Sword of Fargoal
Another early game similar to the mainframe classics is Jeff McCord's Sword of
Fargoal, published by Epyx in 1982 for the Commodore VIC-20 (a significantly enhanced
version followed in 1983 for the Commodore 64.)
Though McCord denies having played
Telengard, his game shares many of its features, such as randomized dungeons,
but differs by incorporating the quest motif: descend into the dungeon, fetch the eponymous
blade, and escape. Perhaps its most visible innovation is a "fog of war" effect, which obscures
parts of the overhead map until the character has explored them; it amounts to an automapping
tool.
However, it's really the sound effects that set this game apart. Besides the catchy ditties
that play between levels, an ominous chord progression plays whenever the monsters move in
the dungeon. Players can hear the monsters without seeing them, a technique that greatly
ratchets up the tension. McCord acknowledges Steven Spielberg's 1975 blockbuster
Jaws as inspiration.
Sword of Fargoal has a fairly severe time limit (2,000 seconds) and is
difficult to win. However, the relative simplicity of the interface makes it one of the more playable
and accessible of the early CRPGs, and it was popular among gamers and critics -- indeed, it
ranked on Computer Gaming World's "150 Best Games of All Time," published in
1996, and remains a fan favorite among Commodore fans.
It's recently been remade for
Windows by Paul Pridham and Elias Pschernig. Jeff McCord is working with Pridham and
Pschernig to release an updated version of the game for Apple's iPhone.
McCord wrote Sword of Fargoal on a Commodore PET owned by his
high school in Lexington, Kentucky. It's primarily based on Gammaquest II, an
unpublished dungeon crawler with randomly generated dungeons that McCord designed to
show to publishers.
McCord's computer science teacher, a Mr. Syler, was fond of admonishing
his class that there were to be "no games in the computer room." Nonetheless, the acerbic
teacher recognized McCord's gift and loaned him a key to the lab, which he used during off-
hours to program and play-test the game.
The finished project weighed in at a compact 14
kilobytes, an impressive feat given the depth of gameplay. McCord, the son of a computer
science professor and an avid D&D Dungeon Master, was only 19 years old at
the time. Incidentally, the title was originally to be Sword of Fargaol, based on the
old spelling of jail. However, Epyx felt that few gamers would appreciate the
somewhat obscure reference.
Although the game is well-known among Commodore 64 fans, it did not represent a
significant financial windfall for McCord, who admits that he earned no more than $40,000 in
royalties during its publication run. Nevertheless, Sword of Fargoal is, in my opinion,
the best of the early CRPGs. Unfortunately, McCord's next project, Tesseract
Strategy, was never completed, though its intended publisher, Electronic Arts, had
expressed enough interest to fly McCord to San Francisco for a photo shoot.
Dungeons of Daggorath
The next two games we'll discuss, Dungeons of Daggorath and Tunnels
of Doom, are examples of games that were released only on a single, relatively minor
platform (the Tandy CoCo and Texas Instruments' TI-99/4A, respectively). Thus, we have an
intriguing question of whether their success owes more to their intrinsic qualities or to the lack of
direct competition. In any case, they are highly innovative games that are certainly worth our
attention.
Dungeons of Daggorath, developed by DynaMicro and published by
Tandy in 1982, offers a 3D, first-person perspective in wireframe of the dungeons quite similar
to that seen in Akalabeth and Wizardry. The storyline is the standard
"kill the evil wizard buried deep in a monster-infested dungeon." There are only five levels, a
dozen creature types, four rings, and of course the usual shields, swords, scrolls, and torches
(like many games of the era, players must carry a lit torch to see in the dungeons).
However, what makes Dungeons of Daggorath stand out is its real-time
fatigue system. The system is represented by a pulsating heart at the bottom of the screen; it
beats faster or slower depending on the level of stress the player is experiencing.
Taking
damage or moving too quickly will cause the heart to pulse rapidly. If the heart beats too
furiously, the character will faint (and likely become monster meat). This fatigue system does
away with the numerical hit point or vitality systems so prevalent in other games. Instead,
players must listen to the beating heart, a sound well known for its unsettling effect in horror
films.
This sound effect makes for a more visceral, arcade-like experience than most CRPGs,
then or now. The game was recently remade for Windows and is freely available for
download.
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