum balrog, a red balrog, etc. and each are quite formidable.

A typical room in the fortress

A typical fortress room is depicted above. It is in these rooms that you’ll either find a chest to plunder or you’ll find yourself in an encounter. Most of the creatures seem ripped right out of a Dungeons & Dragons monster manual. Combat is automated and resolved rather quickly. The monsters, once defeated, can have treasures that can aid you in your quest. There is an item called a Wand of Power that has a few charges in it. When you use this item it increases the strength of your party members. The Lamp of Daybright will allow you to see where you’ve already been in the dungeon and show you the entire map you’ve explored. Otherwise without the Lamp a fog of war comes into play and previously explored areas disappear. There is also a Chalice of Life which you can use to resurrect dead party members. You want as many of your party members present as possible before your final battle with the evil balrog. The rooms are connected by passages and there are usually 2 or 3 different sets of stairs on each level as well that allow you to move up and down.

The Lamp of Daybright allows you to see areas you’ve previously explored

When combat ensues you choose which of the five party members are going to do battle that round. I found that the amazon and warrior were more affective in dealing with tougher opponents. When you get to levels 5 and 6 the battles become much tougher and play begins to become a little more stressful. On the lower levels you’ll have the opportunity to uncover two different spells: a spell of cold and a spell of heat. The sorcerer can use each of these once and can represent your party against some very tough opponents. There were a couple of battles where I found the amazon and warrior to be ineffective but when I chose the sorcerer I ended up victorious. The sorcerer cannot use any magic until you find these spells in the fortress.

All of your different keyboard options

Once you come upon the lair of the evil balrog than your screen and combat changes from you’ve experienced before.

The final battle with the big bad

The game is entertaining in that as you’re fighting the evil balrog he taunts you all the while and hurls insults at you. On the special combat screen you’re on, each round you’ll have the chance to “use” one of the six sacred relics. If you choose incorrectly he laughs and taunts your ineffectiveness and then both destroys the relic and instantly slays a party member. So if you have all five of your party members it guarantees that you’ll get to use five out of the six relics that you found and it is likely one of them will defeat him. If you show up to the last battle with only two or three party members you’ll have to hope that you guess correctly.

I actually had all five of my party members and cycled through four relics before I guessed correctly. I was starting to get a bit nervous.

The final battle – victorious!

There is no way to save the game but luckily each playthrough only lasts roughly two hours. I found the game to actually be pretty enjoyable to play. I enjoyed exploring the fortress and the way the game was setup. I initially started playing late one night with the intention of just learning the keyboard commands and that I would attack the game in earnest the next day. I ended up getting sucked into play and stayed up very late that night and actually finished the game.

A list of items I found within the fortress

This was another obscure game title that I found myself enjoying quite a bit. I had never heard of this offering before playing it and I enjoyed the experience.

Next up on the docket is Knight Quest.

Until next time…

Game #190: Maze Master (1983)

Cover Art

Maze Master was the first game written by Michael Cranford who would later go on to give us The Bard’s Tale in 1985. It is obvious that Mr. Cranford was heavily influenced by the Wizardry series. The gameplay and wireframe dungeons even had me feeling as if I were playing a Wizardry “lite” scenario.

Maze Master cartridge

Maze Master definitely feels confined by the technical limitations of the cartridge that it came on. While the game is very good it is definitely a “watered down” version of Wizardry. There are only three characters instead of six, two different classes to choose from rather than eight, four attributes rather than six, and only 18 spells to choose from rather than 50. Your equipment choices are also very limited. Instead of 10 different dungeon levels like you find in Wizardry we have 5 and there are no chests to open nor treasure to find. There is a bit of text on each level in the form of clues which you find; which is more than we’ve found in most wireframe dungeons to date. Both Oubliette and The Standing Stones come to mind and thus Wizardry still holds the crown for providing descriptive dungeon text throughout its levels.

You do not find magic or treasure in the dungeon but you can purchase four different magic items. Below is the entire list of items available for your three characters to purchase:

Equipment List

The staff of light, much like the Light spell, reveals the location of all secret doors found throughout the dungeon. A Ring of Accuracy makes it 25% more likely that you’ll hit your target. The Amulet of Healing regenerates 1 CND point per turn which represent your hit points. The Hawk Blazon lowers your armor class to -10 which is 1 factor better than the Mithril Coat combined with Deflector can provide.

Maze Master’s version of the castle

The screen above is the equivalent of the Castle screen in Wizardry. When you leave the dungeon and find yourself presented with this screen all of your wounds are healed. I actually appreciated this mechanic rather than taking the time to spend gold on resting and healing. It allows the dungeon exploration to remain the focus and you can quickly just dive right back in.

The premise of the game is rather simple. The characters are on a journey to find and slay the Balrog, a villainous creature bent on the destruction of the liege and his realm. The Balrog lurks in the nether regions of the dungeon which in gameplay equates to Level 5. The Balrog is protected by many different dungeon denizens and his lair on the 5th level is also protected by a magical aura. The players must solve a riddle in order to break through the magical aura.

Surviving the 1st level

Scattered throughout dungeon levels 2 through 4 are three different clues placed to help you solve the riddle on the 5th dungeon level. Four of the dungeon levels also work to spell a letter found in the answer when you carefully look at the dungeon configuration. I found this out AFTER I had completed the game and looking back at my maps the letters are hard to discern.

Found on the very first dungeon level

I really appreciated the fact that there was limited text found on each dungeon level as it made the mapping of each dungeon level much more enjoyable as I searched every nook and cranny looking for my next clue.

The clue on dungeon level 2 is: “I am destiny personified”

The clue on dungeon level 3 is: “Toward the NE ware the stop else magic tries to make you drop”

The clue on dungeon level 4 is: “My name is in the lower 4 maps” (I never understood this clue until afterwards however I was still able to solve the riddle – Michael Cranford seems to have an affinity for certain words as evidenced in his later Bard’s Tale games – big hint there).

The riddle found on the 5th level

There is quite a variety of dungeon denizens that you encounter and the encounters get much more difficult as you progress through the lower dungeon levels. There are fixed combat squares within the dungeon and there are random encounters as well. You can press P on your keyboard to pause the game which I suggest that you utilize because if you stop moving throughout the dungeon (to perhaps work on your hand drawn dungeon map) you will certainly invite a random encounter. On each of my hand drawn dungeon maps I also included a list of the different dungeon denizens that I encountered on each level. The asterisk next to the name indicates that they are the toughest encounter on that particular level.

Encountering a spectre

So combat, much like Wizardry, is turn-based and then exploration of the dungeon and random encounters are in real-time.

I have included pictures of my hand drawn maps for dungeon levels 1 through 3. You’re on your own for the 4th and 5th dungeon level.

Maze Master – Dungeon Level 1
Maze Master – Dungeon Level Two
Maze Master – Dungeon Level Three

The first dungeon level I found to be very deadly. Compared to Wizardry, I found survival to be much harder. It is imperative that if you survive ANY encounter you get out of the dungeon quickly and save your character’s progress.

Behold the mighty Balrog !

We need to address the elephant in the room – and that is that there seems to be a horrible glitch in the game that makes it very difficult to complete. This was very disappointing to encounter on the heels of having had to deal with similar issues with my last game. What happens is that when you go to leave the dungeon, instead of the message: Stairs going up – do you take them? Y/N the game instead suddenly begins to cycle through several encounters – one after the other – an unlimited number of encounters – resulting ultimately in your party’s demise. This glitch occurred randomly but seemed more likely to occur the more time you spend in the dungeon. I spent a few hours trying to work around this but as I went deeper into the 2nd level I could not escape this glitch.

Luckily I found a page on the internet with instructions on how you can create a “super character”. I didn’t quite take it that far – I reduced my experience to 10,000 but I did give my characters a rune-mace, chain mail, and the deflector shield. Surprisingly, I found that after I did this and then saved my game, I never encountered that stairway glitch again. I was able to then play the game as it was meant to be played and I then proceeded to map out each of the dungeon levels and grind my way higher. When I was able to amass enough gold I eventually upgraded my armor to a Mithril Coat for each character as well as a Wraithblade. Without using this character editor, it is impossible to finish the game as even the 2nd level stairway completely disappeared on me with the glitch in play. I am not sure what causes it – but as I said – once I used the character editor I never encountered another game error again.

Maze Master – Victorious!

HES never did publish another role-playing game after 1983 however Mchael Cranford would go on to do great things. He is credited with The Bard’s Tale in 1985, Bards Tale II in 1986, Centauri Alliance in 1990, and Dark Seed in 1992.

Once I was able to find a solution to dispel the game’s terrible glitch, I went on to really enjoy this offering. If you like dungeon exploration and mapping dungeons by hand you’ll really enjoy the experience. I liked the way that the game handles combat as well and there was enough creature variety and spell variety to keep it interesting. I did not have to worry about spinners or teleporters in the dungeon – only secret doors and one way secret doors so mapping everything out was an enjoyable and even relaxing experience.

Next up on the docket is Lord of the Balrogs as we continue to run with a Balrog theme.

Until next time…

Game #189: Might & Magic: The Lava Pits of Aznar (1983)

Title Screen

When home computers arrived on the scene in 1979 they ignited imagination and creativity the world over. Just prior to their arrival Dungeons & Dragons had taken the world by storm and role-playing enthusiasts couldn’t wait to translate their table-top experiences to this new electronic medium.

Dungeons & Dragons influence on early role-playing games was unmistakable

The result from 1979 to 1983 were a wide variety of games as developers fumbled about in the dark for a bit. There were two prominent early issues: the hardware limitations imposed on the developers and how to best translate the role-playing experience to machines.

One popular form that appeared in these early years was that of a text adventure and role-playing game hybrid. I’ve experienced and shared many iterations of this particular format. The first of its kind, Eamon, appeared in 1979. Eamon allowed you to create a character which can improve from adventure to adventure as he or she gained experience, spells, and special items. It was so popular that over 270 individual Eamon adventures have been written by various authors. What is even more amazing is that Eamon was a shareware product that was never released commercially.

Eamon popular all over the world

There were also commercial releases that came later that would use and experiment with this same type of format. Morton’s Fork and Balrog Sampler in 1980 are two that were well done. Doom Cavern, though a largely unfinished product, upped the stakes a bit and allowed you to control three different character classes in this medium. It left one wanting more. Oldorf’s Revenge and The Tarturian would put their own original mark on this role-playing / text adventure hybrid as well.

Swordthrust, published in 1981, was Donald Brown’s commercial equivalent of Eamon. It sported an even more complex combat system as well as other new bells and whistles. It was quite good and there would ultimately be seven separate adventures created for the engine.

We fast forward now to 1983 with the commercial release of Might & Magic: Lava Pits of Aznar.

Cover Art

It too is a role-playing text adventure hybrid. However it is likely the BEST of all the previous games mentioned if it weren’t for the fact that you can’t finish it. There is a computer glitch or error that prevents the player from completing the game. I’ll discuss this in more detail later.

Character creation

Might & Magic: The Lava Pits of Aznar was written by Rick Hoover and published by Sanctum Software for the Apple II in 1983. I can find no other games authored by Rick Hoover, much to my disappointment. There is no relation to the more famous Might & Magic series which would come later and Might & Magic creator Jon Van Canegham had nothing to do with this particular title.

The game is rather large; certainly larger than any of its predecessors. Character creation and the use of class skills in the game is where this offering shines. You can choose between an elf, dwarf, hobbit, or human as well as your alignment: chaotic, evil, good, or neutral. You can then choose to play a Warrior, Wizard, or Thief. Each class comes with a specific set of skills that you can only use through skill points. Your character will actually gain several experience levels as the game progresses. You gain experience for correctly working through puzzles and/or situations, finding treasure, and for combat. Your hit points and skill points both increase as you gain levels. You will need these skill points in order to use your skills or cast spells to move past obstacles found in the game.

My first character

I absolutely fell in love with this game. This hybrid model has always resonated with me and in my opinion Rick Hoover gets everything right. I got almost to the very end and unfortunately could not finish the game. Now whether this is a result of the emulation or whether it’s an actual bug that exists within the game I cannot say. But I loved the experience so much that I went back and played the game almost to the end trying all 3 of the different class choices.

If you choose a Thief your class skills include: climb walls, back stab, find trap, sneak, and pick lock.

If you choose the Warrior your class skills include: power leap, tower of will, battle lust, and death blow.

If you go the route of Wizard your spells include: burning hands, protection from evil, magic dart, sleep, spider jump, read languages, heal, magic rope, light, wind gust, lightning bolt, magic bridge, flesh to stone, animate dead, and open lock. Your spells work much like the class skills from the other two classes except that instead of skill points you have spell points.

What I found to be amazing and highly entertaining were the high number of different solutions you could use to get by various obstacles in the game. I really enjoyed playing through the game using the different class types. It created three very different experiences.

This game gets everything right

When you enter a new location it is described through text and then you have a status bar up above that keeps you apprised of your character’s health. You must monitor your hunger status as well as sleep status. When hunger or sleep moves from a + sign to a # or @ sign then you must eat or sleep or perish. The status bar will also let you know how many Power Points (skill or spell points) that you have, whether you have a light source on or not, and what time of day it is.

The Golden Door requires the golden key to open it

The setting takes place in an old fortress situated at the top of a volcano and the writing throughout the game is very good. The situations that you find yourself in, the puzzles and traps, and your opponents that you have to overcome are all very well done. It bears repeating that this particular hybrid experience for me was head and shoulders better than all that have come before it.

The dreaded bugwraith

The huge disappointment is that an error or bug in the game didn’t let me finish it. The error occurs once I reach what the program refers to as Level 4 of the fortress. Any dungeon denizen that I encounter on that level automatically strikes first and will always do the exact amount of damage as my current hit point level. So it did not matter if I was at 55 hit points or 36 hit points; that first blow would always be the exact amount needed to instantly kill me. I always found myself in a shaft near the end and my encounter with a Wight causes me to perish every single time. I took all three character classes to this exact point in the game and encountered the same problem.

I used a hex editor to peer into the program and it appears that I was very close to the end. Once I exit the shaft I would have found myself in a library and then in an encounter with the High Lord (the big bad) . Once the High Lord is defeated you can then obtain the Golden Amulet of a Crescent Moon and exit the fortress via a Golden Door (the golden key you find in a hidden attic). I spent so much time with it and was so close to the end that I’m going to call this a win.

I saw that my esteemed colleague, the CRPGAddict ran into the same issue but then a reader was able to fix the programming issue so that Chester could continue. The reader also supplied the supposedly “fixed” disk copy HERE however I still encountered the same issues. I tried the original side 2 disk and the “fixed” side 2 disk with the same results every time. I am disappointed that I did not get to the final encounter nor see the final end screen but I still immensely enjoyed the experience. If the game worked properly I’d even go so far as to say it would be up for some kind of Game of the Year award or at the very least deserve the distinction of being a must play undiscovered gem. I haven’t read or encountered any description of anyone completing the game during the era nor is there much to find about it; which makes me wonder if the bug existed upon release of the game.

Map of Lava Pits of Aznar

It would be very easy for me to offer room by room solutions or almost a complete walkthrough but I’d love for you to experience the game on your own if this sounds like something that would interest you. I know there are many text adventure fans and fans of this hyrbrid model and if you have not played this you are in for a real treat.

Next up on the docket is Maze Master from the author who would later give us the Bard’s Tale.

Until next time…

Game #188: Oubliette (1983)

Oubliette Cover Art

Oubliette was originally conceived and created by Jim Schwaiger in the spring of 1977, and was released to the users of the University of Illinois’ Plato system on November 18, 1977.

Original Oubliette on the Plato System

Oubliette was a multi-user dungeon when it premiered on the Plato System. It was never meant to be played alone but with a group of friends who have also logged into the system. When I first began this journey, I started by playing Dungeon on the Plato System and all of the other CRPGs that followed there. I never did play Oubliette very much because it was extremely difficult to play on your own as a solo adventurer. The dungeon was meant for a party of 6 and so I did not cover the game here in my blog but I did recognize it’s existence.

Screenshot of Oubliette from 1978

The graphics and the gameplay were just absolutely amazing in 1977 and it would be years before home computers could come close to duplicating this kind of sophistication.

Fast forward to Oubliette 1983 for the Commodore 64

We now fast forward to 1983 and find that there is now a commercial version of Oubliette published for the Commodore 64. Jim Schwaiger is back to author this version along with Victor Helsing.

The word Oubliette is derived from the French, and means a dungeon with but one escape. There is a bit of world building and background in the documentation that comes with the game. The world in which Oubliette takes place in is referred to as Tokal. We’ll skip the formation of the different races and move right to the later years of the world’s renaissance.

As the city and the surrounding area was tamed, the hostile creatures, both animal and humanoid, were placed in a general holding area beneath the castle which later became known as the dungeon. Castle low life and criminals were also placed in the Oubliette, which was soon teeming with life.

As the dungeon and the city above matured, it became popular among the young citizens of the city to venture into the dungeon, seeking gold and glory, almost as a rite of passage. To others, it became a lifetime quest.

Character creation in Oubliette is a blast

Oubliette is a first person dungeon crawler that uses wireframe graphics. It would be disrespectful to use words in the description such as “like Wizardry” because Oubliette is the clear parent of Wizardry. The Wizardry franchise and many other games borrowed quite heavily from the original Oubliette game that was available in 1978.

Where Oubliette really shines is in the character creation process. The amount of choices that you have as a player are quite staggering and you’ll find yourself spending quite a bit of time devising your party. Your goal here is to create a party of six characters. You’ll want a balanced party that features brawn, a thief to find and remove traps and open chests, and a combination of priest and magic-user. Oubliette sports a rather large collection of both priest and wizard spells which are a lot of fun to experiment with.

Let’s spend a little time highlighting the character creation process:

There are eight player races you can choose from:

Eight different races to choose from

The player characteristics are expressed in terms of six basic values: STR (strength), INT (intelligence), PIE (piety), LDR (leadership), CON (constitution) and DEX (dexterity).

Once you’ve selected your race you now have a choice of 10 different character classes !

10 different character classes

Once you have your character class selected you then have to choose a guild for your apprenticeship. Each character class has roughly five different guilds they can choose to petition. The amount of choice here is simply staggering.

I chose to go more of an old school route. My party selection is made up of the following:

GRUMSH – an Ogre Hirebrand belonging to the guild Ogre Raiders

DRUGAR – a dwarven Hirebrand who is a member of the Praetorian Guard

JIMMY – (based on Jimmy the Hand from Raymond E. Feist’s excellent Riftwar series) a hobbit Thief belonging to the local Thieves Guild

WINTROW – (based on the character from Robin Hobb’s most excellent Liveship Traders trilogy) a human Priest belonging to the Order of the Robe

MORDRED – an elven Mage who is a member of the Eldar Academy

RAISTLIN – an elven Mage who is a survivor of the Tower. A nod to Dragonlance fans here – one of the wizard guilds that you can join is mysteriously known as The Tower. When I saw the choice I thought to myself; ‘this seems like a nod to the Dragonlance series’ and sure enough, if you fail your apprenticeship at the Tower; you die.

There are 27 different magic-user spells distributed among 6 different Spell Levels and there are 18 different Priest spells distributed among 6 different Spell Levels.

An excellent deep selection of spells at each level

If you’re a computer role-playing fan who loves a lot of choice and likes to play with different character builds then Oubliette is a virtual cornucopia.

Exploring the dungeon under LIGNE Castle

The gameplay is fluid and smooth and if you’re a big fan of mapping the dungeons with paper and pencil then you’re going to love mapping these dungeon levels. The grid-based dungeon exploration here is as flawless as that found in Wizardry I, II, and III.

LIGNE Castle

The above screen depicts the party resting within the walls of LIGNE Castle. I have about six hours of game time in thus far and I have my Hirebrands at 9th and 7th level while the other classes are playing catch up. A reason for this is due to combat. Only the first two characters in the marching order can participate in physical combat. The other 4 party members have to support with ranged magical spells if they are available. You DO have the luxury of changing the marching order anytime that you’d like.

There are 10 different dungeon levels located beneath LIGNE Castle and each dungeon level becomes progressively more difficult as you move deeper into the dungeon. IF there is a weakness with the game, and it’s a big one, it’s that there is no overarching plot nor is there a quest of any kind that you’re supposed to perform. So the only reason for playing is dungeon exploration to increase your party’s level and power. There are no room descriptions of any kind or special encounters found within the dungeon complex.

Oubliette Dungeon Level 1

The first dungeon level was a very straight forward mapping experience. This is a hard game in that it is very difficult in the beginning to survive the encounters in the dungeon. Combat is a difficult affair and permadeath in this game is very real.

Combat has different tactical choices. You can choose between F (fight), D (double blow), K (swing to kill) all of which affect your die rolls to some degree. You can also choose to E (evade), Q (Seduce) – a unique feature available only to Thieves in the party – think of it as a “charm spell” – if the thief successfully seduces his opponent they join your party and fight alongside you – if unsuccessful however it results in instant death – it is so difficult to survive and build your party up that I haven’t had the guts to try this option yet – C (Dispel) – available only to Priests in the party to use against undead, and lastly S (Spell) which allows your Priest or Wizard to cast a spell.

Here are all of the different monsters you’ll find on Level 1 of the dungeon:

Monsters from Level 1

You can see that we’re getting a tremendous amount of opponent variety here compared to Super Quest which was recently covered.

I am currently almost done mapping the 2nd dungeon level and I’ve spent about six hours with the game. There are 4 teleporters on this level that I need to nail down and I have yet to find the stairs to Dungeon Level 3.

Oubliette Dungeon Level 2

The creatures which you might encounter on this 2nd level are as follows:

Creatures roaming the 2nd dungeon level

Again I am just struck by the amount of variety and density of what is present. The key issue here though is that there is no quest or endgame. I am not sure that I should spend more time with this one though I am definitely enjoying myself. If you are a fan of dungeon crawlers and like grinding your characters and mapping by hand, and you’ve not played this one yet, what are you waiting for? I am sure it will bother many though that there is not an item to obtain or a big bad to dispatch – the lack of a quest to fulfill makes it feel almost incomplete – albeit there is a lot of depth to what is here. While I have not seen a better contender to compare to the Wizardry series – the lack of descriptions and text in the dungeon, special rooms, special encounters, and lack of a quest is like a hole or a scratch upon a masterpiece painting.

There is an Oubliette version which was released for Apple and Android phones and my understanding is that an extra 11th level was added along with a “big bad” for you to defeat – creating a purpose for traversing the dungeon levels – but since I’m all about playing these CRPGs in the order in which they were published, I’m not about to jump to the present and play the game on my phone. However it IS out there:

Oubliette exists to play on your phone and has added a main quest

I believe I have spent enough time with the game in order to give you a proper review or glimpse and I’ve many future places to go so I’m going to put this one on the backburner. I’d normally just move on however I really enjoy mapping by hand and the completist in me is bothered that I haven’t gotten the other 8 dungeon levels mapped out. The game is deadly and time consuming and with so many games to play, and with no quest here attached, it doesn’t seem the best use of my time. I have my game saved and my plan is to come back to it every once in awhile and keep you updated on my progress. If there was purpose attached here ( a main quest ) I would label this one a dungeon crawling gem that you absolutely must play – as it is it gets high marks from me.

Next up on the docket – Might & Magic: The Lava Pits of Aznar

Until next time…