Contents
Book Extract: Dungeons and Desktops: 'The Silver Age'
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Book Extract: Dungeons and Desktops: 'The Silver Age'
by Matt Barton
2 comments
Share RSS
 
 
May 26, 2008 Article Start Previous Page 9 of 14 Next
 

Other Highlights of the Silver Age

Although Ultima and Wizardry are by far the most popular and well- known CRPGs of the era, there are at least five other games that are either influential or innovative enough to deserve mention. These are Telengard, The Sword of Fargoal, Tunnels of Doom, Dungeons of Daggorath, Ali Baba and the Forty Thieves, and Universe.

Telengard and DND

Perhaps the most historically interesting of these games is Daniel Lawrence's Telengard, published by Avalon Hill in 1982 for the Commodore PET (ports for other systems, including the Commodore 64, quickly followed). If nothing else, it's an enlightening study of how commercial imperatives were undermining the older mainframe policies of openness and free distribution. In the case of Telengard, this shift would result in a legal morass.

Advertisement

Telengard was based on a 1976 game entitled DND that Lawrence had programmed in BASIC on a PDP-10 mainframe. DND was quite a success at Purdue University, where Lawrence was a student. Later, Lawrence was invited by the engineers at DEC's factory in Maynard, Massachusetts, to port the game to the new DECSystem-20. The engineers were big fans of the game and distributed it widely.

At some point in 1978, Lawrence ported the game to the Commodore PET, implementing a clever procedure to generate dungeons on the fly. This was necessary because of the PET's extreme memory limitations (8K of RAM!). He shopped the game around at conventions, finally impressing the famous tabletop wargaming publisher, Avalon Hill, enough to secure a contract. By this time, the game had become known as Telengard, no doubt to avoid possible litigation with TSR over its trademarks and copyrights.

The publication of Telengard meant that Lawrence no longer had the desire to see the engineers at DEC freely distributing DND. After a brief period of legal wrangling, DEC had the game purged from its servers.

It's not entirely clear if the pressure to do so was coming from Lawrence, Avalon Hill, or TSR, but likely it was simply a common sense decision to avoid litigation from any of them. Unfortunately for Lawrence, DEC didn't move fast enough to keep his code from ending up in the hands of "Bill," a programmer who formed R.O. Software to distribute a $25 shareware version of DND that he released in 1984.

The game was successful enough to attract Lawrence's attention; he saw it as unfair competition and did what he could to prevent its distribution. For his part, Bill claimed that he had done enough work cleaning up the "spaghetti code" of the original game that he had in fact created a new product. In any case, Bill updated the game and rereleased it as Dungeon of the Necromancer's Domain in 1988, which he claimed was a "ground-up rewrite" in an effort to avoid future conflict with Lawrence.

As for Telengard itself, the game introduced several innovations that were much ahead of their time. For instance, it offered procedurally generated dungeons, which essentially meant that no two games would play alike (for this reason, the game is often compared to the mainframe classic Rogue).

It also meant that these dungeons occupied very little of the computer's memory. This trick allowed Telengard to offer gamers "50 levels with 2 million rooms" at a time when other developers were bragging about ten. We'll see this technique in Blizzard's Diablo (1997). Telengard is also set in real-time, so that gamers taking a bathroom break might very well find their character dead upon their return.

Telengard features 20 different monster types and 36 spells, as well as fountains, thrones, altars, and teleportation cubes that produce random effects on the character. However, the game lacks a storyline; it's a pure dungeon crawler with "hack 'n slash" style gameplay. Anyone wanting to experience the game today may want to check out Travis Baldree's Telengard remake for Windows. Daniel Lawrence has also made the IBM PC version freely available from his own website.

 
Article Start Previous Page 9 of 14 Next
 
Comments

Darius Kazemi
profile image
I would argue that Wizardry had more of an influence on Japan than Ultima ever did. For anecdotal evidence, back in 2005 Famitsu published a list of the top 100 games of all time: Wizardry was #66, one of only five Western titles to make it there. Ultima didn't even rank.

http://www.next-gen.biz/index.php?option=com_content&task=view&id=2401&Itemid=2&
limit=1&limitstart=1

Michael Iatridis
profile image
On the subject of the space ones, these kinda sound a little like starflight which was one hell of an epic game. Thought it would fit enough considering what else is here.


none
 
Comment:
 


Submit Comment