There are at least four other games that make up the Silver Age of CRPGs. These include Telengard, The Sword of Fargoal, Tunnels of Doom, and Dungeons of Daggorath. While
these games are perhaps not as well known as the above mentioned
series, they are nevertheless significant and deserve our attention.
The first of these, Daniel Lawrence's Telengard, was
released by Avalon Hill in 1982 for the Commodore PET (though quickly
ported to many other platforms, most popularly the C-64). Telengard was directly inspired by the PLATO dnd game
mentioned above, with minimal graphics and randomized dungeons. The
game contains many features that were repeated in many later games,
such as fountains, thrones, altars, and teleportation cubes, all of
which characters could interact with (with random and occasionally
quite nasty results). The game is also set in real-time (players who
take a bathroom break during their game will likely find their
character dead when they return!). One of the game's key selling points
was its huge dungeon (50 levels with 2 million rooms!), 20 different
monster types, and 36 spells. The author claims
that his game "predates" most of the early computer "adventure games,
including Temple of Apshai and the Wizardry series." Again, it's very
difficult to ascertain precise dates here, but it's hard to see how a
game published in 1982 could have influenced games published years
earlier--assuming these dates are anywhere close to accurate. It's more
likely that Daniel's mainframe conversions of the aforementioned dnd, which he called DND, may have been played by contemporary developers. Regardless, Telengard is a fine game that still enjoys considerable appreciation today.
Perhaps
SSI and Lord British and all the others already know how to create such
a fantasy. But if they ever did publish a game in which we weren't
always concentrating on the details of housekeeping, maybe we'd notice
the fact that nobody in this whole genre has thought of a new idea
since 1951 -- Orson Scott Card, from COMPUTE! ISSUE 115 / DECEMBER 1989 / PAGE 92
Telengard is
about as close to a pure "dungeon crawler" as you can get. There are no
ultimate quests or missions; the focus is entirely on survival and
gaining enough experience to improve your character. Jeff McCord's The Sword of Fargoal, released in 1982 for the Commodore VIC-20 (the more familiar C-64 version followed in 1983), shares many of Telengard's features,
but restores the quest--this time, to descend into a dungeon, retrieve
the eponymous blade, and escape. To my mind, it's one of the more
accessible and playable of the early CRPGs. Since I reviewed the game
in some detail in an earlier article,
I'll focus here on what makes the game significant amidst all this
competition. One nice feature is the "fog of war" effect, which
essentially amounts to an auto-mapping feature. Although the game is
set in third-person, top-down perspective, the inability to see parts
of the map that haven't been explored add tension, particularly since
the game is in real-time. For some reason, The Sword of Fargoal doesn't
seem to get as much attention as its contemporaries, even though its
interface is more intuitive. Indeed, I could easily see a version of
this game for mobile phones.
If
you habitually toss aside the instruction book in a game package,
resist the urge this time. In fact, set aside an afternoon in which to
play the game. -- Sherrie Van Tyle and Joe Devlin on Tunnels of Doom in CREATIVE COMPUTING VOL. 9, NO. 9 / SEPTEMBER 1983 / PAGE 135
Tunnels of Doom, like Dungeons of Daggorath, are
relatively obscure titles because they were released only for a single
platform. Nevertheless, they became highly successful and are
considered some of the best games for the TI-99/4A and Tandy CoCo,
respectively. Tunnels of Doom might be best described as a mix of themes from Telengard and Wizardry. Like Telengard, there are fountains, altars, and thrones that have random effects on players willing to experiment with them. However, Tunnels of Doom followed Wizardry's example by allowing the player to control a party rather than a single adventurer. Tunnels of Doom also predated Ultima III in
the use of a separate screens for combat and dungeon exploration
sequences. When the player is merely wandering the dungeon, the view is
first-person, 3-D perspective. In combat, the view shifts to a
top-down, third-person perspective. This mode would show up in plenty
of later games. Besides Ultima III, it was also a defining characteristic of SSI's Pool of Radiance and later "Gold Box Games," released after 1988. (For more information about this game, see my earlier review in Armchair Arcade.)
Tunnels of Doom (TI-99/4A): Separate
game/exploration gameplay screens
would become standard in many later CRPGs.
Dungeons of Daggorath, developed by DynaMicro, is more like Akalabeth in
the use of wire-frame, first-person, 3-D perspective. However, this
game is in real-time, and features a fatigue system similar to the one
found in the Apshai series. A pulsing heart at the bottom of
the screen beats faster or slower depending on the stress of the
character. Taking too much damage or moving too quickly will cause the
player to faint, thus becoming monster meat. Dungeons of Daggorath also departs a bit from the D&D convention
by eschewing so much emphasis on math. Instead of showing how many "hit
points" the character has left, players must listen to the heart to
determine how much damage their character can take before submitting.
It's a fine system that adds a great deal of realism and intensity to
the game! (Again, I'll point eager readers to my earlier review of this game).
Finally, I might mention that by 1983 a number of commercial ports of the mainframe classic Rogue had
appeared on personal computers. One set was published by a company
named Artificial Intelligence Design, who released it for platforms as
diverse as the Tandy CoCo and Commodore Amiga platforms. Later, Epyx
bought the rights to distribute these ASCII-based games. Of course,
there were likely dozens (if not hundreds) of "Roguelikes" available in
shareware or public domain form, though exact information on these is
much harder to acquire. Suffice it to say, anyone who really wanted to
play Rogue could do so on a personal computer after 1983.
Final Thoughts
Whew!
Now, you have to admit, it takes a writer of some diligence (or should
we say, dalliance?) to bite off so much in one chew. In some ways, the
first three years of CRPG development on home computers represented
more progress than we'll see in the latter 26. Although no single game
really contained all of the qualities that we associate with
a good CPRG today, you could already pick and choose the elements from
individual games. What is Pool of Radiance, we might ask, but a combination of Tunnels of Doom and Wizardry? What is Diablo but an updated Telengard? How far have we really come from the days of Pedit5, dnd, and Dungeon?
Indeed,
it's in this spirit that we should prepare for the next installment in
this series--the Golden Age of CRPGs. Things really began heating up
for the genre as the Ultima and Wizardry series
continued to refine their formulas in subsequent installments, but the
really exciting stuff was taking place at different companies--most
notably, Electronic Arts, SSI, and New World Computing. Next time,
we'll talk about classic titles like Phantasie, Pool of Radiance, The Bard's Tale, Might and Magic, Dungeon Master, and Wasteland. Do
I need to beg and plead with you to keep your eyes on this site for the
SECOND massive installment in our series on the history of the CRPG? I
didn't think so! So, stay on your guard, friend--the best is yet to
come!