Thursday, July 3, 2025

The Bard's Tale: Play on


After reloading, we found the blacksmith without trouble, and bought some basic gear. Swords and shields for the fighters and rogue (armor is a bit expensive), a mandolin and short sword for the bard, staves and robes for the mages. This leaves us with $220, just enough to buy three leather armors for the front rank.

Fighting tactics are a bit limited right now. Magic recharges on its own during the day, but the only spells that are useful right now are Arc Fire, a minor damaging conjuration, and Vorpal Plate, a magician's cantrip that boosts a partner's melee damage. The rest either boost the spellcaster's own AC, which is no help when they're already in the back row, or provide effects that are only helpful in dungeons.

Next goal - find the nearest temple. The streets aren't safe, we will get hurt exploring, and we need a way of healing up, because it isn't free, and we don't have magic healing yet. The album map shows one to the south of the adventurer's guild, but the map isn't quite as precise as one might like. We get into some fights while searching, some resulting in total party kills and reloads, and I take note of which enemies we can and can't handle. Running is an option, and it often works, but not always.

Eventually, we locate it, but not before taking a few raps from some hobgoblins on the way.  

Damn you, for-profit healthcare!

We're going to need a boost to survive this early stage, and the disk provides one. The stock characters might not have the greatest stats, but they come with decent gear, are level 2, and have way more HP. I load three of them in front while Ahab, Kurisu, and Sunfall hide behind them and share in their XP.

 

The best part; I needn't spend any money healing the guys in front. If any of them die, I can just delete them from the character disk and restore from a backup.

Further up north, there's the Review Board, where characters can level up, multiclass, and learn magic, and just next door, the Sinister Inn.

 

All drinks are free (Yeah!) and they recharge Sunfall's song powers. One song even heals, but it only heals the entire party during combat, and heals sloooowly. So how do you not get flattened by hostile monsters while waiting? Simple - you can initiate combat mode any time, anywhere. You could even have your party members attack one another in this mode if you wanted to for some reason.

 

Healing this way seems cheesy and boring. It probably is cheesy, and definitely is boring, but I don't see any non-cheesy ways of surviving this early part of the game, and having half the stock A-Team powertrain half of the beginners is marginally less boring than relying on musical healing.

And this becomes the gameplay loop for a little while. Explore, flee from tough encounters, fight easy ones, and delete/restore the A-Team fighters as needed. If running from a hard encounter fails and I die, reload. If someone dies in a fight that seemed winnable, reload and rethink encounters with that monster type in the future.

Most of the fights are manageable, but they don't reward much XP; I'm getting about 60 per character per fight on average, and you need 2,000 to level up for the first time. Barbarians, who hit hard and appear in groups of 7-9, remain unassailable. Gear improves steadily; the rearguard quickly get armor, shields, and helms, plus gauntlets for Ahab and Kurisu, and Ahab scores a "halbard" upgrade.

The real find, though, is a fixed and repeatable encounter against a powerful Ogre Lord on the other side of town, near the snowed-in gates.


Survival isn't guaranteed. In fact the death of at least one party member is very likely, but it's worth 400+ XP to the survivors, and the victim can just be deleted and restored at the guild.

Eventually, we train Ahab, Kurisu, and Sunfall to level 2, and we reform to help train P-Tux, Viila, and Scribe, but without a bard in the group this is more difficult. Magic just isn't as good as music at this point. After them, Grub and RedSlayer get their turn, along with Sunfall who earns a third level.

Now we're a little hardier, and fit to explore Skara Brae without disposable meat shields up front. We do, but it becomes evident that P-Tux isn't pulling his weight; with no locked doors in the entire city, and no treasure chests to be found anywhere, all he does is sit in the back and nibble on second breakfast to Sunfall's stirring ballads while Ahab and Kurisu tank hits and Viila/Scribe sling their limited magics. Ahab, with only 10 HP, is still a bit squishy as a tank. I have both replaced with hunter Grub and monk RedSlayer, and move Sunfall to the back row.


With this power party, I'm able to sweep most of Skara Brae. RedSlayer isn't quite as useful as Grub and Kurisu, but he's less of a liability than Ahab at this point and can still kill monsters bare-handed. The cash pours in, I even find valuable treasures like Plate Armor, and I can finally rely on temples, which are spread throughout the city, for healing. Everyone but RedSlayer gets equipped with Garth's finest, and we all reach level 3, allowing the wizards to learn new spells!

We're not champions of the city yet, though. Barbarians are still too much for us, and at night, wolves are very dangerous. Even some lesser foes like hobgoblins and nomads are risky to fight when HP starts to wane. Nor can we take on the ogre lords yet. There is, however, a softer training dummy in the southeast not far from the guild; a lone samurai, who typically goes down in the first round without landing a hit and awards 170XP per character.

Beyond him is the Scarlet Bard, a fabled tavern with a wine cellar. The manual tells us that this is the first dungeon we should be exploring.


A note regarding my map - almost all of the "walls" in Skara Brae can be "entered." These represent (mostly) abandoned buildings, which occasionally have monsters squatting inside. But if you're looking for something to fight, you'll have no trouble finding them in the streets, so don't bother.

Monster XP is per creature, and divided evenly among all surviving party members. 

A Guild of Adventurers
B Credits
C Garth's Equipment
D Temple
E Review Board
F Tavern
G Iron gate
H City gates
I Ogre Lord
J Stone Giant
K Golem
L Teleport
M Samurai
N Scarlet Bard
O Temple of the Mad God
Monster XP
Kobolds 60
Hobbits 70
Gnomes 80
Dwarves 80
Hobgoblins 90
Magicians 100
Conjurors 100
Orcs 100
Thieves 110
Skeletons 110
Nomads 120
Spiders 150
Mad Dogs 180
Mercenaries 220
Samurai 1024
Ogre Lord 2816
Stone Giant ?
Barbarians ?
Wolves ?

Other points of interest:

  • The northeast of the map is sealed off by a pair of iron gates, and an unseen tower lies beyond them.
  • The southeast, which also contains a tower, is guarded by ogre lords.
  • The northwest of the map is guarded by stone golems, who are even tougher than the ogre lords.
  • The center of the map has four clusters of temples surrounding it, one of which is ominously named "Temple of the Mad God" and refuses us entry.
  • The city gate in the west is snowed-in and impassable, and Sinister Street in the southwest goes on forever, by means of an invisible teleporter.

Tuesday, July 1, 2025

Game 452: The Bard's Tale


Read the manual here:


The Bard's Tale is one of the few really major releases so far that I truly have no prior experience with at all. I've understood it to be a missing link between Wizardry's linear and punishing dungeon crawl, and Might and Magic's semi-open world hack 'n slash fest, but while I've played through both of these series' early entries years ago, I'm going in blind this time.

The Bard's Tale was one of the Commodore 64's first RPG hits, predating Wizardry's eventual release by over two years. This is almost certainly the best-selling and most famous version, and perhaps the logical successor to Cranford's C64 dungeon crawler Maze Master, but I will be playing the Apple II original, which was the target platform for most of Interplay's games at the time.


As a game published by Electronic Arts in their early, computer-focused years, it comes in an album-style box, featuring a scene on the front that looks more like a medieval college dorm than a barroom, a map of Skara Brae, a brief backstory, and a mini-biography of designer Michael Cranford. Enclosed are the game disks and EA's typically high quality manual and reference card.

The story - evil wizard Mangar froze the city with ice magic, summoned lots of monsters, and killed all of the watchmen. Go get him.

The manual describes a very Wizardry-like gameplay structure, with first person exploration and party-based combat, but there are some differences.

  • The city of Skara Brae is itself an explorable level, and the various establishments (and entrances to multiple dungeons) are locations within it, much like Oubliette, except Skara Brae is no save haven. The Adventurer's Guild is your home base, where characters are created, recruited, and where you must return to save your game.
  • There is a default beginner's party available to those who don't wish to create their own, but the manual advises that creating one is better in the long run.
  • A total party kill doesn't save the game state to disk unless you request it, and rebooting the computer restores everything to the last state that you did save; nobody gets stranded in the dungeon because of an "accidental" blackout.
  • Character backups are explicitly encouraged. You can restore an individual character from a backup disk if you can't afford the temple resurrection fee (or if the character is beyond divine help). 

Eight basic character classes are available, though your party only has room for six:

  • Warriors are simple fighters who gain extra attacks every four levels.
  • Paladins are fighters with enhanced protection against evil. The manual describes no disadvantages compared to warriors.
  • Hunters are fighters with critical-hit ability.
  • Monks are fighters who specialized in unarmed, unarmored combat.
  • Rogues are mediocre fighters but specialize in trap detection and disarmament.
  • Conjurers are magic users whose spells focus on creation and destruction.
  • Magicians are magic users whose spells focus on enchantments and manipulation.
  • Lastly, the Bards of the series' namesake are a special class of magic user who can fight to an extent but their real power is in song, which bestow a variety of party buffs depending on the song played and whether in combat or exploration mode. This power is, of course, fueled by beer.

Two elite spellcaster classes are also available, but only as multiclass options to advanced characters:

  • Sorcerers' spells focus on illusion and clairvoyance.
  • Wizards specialize in summons.

By multiclassing, a spellcaster can learn magic from any of the four disciplines, and by mastering all becomes an archmage. We're told that you need to have one, and will want to have two. This will take a lot of grinding; you must reach level 13 in a class before the highest level spells become available, and changing resets you to level 1, but keeps all spells learned. 


I decide my initial party will have one of each class except hunter and monk, and from rolling several disposable characters I conclude that:

  • Dwarves are the strongest class, but have poor luck. They may not be spellcasters.
  • Gnomes are the most intelligent, but have poor luck and constitution. They may not be paladins or bards.
  • Half-Orcs are the most hardy, but have poor luck and intelligence. They may not be paladins, monks, or bards.
  • Hobbits have the best dexterity and luck, but poor strength and constitution. They may not be paladins or hunters.
  • Humans, elves, and half-elves don't really excel at anything but aren't poor at anything either. Humans are a bit stronger and hardier, elves a bit smarter, more dexterous, and luckier, and half-elves between. Elves may not be hunters, and half-elves may not be paladins.

I aim to outclass the default party, which isn't as tedious as it is in Wizardry; you can discard and reroll new characters very quickly.


Stock Custom
Name Brian the Fist Ahab
Race Human Dwarf
Str 12 18
IQ 9 6
Dx 14 12
Cn 10 17
Lk 6 10


Stock Custom
Name Samson Kurisu
Race Dwarf Half-Orc
Str 18 18
IQ 10 5
Dx 9 15
Cn 11 17
Lk 10 11

The bard doesn't get his own portrait!

Stock Custom
Name El Cid Sunfall
Race Elf Hobbit
Str 12 11
IQ 9 12
Dx 16 18
Cn 6 8
Lk 6 16


Stock Custom
Name Markus P-Tux
Race Hobbit Hobbit
Str 9 8
IQ 10 10
Dx 17 18
Cn 6 12
Lk 10 17


Stock Custom
Name Merlin Viila
Race Gnome Gnome
Str 10 12
IQ 17 17
Dx 7 10
Cn 9 9
Lk 12 11


Stock Custom
Name Omar Scribe
Race Elf Gnome
Str 11 13
IQ 16 17
Dx 11 11
Cn 8 10
Lk 11 10

For good measure, I also create two pinch-hitters from the two outstanding classes. 

Class Hunter Monk
Name Grub Redslayer
Race Dwarf Dwarf
Str 18 18
IQ 12 11
Dx 14 10
Cn 11 17
Lk 6 8
 

For convenience, I save this party under the name "B-Team." The entire party can be loaded from disk in one command this way instead of six.

 

We leave the guild and head in the direction of the blacksmith.

Nice, scaling effects!

But before we can find it, the party is torn apart by a pack of wild dogs roaming the streets.

Wednesday, June 18, 2025

Maze Master: Won!

Eat it, you basement-dwelling, spandex-wearing, ant-headed freak!
 

It all ends on level 5. You can't magically teleport there, but you can teleport directly to the stairs on level 4 that lead down to it, and the balrog's lair is just a few secret doors away. I found him almost immediately, and he wiped the floor with us. There's only one of him, but he strikes first, always hits, and instantly kills whoever he hits.

But let's back up for a second. Each of the upper floors has a clue hidden somewhere, which I have shown in the maps but not mentioned yet. Said clues are:

  1. I HAVE LAID 3 CLUES TO BRING YOU TO ME...
  2. I AM DESTINY PERSONIFIED
  3. TOWARD THE NE WARE THE STOP ELSE MAGIC TRIES TO MAKE YOU DROP
  4. MY NAME IS IN THE LOWER 4 MAPS

The walls of maps 2 through 4 contain one identifiable letter each. F-A-T. I don't think it takes a riddle master to figure out what comes next.

 

To beat the balrog, I assembled a team of three Freds. Magic is good for zipping around and eliminating crowds, but the balrog fights alone. I need concentrated damage, I know protection magic won't help, and I can get three good warriors by dismissing my wizards and restoring Fred's character code twice.

This means no teleportation, so we walk to level 5. No big deal. I have maps, and the path is clear. There's just one mandatory fight along the way, a square of infinite monsters on level 4, but each Fred can hit up to four times now, and you can pass through the square after winning the fight - it just doesn't "clear" for the future the way others do.

On reaching the hidden lair, we are presented with a riddle to enter.

FATE. You are FATE.


We enter and fight to the last Fred.

After winning you are trapped in a 2x2 room with no way out.

 

And, well, that's it. I didn't even need to explore level 5 or train further. I just had to slightly abuse a questionable character management system.

Maze Master defeated CRPG Addict, who wrote in 2014 that it would have been "fun" to be the only person online to beat the game, and later did with hacked supercharacters, save states, and spoilers. I may now be the only person online to beat it without doing any of that, and it wasn't that much fun.

GAB rating: Below average. Borderline bad, really. There's nothing dysfunctional about Maze Master, but it is emphatically not fun or interesting to play. Wizardry was good in spite of its bare-bones look and feel because of its deceptively deep combat engine, but there's no strategic depth to this imitator whatsoever, nothing of interest at all to find in these mazes, and once you gain enough power to do any serious dungeon exploration the combat becomes and remains pathetically easy, which is admittedly better than the more common alternative.

 

I found some spoilers regarding the magic items, and all of them except the Ring of Accuracy are useless.

  • Staff of Light - Useless. Its just a permanent Cat's Eye spell, which should be no problem for you to cast as needed long before you can afford this staff's $5000 pricetag.
  • Ring of Accuracy - A +25% chance to hit. Mainly useful for the fighter, but not a bad effect. The Accuracy spell does the same thing, but has to be cast during combat, so having this as a permanent buff is convenient.
  • Amulet of Healing - Nearly useless. Heals one HP every ten seconds. Who wants to wait several minutes between combats to heal up? Especially since wandering monsters will certainly interrupt your rest. Just teleport to the surface to heal.
  • Hawk Blazon - Useless and outrageously expensive. It sets your AC to -10, which is as low as it can get. You'd have the same effect for less money by buying the best armor and shield and casting Shadow Shield which lasts the entire trip.

Last call for inclusion in Cranford's follow up, Shadow Snare The Bard's Tale! The guild roster of Skara Brae's chapter includes so far Scribe as a magician, P-Tux as a hobbit rogue, and Viila as a to-be-determined class with a death wish. To be clear, you won't be actively participating; you'll just be represented ingame, at least for as long as your pragmatic and pitiless patrol captain deems your person useful.

Monday, June 16, 2025

Maze Master: Diminishing returns

Level 4 has a lot of empty space in it.
 

Level 3 is mapped out, and as I've cleared it of weaker encounters, my experience level has steadily risen. Monsters that used to be total party kills remained challenging, and towards the end I still could only endure one or two fights before being forced to retreat to the surface, but it's a noticeable improvement from when I started this level.



Gold XP Base
A Wolves 34 12
B Orcs 36 12
C Lurkers 38 12
D Ogres 40 16
E Werewolves 48 16
F Maze Shadows 50 16
G Trolls 44 20
H Ogre Magi 54 20
I Mercenaries 58 20
J Stone Giants 56 24
K Wights 62 24
L Fire Dragons 60 28
M Spectres 66 28
N Green Dragons 72 32
O Gorgons 78 32
P Fire Giants 74 36
Q Clue

R Stairs up

S Stairs down





The XP rewards have gotten better as well, letting me level up every two or three sessions. My characters' core stats are maxed out, except for Fred's intelligence which he wasn't using anyway. The wizards' spell points have gotten high enough that I can finally afford to cast the AC-boosting Shadow Shield magic before combats, though combat boost spells still seem not worth it when group-targeting damage spells almost always kill half the mob or more.

 

Next, as I map out level 4, with 42 spell points between my wizards, the loop is a little different.

  1. Enter the maze and cast Shadow Shield (5 SP).
  2. Teleport to an unexplored portion of level 4 (5 SP).
  3. Cast Cat's Eye (2 SP).
  4. After any fight, teleport back to the surface. Be quick about entering coordinates - taking too long can trigger the infinite monsters bug. If I haven't got enough SP to teleport back, then just explore the level suicidally.
  5. Restore any dead characters.
  6. Update the codes of the survivors.

 

This is 17 points for utility magic, which leaves 25 for combat. That's enough for four firestorm spells, and any combat encounter that can't be cleared with four firestorms isn't going to be winnable with any other tactics. There's no reason not to return to surface after each combat either; a return is a free heal and SP recharge. Continuing just means your next encounter might be a total party kill that erases your gains.  If I can win a fight with just two firestorms, then I might press my luck and keep exploring until I fight another, but otherwise, it's one fight per session.

Survivable combats get me an average of 250XP/character, so I'm leveling up basically every four of these microsessions.

I've also bought everyone a $1500 Ring of Accuracy. Not the most useful upgrade, as magic is my main damage dealer, but meaningful equipment upgrades past that start at $4000 now, which will take some time to earn; combats down here are earning me $60/character on average.

Other items remaining include:

  • $4000 - Wrathblade. The ultimate melee weapon.
  • $5000 - Staff of Light. No description, but sounds useless if it doesn't do anything that Cat's Eye doesn't do.
  • $5000 - Amulet of Healing. Also no description, could be great, could be useless, depending on how much healing it does.
  • $6000 - Mithril Coat. The ultimate armor.
  • $10000 - Hawk Blazon. No description.
 

You can't pool or transfer gold, so every character has to save up on their own.

 

Even at the end of the level 4 expedition, with over 28,000 XP accumulated and only the floor's strongest monsters remaining, my success or failure against them depends on luck. If I get to go first, then I thin their ranks with a pair of firestorm spells and likely finish them off unscathed the next turn. If they go first, then whether I survive the first turn or not is entirely up to the RNG deciding how many of them hit and how hard.


Level 4 is now completely mapped, and each character has over 30,000 XP accumulated.

One unique floor feature here is that the lower-left corner contains unending monster encounters, but this is not a bug.



Gold XP Base
A Maze Shadows 50 16
B Ogre Magi 54 20
C Mercenaries 58 20
D Stone Giants 56 24
E Wights 62 24
F Fire Dragons 60 28
G Spectres 66 28
H Green Dragons 72 32
I Gorgons 78 32
J Fire Giants 74 36
K Ogre Kings 80 36
L Minotaurs 84 40
M Black Dragons 100 40
N Black Wolves 92 44
O Samurai 112 44
P Ice Giants 108 52
Q Clue

R Stairs up

S Stairs down

T Infinimonsters




 

One floor left. The Balrog awaits. Hey, at least it's only five levels and not fifty.

Wednesday, June 11, 2025

Maze Master: Destiny personified

Even with over 6000 XP, this still happens.


I've settled into a gameplay loop.

  1. Enter the maze and cast Cat's Eye.
  2. Explore and map an unexplored portion of it.
  3. Return when I run out of mana or if anyone dies - often after just one fight.
  4. Restore any dead characters.
  5. Update the codes of the survivors.

 

Leveling up is strange. There are no 'levels' per se, but for every 1024XP earned, you improve a little bit. One of your core stats (Str/Int/Dex) is randomly picked to go up a point, but if it's already at 18, you're out of luck. Constitution, which functions as your maximum HP here, always go up, usually by multiple points, and maxes out at 255. Fighters get a bit better at combat. Wizards never get any better at combat, but gain one additional spell point per 'level'. Right now, my wizards have 7 SP each, which lets them cast Cat's Eye, one moderate damage spell, and one major damage spell per trip between the two of them. Just another 2048XP, and they'll be able to cast Cat's Eye, one moderate damage spell, and two major damage spells per trip!

The result is kind of an inverse power curve. You improve at a linear rate, but the XP requirements are flat. Deeper dungeons have tougher monsters and bigger groups of them, so as you gain enough power to take them on, the number of fights it takes to level up gets smaller, not bigger. On dungeon level 2, I'm earning an average of 80XP per character per fight, compared to 20XP when I started exploring level 1.

Bigger groups also mean more chances of someone getting killed in the first round. If a group of seven pirates - not even an especially tough monster type - gets to go first, there's a chance that someone will get hit twice and die, or get hit with a critical blow and die. And there's nothing you can do to mitigate this except to keep your sessions brief (which I am) or to cast AC-reducing spells ahead of time, which seem prohibitively expensive for how little they do. One such spell effectively makes the wizard casting it useless for the rest of the session.

Another reason to keep sessions brief is that the longer you stay in the dungeon, the more you risk encountering a wandering monster, which is bad because it can trigger a bug that deletes the stairs to return home. At least this doesn't happen much if you always keep moving.

If someone dies, this isn't a big deal, unlike Wizardry. "Restoring" characters is free; you just create a new one and enter their last code (which is why you always note their updated code when returning to town). It's also more efficient to farm XP this way; when there are two survivors, XP per-character is doubled, and when there is only one survivor, the XP reward is quadrupled. One time, a group of six trolls flattened Fred and Jin instantly, but Houdini countered with a firestorm spell, earning him 560XP.

And if you suffer a total party kill, just restore all of your characters and avoid that part of the map until you're stronger.

In combat, Maze Master provides a much smaller variety of spells than Wizardry, but has given me little reason to use anything but group-damaging spells. The fighter hits hard, but can only kill one monster per turn. Big groups of monsters, as mentioned, can do lethal damage to a healthy party in a single round. Armor-boosting spells may provide some protection, but you know what else does? Just killing the whole group with a firestorm spell or two. Monsters never do anything but hit anyway, and they never resist damage spells. Maybe this will change later on, when my party is strong enough to withstand an initial round of melee combat, and the monsters are strong enough to survive an initial volley of offensive magic, but for now it seems pointless.


As I publish this, I've mapped out the first two levels and am halfway done mapping out the third. Everyone has over 8000 XP, and the gameplay loop hasn't changed much, but now the wizards have enough SP that we can cast Shadow Shield (-2 party AC for the session, non-cumulative) ahead of time and have enough left over to squeeze off two firestorm spells, provided we live long enough. Shadow Shield doesn't do a lot, but it's the only way to be proactive against surprise attacks. Fred can hit twice per round now, and equipment upgrades are few and far between, as gold rewards don't scale at the same rate that XP does.

The tougher monsters on level 2 still have a good chance of killing someone, especially the Ogre Magi, who seem to hit very hard and accurately relative to their XP worth. Fire Dragons are lucrative targets, awarding 140XP per character if you kill a group of four. I wish it were more. Combats on level 3 give about 150XP on average, but the tough ones are usually total party kills - which I don't mind, as I'm still making progress mapping it out, and it does not take long to restore the party and walk back down to it.

 

Level 1 map:



Gold XP Base
A Kobolds 14 4
B Thieves 16 4
C Goblins 18 4
D Scavengers 18 4
E Dwarves 22 4
F Rogues 24 4
G Skeletons 26 4
H Warriors 30 4
I Pirates 32 8
J Zombies 32 8
K Bladesmen 34 8
L Berserkers 40 8
M Wolves 34 12
N Orcs 36 12
O Lurkers 38 12
P Ogres 40 16
Q Clue

R Stairs up

S Stairs down



 

Level 2 map:



Gold XP Base
A Rogues 24 4
B Warriors 30 4
C Pirates 32 8
D Zombies 32 8
E Bladesmen 34 8
F Berserkers 40 8
G Wolves 34 12
H Orcs 36 12
I Lurkers 38 12
J Ogres 40 16
K Werewolves 48 16
L Maze Shadows 50 16
M Trolls 44 20
N Ogre Magi 54 20
O Stone Giants 56 24
P Fire Dragons 60 28
Q Clue

R Stairs up

S Stairs down


Sunday, June 8, 2025

Game 451: Maze Master

 

Our next whale, Michael Cranford's The Bard's Tale, has a predecessor.

When The Bard's Tale came out in 1985, originally on the Apple II, there were plans to port it to several computer systems, including the Commodore 64 which had comparatively few RPGs at the time, and didn't even have a version of Wizardry yet.

It did, however, have Cranford's first game as a lead designer - a Wizardry clone, Maze Master. The Bard's Tale would expand on the Wizardry formula, but this one is greatly pared-down to fit a 16KB cartridge format.

I'm not going into this completely blind - specifically, I already know that it has an absolutely awful bug which can be averted through a bit of system abuse. As in Wizardry, each dungeon floor has a set of stairs leading up, but hitting random encounters can lead to a situation where infinitely spawning monsters block the stairs, making your return impossible. The trigger seems to be fighting a random encounter right after hitting a non-encounter square, so I will need to be mindful to avoid that.

To even the odds and preserve my sanity just a little, I intend to abuse a system which is also there because of technical limitations. Your characters aren't stored on the cartridge; the system doesn't support this. Instead, character sheets contain a 21-digit code, a two-way hashcode of their state, which can be entered during character creation to "restore" the character. If someone dies, I can simply "restore" their last healthy state upon returning to town by re-creating them with said code.

 

Character creation is the first simplification; your party has room for three characters, and only two classes exist; warrior and wizard. The manual advises a fighter be in front, so I aimed for a party with one warrior for protection and two wizards for maximum firepower, and rolled about twenty of them before settling on three that I liked best:

  • Fred the Fighter, 18 strength, 6 int, 13 dex, 17 con
  • Houdini the Wizard, 18 strength, 18 int, 8 dex, 14 con
  • Jin the Wizard, 12 strength, 18 int, 10 dex, 18 con 

 

I restored these characters, bought some basic gear, and went into the maze.

 

I explored a bit, first casting the cat's eyes spell to increase visibility, and almost immediately got total party killed by a small group of rogues.

 

I soon reload the characters and try again.

 

Some observations as I explored and mapped out the maze:

  • Graphical responsiveness is nearly instant compared to Wizardry.
  • There's a realtime element to exploration. Light spells expire after a set number of minutes, and random encounters can occur without your input.
  • Fixed-encounter squares always have the same monster types. The door directly to the north of the initial stairs always leads to a fight against rogues, for example.
  • Combat is quite brutal early on. Monsters can easily deal 10 damage per hit, nobody gets more than 18 HP to start with, and surprise attacks aren't uncommon. Even with this rather powerful party, I can lose people in the first round of fighting. Every expedition to the dungeon consists of one fight, where I unload my best spells and immediately return to town once it's over.
  • Monsters in fixed-encounter squares stay dead forever, even when you return to town, or even after a total party kill. Only restarting the system brings fixed encounters back.

 

On combat rules:

  • Each character may spend their turn attacking with their weapon or casting spells. Despite what the manual says, there is no option to escape from combat once it has begun.
  • Wizards have access to all spells from the start. Only your mana reserves limit the possibilities - Houdini and Jin have 4 points each, and the most high-end spells cost 6.
  • Spells are cast by entering a "spell number" from 1-18 rather than a spell name. You need the manual to know what spells are available, what they cost, and what they do.
  • All of the combat spells either do damage, lower party AC, or raise hit accuracy, in varying increments.
  • There is no way to query remaining spell points during battle, and if you try to cast something when you're out of them, there will be no feedback. Your wizard just attacks instead.
  • Gold amount awarded is determined by monster type, not monster quantity, and everyone gets a fixed amount. E.g - defeating kobolds gives everyone $14, no matter how big your party is.
  • XP awards are convoluted. Start with a base number determined by monster type (typically 4-12 on this level). Multiply by number of monsters, plus 1. Double the result if you have only two party members left, quadruple if you have only one. Algebraically, it's [Base]*(Monsters+1)*(2^[3-Survivors]).

Progress is pretty slow; combats yield an average of 20XP per encounter for each character, and it takes 1024XP for a level up. As of this writing, I have begun to accumulate enough gold to buy some second-tier equipment, but we're barely halfway to our first level up, and floor 1 is already cleared of the weaker monsters.

And the medium-strength ones can one-shot me.
 

It might be time to reset the game but reload my characters, so I can beat up the weaker enemies again.

 

A question for readers - on this post, I have set my images' aspect ratio to 0.75:1 PAR, which accurately reproduces the C64's NTSC aspect ratio, but this comes at the cost of pixel clarity. This might not work correctly if you're viewing on a mobile phone and there's nothing I can do about that. If they do appear aspect-corrected, you should be able to click the images and see them rendered with square pixels.

My question is, what do you prefer? Images with perfect, square pixels, or images with fuzzy pixels accurate aspect ratios? I can't have perfect clarity and correct aspect ratios unless I also make the images much bigger, which I definitely don't want to do.

 

Level 1 map (so far):



Gold XP Base
A Kobolds 14 4
B Thieves 16 4
C Goblins 18 4
D Scavengers 18 4
E Dwarves 22 4
F Rogues 24 4
G Skeletons 26 4
H Warriors 30 4
I Pirates 32 8
J Zombies 32 8
K Bladesmen 34 8
L Berserkers 40 8
M Wolves 34 12
N Orcs 36 12
O Lurkers 38 12
P Ogres ? ?
Q Clue

R Stairs up


 

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