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.
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.
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