showing 1 - 50 of 72 gameschevron_right
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Castle Adventure | author;Keypunch Software | 1984 | Also released by Keypunch Software in 1987 in the compilation "Swords and Sorcery" under the title "The Golden Wombat".***This is an enjoyable game I played on a PCjr as a child. One of the neat things about it was the extra items and treasures to collect. There are multiple solutions Only 5 items are required for the simplest solution to escaping the castle. Killing the monsters is not strictly required and many of the objects do not relate to escaping, their just for the high score. It is quite simular to Atari Adventure, but more complex in all aspects plus the added text parser. Three parser commands are all that's required for the simplest escape. Finding all the items will require considerable more typing. There is also an item in the game that tells how to escape, easy. Its nice that beating the game is easy, for less skilled players yet getting a high score is more challenging. Obviously, this was the intent of the author. [Zerothis]***This is a text plus graphical adventure in text-only mode. Movement is performed with the arrow keys and combat is in real-time. But text descriptions appear at the bottom on the screen and the player can use a text parser for more detailed interaction with objects and characters or to use a more complex solution that the arrow keys can provide. While the goal is to escape the 83 room castle using 12 objects found therein. 8 enemies and two locked doors will hinder progress. Players may opt to find some or all of the 13 treasures to achieve a higher score. 1550 is the highest score possible. This game was developed and published as Shareware by Kevin Bales. He used the term Freeware and asked for a suggested $10 if someone enjoyed or used the game. Keypunch Software illegally included this game in their [i]Swords and Sorcery[/i] collection as [i]Golden Wombat[/i]. The game is written in Microsoft BASIC and compiled. [Zerothis]***You are trapped in a deserted Castle and you must escape. It is rumored that the castle is full of treasures. Can you find them all? [castle.doc] | MS-DOS | labelimagesubject |
Castle Excellent | ASCII | 1986 | MSX | labelimageminimize | |
Castle Excellent | ASCII | 1985 | MICRO 7 - FM7 | labelimageminimize | |
Castle Excellent | ASCII | 1985 | NEC PC8801 | labelimageminimize | |
Castle Excellent | ASCII | 1986 | NEC PC6001 | labelminimizeminimize | |
Castle Excellent | ASCII | 1985 | Sharp X1 | labelimageminimize | |
Castle Excellent | ASCII | 1986 | NEC PC9801 | labelminimizeminimize | |
Castlequest | ASCII;Nexoft (ASCII;Bits Laboratory) | 1986 | A long time ago in a faraway land, there lived a lovely young princess named Margarita. Her beauty and grace were known throughout the land - especially to Mad Mizer, the Dark Lord of the grim Groken Castle high in the Forbidden Mountains. He had vowed to make the Princess his queen; and so, one terrible day, he sent his ghoulish helpers to capture her, and she was carried off and imprisoned in one of the hundred miserable rooms of Groken Castle. News of the kidnapping spread throughout the kingdom, and many courageous young men braved the perils of Groken Castle in an attempt to rescue the Princess - only to become hopelessly lost in the complicated maze of rooms, ensnared in one of the many treacherous traps, or foiled by Mad Mizer's deadly servants. Finally the news reached the worthy Prince Rafael, who had long loved the Princess from afar. Raising his sword to the heavens, Prince Rafael swore that nothing would keep him from her side, and set out on his Castlequest. The odds against him seemed hopeless... But legend has it that two magical fairies have been held captive in the Castle for centuries. If the Prince can find and release them to gain their help, he may yet succeed in his quest. And to rescue his fair Princess, he is prepared to face the deadly wrath of the Dark Lord himself!***This is a different game from [game=#i196277]Castle Quest[/game]***In this platform/puzzle mix you control a brave knight trying to rescue a princess which is trapped inside a huge castle. The way to the princess however is blocked by doors. Many doors. So your main objective is to collect keys with the appropriate colors to make progress. Although you start with 50 lives (at least in the US version) the game is not easy. Pixel-perfect jumping is needed and there is the constant threat that you run out of keys and trap yourself. This is also my main complaint about this game, cause it tends to become confusing and frustrating. And your only attack (with a knife) has a much too short range. As with many early ASCII Famicom/NES games this game originated on MSX homecomputers. The rooms of the castle are bigger though in the NES version (the MSX games featured only one-screen rooms). Graphics and sound get their job done but are far from being great. | NES | labelimagesubject |
CrossFire | author | 2001 | A fantasy medieval themed MORPG with a set of races and classes similar to angband and nethack. There are multiple graphical clients to chose from that will show more information than text based clients (stacks of objects on the floor for instance). Use of text remains heavy in all clients and more closely follows a the example of text adventure interpreters than simple commands. Players will need to converse with NPCs. But many typed commands are simple as well and players can bind any command to a keystroke. Also, there are a variety of shortcuts that can be preformed with the mouse. The adventures provided really depend on which server the player chooses to play on. Most servers allow multiple characters and they remain attached to the server where they were created. Initially there was no gender option provided but version 1.10 added this option. Many servers continue to use the monogender mode. Generally servers include a tutorial map, several interlinked preset maps, and attached maps that are randomly generated within a set or constrictions (themed dungeons). Players find a public bed (or buy their own real estate to place a bed in) to sleep until they want to return to the game, which is a quit-save. Any items they left lying around may be stolen, but their inventory and their character are safe when sleeping. A variety of locked storage, security systems, guard animals, or guard NPCs are available for things that just won't fit into inventory. Maid NPCs are also an option. Player vs player is decided per server. The game allows for servers to have PvP zones and for players to mutually agree to PvP (outside of zones). But absolute prevention of PvP is apparently technically impossible for anyone determined to circumvent the safeguards as sings repeatedly warn players that PvP is forbidden in places where technical limitation are already in place. There is an extensive skills system as well. Skills increase by using them. For instance, read a book that is within your literacy skill level and you will ear literacy experience points. This only works once per book, btw. There is no combat mode. Attacks are in real time. While characters can have all manor of attacks at their disposal, all melee attacks are done without visual feedback. Text feedback is given instead. Ranged attacks show the projectile, but are otherwise identical to each other as melee attacks are. Find towers and dungeons. Hack up monsters. Gather loot. Sell loot. Practice skills. Repeat. For POSIX/X11 and/or GTK systems. Confirmed to run on Ubuntu and IRIX. RPM available. [Zerothis] | Linux | labelimagesubject |
CrossFire | author | 2002 | BSD | labelminimizeminimize | |
F.Godmom | Soggybread Software | 1991 | MS-DOS | labelimageminimize | |
Faerie Solitaire | Subsoap | 2012 | Linux | labelminimizeminimize | |
Faerie Solitaire | Subsoap | 2012 | Mac OS X | labelminimizeminimize | |
Faerie Solitaire | Subsoap | 2012 | Windows | labelimageminimize | |
Fight or Perish | New Breed Software | 2010 | 1 player, 2 players, 3 players, or 4 players simultaneously. A Dandy clone with Gauntlet influences. Choose from 8 classes and roam the maze taking treasure, vanquishing monters, and finding the exit. Use explosives against enemies and keys on locked doors. | Linux | labelimagesubject |
Fight or Perish | ? (New Breed Software) | 2009 | BeOS | labelminimizeminimize | |
Fire 'N Ice | Tecmo | 1993 | NES | labelimageminimize | |
Ghost Lion | Kemco | 1989 | Based on an obscure Japanese movie of the same name.***How high are your Hopes? How powerful are your Dreams? How strong is your Courage? You'll need them all to help Maria find her parents in the caverns of the Ghost Lion. Use your magic Bombs, Storms and Thunder wisely against Zombies, Goblins, and Kobold, the monster with the face of a dog. Keep your companions close. Centaur, the half-man, half-horse. Twana, Spirit of the Lamp. And faithful Mojo, the Spirit of the Spear. It's the easiest way to get into role playing. And only the biggest supply of Courage will get you and Maria through!***All versions developed and published by Kemco KSC-WE ホワイトライオン伝說 ピラミッドの彼方に/White Lion Densetsu published 1989-07-14 in Japan NES-LL-USA Legend of the Ghost Lion published 1992-10 in the USA 1 player only "White Lion" was the USA working title. The title is often abbreviated "Ghost Lion" [Zerothis] | NES | labelimagesubject |
Hydlide | Toshiba EMI;FCI (T&E Soft) | 1986 | The young knight, Jim, has a tough challenge: He must avenge the death of the king and save Princess Ann by destroying the devil Boralis and his monstrous companions. Jim comes face-to-face with many forms of evil - water dragon, vampire, zombie, sea monster, a moving forest, and fireballs. But the king's sword and shield are what he needs to conquer Boralis!*** [70]***When Hydlide was released in 1989 in the US it surely had a big problem. Everybody expected another game like Zelda, but Hydlide's game design was already very old, considering the Japanese Famicom version was out three years earlier and even that was just a slightly modified port of the original Japanese homecomputer version from 1984. So what qualified Hydlide to be recognized by many as one of the worst Action/RPG ever? The graphics are not well done, but one could argue that its still an improvement over the original homecomputer version. The music is very repetitive. And I mean very very repetitive. After spending lots of dumb leveling up time (another negative point of the game) the music makes you go mad. Well, at least you can turn it off. Besides the leveling up there is not much to do except searching treasure chests which are hidden all over the 25-screen "small" world and in some of the mini-dungeons. You have to rescue some fairies, beat a dragon and finally the end boss. Problem is, there are no NPCs which give you clues about what you actually have to do or where to search. So the game can become very frustrating if you don't have a walkthrough. And if you have one you will instantly see how small the game actually is. | NES | labelimagesubject |
Hydlide | T&E Soft | 1984 | NEC PC8801 | labelimageminimize | |
Hydlide | T&E Soft | 1986 | [52]***The classic 'Active Role Playing Game' by T&E Soft. As this is one of the first games of its kind, it's nog a very large or extended RPG, but considering the fact that it's from 1985, it's quite a nice one. When it was originally released, the game was loved by many and ways to solve Hydlide were widely discussed. Explore Fairyland to take back the three legendary jewels, to defeat the evil demon Valarys and to save the princess. A classical story, a relatively small yet nice and challenging game. | MSX2 | labelimageminimize |
Hydlide | T&E Soft | 1985 | NEC PC6001 | labelimageminimize | |
Hydlide | T&E Soft | 1985 | Sharp X1 | labelimageminimize | |
Hydlide | T&E Soft | 1985 | MSX | labelimageminimize | |
Hydlide | T&E Soft | 1985 | MICRO 7 - FM7 | labelimageminimize | |
Hydlide | T&E Soft | 1985 | NEC PC9801 | labelimageminimize | |
Labyrinth: Maou no Meikyuu | Tokuma Shoten;Activision (Atlus) | 1987 | Activision did plan to publish this game in the USA. But it seems nothing became of this project. Perhaps there is a prototype in existence. Regardless, anyone dedicated enough to track down a prototype of this game may as well buy the Japanese version to play (English translation patch is available). Once again a Japanese only release of a game based on a North American movie.***Labyrinth is a game based on Jim Henson's Labrinth movie from 1986. The Famicom version is a totally different game from the Lucasfilm Games/Activision adventure game for home computers. Your goal is to find 12 parts of a key to rescue your little brother from the Goblin king. And true to its name the levels are complicated mazes, complete with secret warps and so on. Having a walkthrough and maps at hand really helps for this game. The game is unspectacular but playable and implemented a few interesting ideas, like a level where the forest trees change location or another level where the directional controls are changing randomly. Collected coins and treasure can be spend to upgrade offensive and defensive capabilities as well as buying more time.***Teenager (jail bait) Sarah (Jennifer Connelly) refuses to grow up and during a childish fit, accidentally gives her little brother to the The Goblin King (David Bowie). Needless to say she wants him back (so she won't get in trouble). The Goblin King agrees she can be let out of the deal and rescue her little brother if she can navigate his labyrinth before his clock, with 13 hours instead of 12, runs out. The biggest obstacles are presented by Sarah's refusal to grow up. She insists on collecting junk like stuffed animals, costume jewelery, books for little girls and other such things that adults don't need. Furthermore, the labyrinth is unfair and the Goblin King cheats, often pushing his clock forward. This time limit and unfairness of the movie is included in this game. Us Americans are too dumb and lazy to play an unfair game, so it was never published outside of Japan. [Zerothis] | NES | labelimageminimize |
phantasia | author | 1993 | Linux port of BSD Games, 1997***phantasia is a role playing game which allows players to roll up charac‐ ters of various types to fight monsters and other players. Progression of characters is based upon gaining experience from fighting monsters (and other players). Most of the game is menu driven and self-explanatory (more or less). The screen is cursor updated, so be sure to set up the TERM variable in your environment. The characters are saved on a common file, in order to make the game interactive between players. The characters are given a password in order to retrieve them later. Only characters above level zero are saved. Characters unused for awhile will be purged. Characters are only placed on the scoreboard when they die. [spoiler=open PARTICULARS;close PARTICULARS] Normal Play A number of the player's more important statistics are almost always dis‐ played on the screen, with maximums (where applicable) in parentheses. The character is placed randomly near the center of a Cartesian system. Most commands are selected with a single letter or digit. For example, one may move by hitting 'W', 'S', 'N', or 'E', (lower case may also be used, at no time is the game case dependent). One may also use 'H', 'J', 'K', 'L', for movement, similar to vi(1). To move to a specific (x, y) coordinate, use the move ('1') command. The distance a character can move is calculated by 1 plus 1.5 per level. Moving in a compass direc‐ tion will move the player the maximum allowed distance in that direction. A player may see who else is playing by using the players ('2') option. One may see the coordinates of those who are the same distance or closer to the origin as he/she. Kings, and council of the wise can see and can be seen by everyone. A palantir removes these restrictions. One can talk to other players with the talk ('3') option. In general, this is a line or so of text. To remove a current message, just type ⟨return⟩ when prompted for a message. The stats ('4') option shows additional characteristics of a player. One may leave the game either with the quit ('5') option. One may rest by default. Resting lets one regain maximum energy level, and also lets one find mana (more is found for larger levels and further distances from the origin). One may call a monster by hitting '9' or 'C'. Use 'X' to examine other players. One may quit or execute a sub-shell by hitting interrupt. Quitting dur‐ ing battle results in death for obvious reasons. Several other options become available as the player progresses in level and magic, or to other stations in the game (valar, council of the wise, king). These are described elsewhere. In general, a control-L will force the redrawing of the screen. Other things which may happen are more or less self-explanatory. Fighting Monsters A player has several options while fighting monsters. They are as fol‐ lows: melee Inflicts damage on the monster, based upon strength. Also decreases the monster's strength some. skirmish Inflicts a little less damage than melee, but decreases the monster's quickness instead. evade Attempt to run away. Success is based upon both the player's and the monster's brains and quickness. spell Several options for throwing spells (described else‐ where). nick Hits the monster one plus the player's sword, and gives the player 10% of the monster's experience. Decreases the monster's experience an amount proportional to the amount granted. This also increases the monster's quick‐ ness. Paralyzed monsters wake up very fast when nicked. luckout This is essentially a battle of wits with the monster. Success is based upon the player's and the monster's brains. The player gets credit for slaying the monster if he/she succeeds. Otherwise, nothing happens, and the chance to luckout is lost. Character Statistics strength determines how much damage a character can inflict. quickness determines how many chances a character gets to make decisions while fighting. energy level specifies how much damage a character may endure before dying. magic level determines which spells a character may throw, and how effective those spells will be. brains basically, the character's intelligence; used for vari‐ ous fighting options and spells. mana used as a power source for throwing spells. experience gained by fighting monsters and other characters. level indicative of how much experience a character has accu‐ mulated; progresses geometrically as experience increases. poison sickness which degrades a character's performance (affects energy level and strength). sin accumulated as a character does certain nasty things; used only rarely in normal play of the game. age of player; roughly equivalent to number of turns. As age increases, many personal statistics degenerate. Character Types Character statistics are rolled randomly from the above list, according to character type. The types are as follows: magic user strong in magic level and brains, weak in other areas. Must rely on wits and magic to survive. fighter good in strength and energy level, fairly good in other areas. This adds up to a well-equipped fighter. elf very high quickness and above average magic level are elves selling points. dwarf very high strength and energy level, but with a ten‐ dency to be rather slow and not too bright. halfling rather quick and smart, with high energy level, but poor in magic and strength. Born with some experience. experimento very mediocre in all areas. However, the experimento may be placed almost anywhere within the playing grid. The possible ranges for starting statistics are summarized in the follow‐ ing table. Type Strength Quick Mana Energy Brains Magic ────────────────────────────────────────────────────────────────── Mag. User 10-15 30-35 50-100 30-45 60-85 5-9 Fighter 40-55 30-35 30-50 45-70 25-45 3-6 Elf 35-45 32-38 45-90 30-50 40-65 4-7 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5 Halfling 20-25 34 25-45 55-90 40-75 1-4 Experimento 25 27 100 35 25 2 Not only are the starting characteristics different for the different character types, the characteristics progress at different rates for the different types as the character goes up in level. Experimentoes' char‐ acteristics progress randomly as one of the other types. The progression as characters increase in level is summarized in the following table. Type Strength Mana Energy Brains Magic ────────────────────────────────────────────────────── Mag. User 2.0 75 20 6 2.75 Fighter 3.0 40 30 3.0 1.5 Elf 2.5 65 25 4.0 2.0 Dwarf 5 30 35 2.5 1 Halfling 2.0 30 30 4.5 1 The character type also determines how much gold a player may carry, how long until rings can overcome the player, and how much poison the player can withstand. Spells During the course of the game, the player may exercise his/her magic pow‐ ers. These cases are described below. cloak magic level necessary: 20 (plus level 7) mana used: 35 plus 3 per rest period Used during normal play. Prevents monsters from finding the character, as well as hiding the player from other players. His/her coordinates show up as '?' in the players option. Players cannot collect mana, find trading posts, or discover the grail while cloaked. Calling a monster uncloaks, as well as choosing this option while cloaked. teleport magic level necessary: 40 (plus level 12) mana used: 30 per 75 moved Used during normal play. Allows the player to move with much more freedom than with the move option, at the price of expending mana. The maximum dis‐ tance possible to move is based upon level and magic level. power blast magic level necessary: none mana used: 5 times level Used during inter-terminal battle. Damage is based upon magic level and strength. Hits much harder than a normal hit. all or nothing magic level necessary: none mana used: 1 Used while combating monsters. Has a 25% chance of working. If it works it hits the monster just enough to kill it. If it fails, it doesn't hit the monster, and doubles the monster's quickness and strength. Paralyzed monsters wake up much quicker as a result of this spell. magic bolt magic level necessary: 5 mana used: variable Used while combating monsters. Hits the monster based upon the amount of mana expended and magic level. Guaranteed to hit at least 10 per mana. force field magic level necessary: 15 mana used: 30 Used during monster combat. Throws up a shield to protect from damage. The shield is added to actual energy level, and is a fixed number, based upon maximum energy. Normally, damage occurs first to the shield, and then to the players actual energy level. transform magic level necessary: 25 mana used: 50 Used during monster combat. Transforms the monster randomly into one of the 100 monsters from the mon‐ ster file. increase might magic level necessary: 35 mana used: 75 Used during combat with monsters. Increases strength up to a maximum. invisibility magic level necessary: 45 mana used: 90 Used while fighting monsters. Makes it harder for the monster to hit, by temporarily increasing the player's quickness. This spell may be thrown sev‐ eral times, but a maximum level will be reached. transport magic level necessary: 60 mana used: 125 Used during monster combat. Transports the monster away from the player. Success is based upon player's magic and brains, and the monster's experience. If it fails the player is transported instead. 60% of the time, the monster will drop any treasure it was carrying. paralyze magic level necessary: 75 mana used: 150 Used during monster combat. "Freezes" the monster by putting its quickness slightly negative. The monster will slowly wake up. Success is based upon player's magic and the monster's experience. If it fails, nothing happens. specify magic level necessary: none mana used: 1000 Used during monster combat only by valar or council of the wise. Allows the player to pick which mon‐ ster to fight. Monsters Monsters get bigger as one moves farther from the origin (0,0). Rings of distance 125 from the origin determine the size. A monster's experience, energy level, and brains are multiplied by the size. Strength is increased 50% per size over one, and quickness remains the same, regard‐ less of size. Also, nastier monsters are found as one progress farther out from the origin. Monsters also may flock. The percent chance of that happening is designated as flock% in the monster listing. Monsters outside the first ring may carry treasure, as determined by their treasure type. Flocking monsters, and bigger monsters increase the chances of treasure. Certain monsters have special abilities; they are as follows: Unicorn can only be subdued if the player is in possession of a virgin. Modnar has random characteristics, including treasure type. Mimic will pick another name from the list of monsters in order to confuse. Dark Lord very nasty person. Does not like to be hit (especially nicked), and many spells do not work well (or at all) against him. One can always evade from the Dark Lord. Leanan-Sidhe also a very nasty person. She will permanently sap strength from someone. Saruman wanders around with Wormtongue, who can steal a palantir. Also, Saruman may turn a player's gems into gold pieces, or scramble her/his stats. Thaumaturgist can transport a player. Balrog inflicts damage by taking away experience, not energy. Vortex may take some mana. Nazgul may try to steal a ring or neutralize part of one's brains. Tiamat may take half a player's gold and gems and escape. Kobold may get nasty and steal one gold piece and run away. Shelob may bite, inflicting the equivalent of one poison. Assorted Faeries These are killed if attacking someone carrying holy water. These are Cluricaun, Fir Darrig, Fachan, Ghille Dhu, Bogle, Killmoulis, and Bwca. Lamprey may bite, inflicting 1/2 of a poison. Shrieker will call one of its (much bigger) buddies if picked upon. Bonnacon will become bored with battle, fart, and run off. Smeagol will try to steal a ring from a player, if given the chance. Succubus may inflict damage through a force field. This sub‐ tracts from energy level instead of any shield the player may have thrown up. This is a very easy way to die. Cerberus loves metal and will steal all the metal treasures from a player if able. Ungoliant can bite and poison. This inflicts five poisons, and also takes one from the player's quickness. Jabberwock may tire of battle, and leave after calling one of his friends (Jubjub Bird or Bandersnatch). Morgoth actually Modnar, but reserved for council of the wise, valar, and ex-valar. Fights with Morgoth end when either he or the player dies. His characteristics are calculated based upon the player's. The player is given the chance to ally with him. No magic, except force field works when battling Morgoth. Troll may regenerate its energy and strength while in battle. Wraith may make a player blind. Treasures The various treasure types are as follows: Type zero none Type one power booster - adds mana. druid - adds experience. holy orb - subtracts 0.25 sin. Type two amulet - protects from cursed treasure. holy water - kills assorted faeries. hermit - reduces sin by 25% and adds some mana. Type three shield - adds to maximum energy level. virgin - used to subdue a unicorn, or to give much experience (and some sin). athelas - subtracts one poison. Type four (scrolls) shield - throws a bigger than normal force field. invisible - temporarily puts the finder's quickness to one million. ten fold strength - multiplies finder's strength by ten. pick monster - allows finder to pick next monster to battle. general knowledge - adds to finder's brains and magic level. All the scrolls except general knowledge automati‐ cally call a monster. These preserve any spells that were already in effect, but are only in effect while in battle. Type five dagger - adds to strength. armour - same as a shield, but bigger. tablet - adds brains. Type six priest - rests to maximum; adds mana, brains; and halves sin. Robin Hood - increases shield and adds permanently to strength. axe - like dagger, but bigger. Type seven charm - protects from cursed treasure (used before amulet); used in conjunction with blessing to bat‐ tle Dark Lord. Merlyn - adds brains, magic, and mana. war hammer - like an axe, but bigger. Type eight healing potion - sets poison to -2, or subtracts two from poison, whichever is better. transporter - allows finder to move anywhere. sword - like a war hammer, but bigger. Type nine golden crown - allows the player to become king, by going to (0,0). blessing - cuts sin to 1/3, adds mana, rests to maximum, kills Dark Lord with a charm, and gives bearer first hit on all monsters. quicksilver - adds to quickness. Type ten elven boots - adds permanently to quickness. Type eleven palantir - allows one to see all the other players; used by council of the wise to seek the grail. Type twelve/thirteen ring - allows one to hit much harder in battle, etc. Any treasure type 10-13 monsters may instead carry a type nine treasure. A monster may also be carrying gold or gems. These are used at trading posts to buy things. A gem is worth 1000 gold pieces. Too much gold will slow a player down. One may carry 1000 plus 200 per level of gold. A gem weighs one half a gold piece. Monsters of treasure type 7 or higher may carry gems. The chance of a cursed treasure is based upon treasure type. The more valuable treasures have a greater chance of being cursed. A cursed trea‐ sure knocks energy level very low, and adds 0.25 poison. Rings Rings are only carried by nazguls and Dark Lords. They come in four dif‐ ferent flavors. All rings rest the player to maximum and cause him/her to hit much harder in battle with monsters (assuming one has chosen to use the ring for battle.) Two types of rings are cursed and come either from nazguls or Dark Lord. After a few times of using these types, the player falls under the con‐ trol of the ring, and strange, random things will occur. Eventually, the player dies, and gives his/her name to a monster on the file. Dying before the ring is used up also renames the monster. The two remaining types of rings are much more benign. The one from a nazgul is good for a limited number of battle rounds, and will save the player from death if it was being used when he/she died. The one from Dark Lord is the same, except that it never is used up. rings disappear after saving someone from death. In general, cursed rings occur much more often than normal ones. It is usually not a good idea to pick one up. The only way to get rid of a ring is to have a monster steal it. King A player may become king by finding a crown and going to (0,0). Players must have a level in the range of 10 to 1000 to be able to find a crown. When a player with one or more crowns reaches level 1000, the crowns are converted to gold. Once a player is king, he/she may do certain things while in the Lord's Chamber (0,0). These are exercised with the decree ('0') option. transport This is done to another player. It randomly moves the affected player about. A charm protects from transports. curse This is done to another player. It is analogous to cursed treasure, but worse. It inflicts two poison, knocks energy level very low, and degrades the maximum energy. It also removes a cloak. A blessing protects from king's curses. energy void The king may put a number of these scattered about his/her kingdom as he/she pleases. If a player hits one, he/she loses mana, energy, and gold. The energy void disappears after being hit. bestow This is also done to another player. The king may wish to reward one or more loyal subjects by sharing his/her riches (gold). Or it is a convenient way to dispose of some unwanted deadweight. collect taxes Everyone pays 7% tax on all gold and gems acquired, regardless of the existence of a king. The king collects the accrued taxes with this option. The king may also teleport anywhere for free by using the origin as a starting place. Council of the Wise, Valar A player automatically becomes a member of the council of the wise upon reaching level 3000. Members of the council cannot have rings. Members of the council have a few extra options which they can exercise. These are exercised with the intervene ('8') option. All intervene options cost 1000 mana. One intervene option is to heal another player. This is just a quick way for that player to be rested to maximum and lose a lit‐ tle poison. The main purpose in life for members of the council is to seek the Holy Grail. This is done with a palantir under the seek grail option. The distance cited by the seek is accurate within 10%, in order not to make it too easy to find the grail. A player must have infinites‐ imally small sin, or else it's all over upon finding the grail. In order to help members of the council on their quest, they may teleport with greater ease. Upon finding the grail, the player advances to position of valar. He/she may then exercise more and niftier options under intervention. These include all of the council members' options plus the ability to move other players about, bless them, and throw monsters at them. A valar's blessing has the same effect as the treasure blessing, except that the affected player does not get his/her blessing flag set. All intervention options which affect other players age the player who uses them. Valars are essentially immortal, but are actually given five lives. If these are used up, the player is left to die, and becomes an ex-valar. A valar cannot move, teleport, or call monsters. (An exception to this is if the valar finds a transporter.) This is to allow him/her to dispose of excess gold. Any monsters which a valar encounters are based upon his/her size. Only one valar may exist at a time. The current valar is replaced when another player finds the grail. The valar is then bumped back to the council of the wise. Wizard The wizard is usually the owner of the game, and the one who maintains the associated files. The wizard is granted special powers within the game, if it is invoked with the -S option. Otherwise, the wizard plays no different from other players. The wizard abilities are outlined below. change players When examining a player, (game invoked with -x, or use 'X' from within game), the wizard may also change the player. intervention The wizard may do all the intervention options. One extra option, vaporize, is added to kill any offensive players. super character type An extra character type is added. This character starts with the maximum possible in all statistics, selected from the other character types. A super character's statistics also progress at the maximum possible rate, selected from the other character types. Special Places Certain regions of the playing grid have different names. In general, this is only to give the player some idea of his/her present location. Some special places do exist. Trading Posts These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000. Trading posts farther out have more things for sale. Be careful about cheating the merchants there, as they have short tempers. Merchants are dishonest about 5% of the time. Lord's Chamber This is located at (0,0). Only players with crowns may enter. Point of No Return This is located beyond 1.2e+6 in any direction. The only way to return from here is a transporter or to have a valar relocate the player. Dead Marshes This is a band located fairly distant from the origin. The first fourteen monsters (water monsters) can normally only be found here. Valhala This place is where the valar resides. It is associated with no particular coordinate on the playing grid. Miscellaneous Once a player reaches level 5, the game will start to time out waiting for input. This is to try to keep the game a bit faster paced. A guru will never be disgusted with your sins if they are less than one. A medic wants half of a player's gold to be happy. Offering more than one has, or a negative amount will anger the medic, who will make the player worse (add one poison). The Holy Grail does little for those who are not ready to behold it. Whenever anyone finds it, it moves. It is always located within 1e+6 in any compass direction of the origin. There is a maximum amount of mana and charms a player may posses, based upon level. Quicksilver is always limited to to a maximum of 99. Books bought at a trading post increase brains, based upon the number bought. It is unwise, however to buy more than 1/10 of one's level in books at a time. Players over level 10000 are automatically retired. A blindness goes away in random time. Players with crowns are identified with a '*' before their character type. Inter-terminal Battle When two player's coordinates correspond, they may engage in battle. In general, the player with the highest quickness gets the first hit. If the two players are severely mismatched, the stronger player is drasti‐ cally handicapped for the battle. In order to protect from being stuck in an infinite loop, the player waiting for response may time out. Options for battle are: fight Inflicts damage upon other person. run away Escape from battle. Has a 75% chance of working. power blast Battle spell. luckout One-time chance to try to win against the foe. Has a 10% chance of working. Sometimes waits for the other player may be excessive, because he/she may be battling a monster. Upon slaying a player in battle the winner gets the other's experience and treasures. Rings do not work for inter-termi‐ nal battle.[/spoiler] | Linux | labelimagesubject |
phantasia | author | 2003 | The bsdgames package was ported from DragonFly BSD to FreeBSD on 2009-11-21. | BSD | labelminimizeminimize |
Princess Isabella: A Witch's Curse | GoGii Games | 2010 | Upon returning home you find that your renaissance themed castle has been redecorated in the gothic style. And, your family and servants have been trapped in mirrors. Evil spirits are to blame. Find objects use them or return them to their place. One-by-one the evil spirits will be dispersed and your family and castle returned to normal.***Upon arriving home from a trip to town, Princess Isabella discovers her families castle in ruins and shrouded in darkness. With the help of a little Pixie, navigate the castle, unravel the curse and find out who did this and why?[list] [*]135 Scenes [*]20+ Puzzles [*]15 Minigames [*]Evolving Gameplay [*]20+ Hidden object rounds[/list] | Linux | labelimagesubject |
Solomon no Kagi: Oujo Rihita no Namida | Salio (Aisystem Tokyo) | 1988 | "Solomon's Key" is a mix of puzzle and platform game. In each level you have to find a key which opens the exit door to the next level. With your magical wand you can make blocks appear and disappear. Thus you can free or build you way to the key or exit door. Many monsters roam the levels, which can be killed with limited charges of fireballs. Under many blocks extra items can be found, like extra charges, extra time and so on. The Master System version of this game is very well done. Maybe my favourite 8-bit version of the game, with brighter colors than other versions. It retains its good playability, although as in all other versions as well, the game becomes a bit too challenging too early. | Master System | labelimageminimize |
Solomon's Key | U.S. Gold (Probe) | 1987 | ZX Spectrum | labelimageminimize | |
Solomon's Key | U.S. Gold (Probe) | 1987 | [b]Compilation releases:[/b] - Power Play Classics (together with [game=#35207]California Games[/game], [game=#36552]Hawkeye[/game], [game=#35180]Impossible Mission II[/game] and [game=#35204]Street Sports Basketball[/game]*** [85]*** [57]*** [52]*** [49]*** [33] | C64 | labelimageminimize |
Solomon's Key | U.S. Gold (Probe) | 1987 | Atari ST | labelimageminimize | |
Solomon's Key | U.S. Gold (Probe) | 1987 | Amstrad CPC | labelimageminimize | |
Solomon's Key | U.S. Gold (Probe Software) | 1988 | MS-DOS | labelimageminimize | |
Solomon's Key | Tecmo | 1986 | Arcade | labelimageminimize | |
Solomon's Key | Tecmo | 1986 | [17]*** [1]*** [52]*** [37]***Solomon's Key is a mix of puzzle and platform game. In each level you have to have to find a key which opens the exit door to the next level. With your magical wand you can make blocks appear and disappear. Thus you can free or build you way to the key or exit door. Many monsters roam the levels, which can be killed with limited charges of fireballs. Under many blocks extra items can be found, like extra charges, extra time and so on. In 1986 the gameplay felt fresh and motivating. Biggest problem is the harsh difficulty level. Later rooms not only require good thinking and planning, but also super-fast reactions. Additionally you have a lifemeter, which is actually just some kind of a timer. And the time runs out sooner than you think. | NES | labelimageminimize |
Solomon's Key | Tecmo | 1991 | Famicom Disk System | labelimageminimize | |
Stendhal | Arianne | 2005 | Are you looking for adventure? Want to fight for riches? Develop yourself and your social standing? Meet new people? Do you want to be part of a brave new world? Stendhal is a fully fledged multiplayer online adventures game (MMORPG) developed using the Arianne game development system. Stendhal features a new, rich and expanding world in which you can explore towns, buildings, plains, caves and dungeons. You will meet NPCs and acquire tasks and quests for valuable experience and cold hard cash. Your character will develop and grow and with each new level up become stronger and better. With the money you acquire you can buy new items and improve your armour and weapons. And for the blood thirsty of you; satisfy your killing desires by roaming the world in search of evil monsters! Stendhal is totally platform independent, written using Java 1.5 and the Java2D environment. So what are you waiting for?! A whole new world awaits... | Linux | labelimagesubject |
Stendhal | ? | ? | OS/2 | labelminimizeminimize | |
SubTerra 2 | Spiderweb Software (Crystal Shard) | 2006 | Linux | labelminimizeminimize | |
The Castle | ASCII | 1985 | NEC PC8801 | labelimageminimize | |
The Castle | ASCII | 1985 | MICRO 7 - FM7 | labelimageminimize | |
The Castle | ASCII | 1985 | NEC PC9801 | labelimageminimize | |
The Castle | ASCII | 1986 | MSX | labelimageminimize | |
The Castle | ASCII | 1986 | NEC PC6001 | labelminimizeminimize | |
The Castle | ASCII | 1985 | Sharp X1 | labelimageminimize | |
The Castle | Sega | 1986 | SG-1000 | labelimageminimize | |
The Maze of Galious | Brain Games | 2003 | BeOS | labelminimizeminimize |