showing 7 games
name | publisher(developer) | year arrow_downward | description | |
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Warrior of Ras: Volume I - Dunzhin | Screenplay | 1982 | This is a Rogue-like game that uniquely features fighting tactics. You can attack enemies in different locations with a chosen amount of force to achieve different damage effectiveness. And yes, the originals are all spelled "Warrior of Ras" while the sequels are all spelled "Warrior[b][i]s[/i][/b] of Ras" [Zerothis] | labelimagesubject |
Warriors of Ras: Volume II - Kaiv | Screenplay (Intelligent Statements) | 1983 | This is a Rogue-like game that uniquely features fighting tactics. You can attack enemies in different locations with a chosen amount of force to achieve different damage effectiveness. And yes, the originals are all spelled "Warrior of Ras" while the sequels are all spelled "Warrior[b][i]s[/i][/b] of Ras" [Zerothis] | labelimagesubject |
Might and Magic II: Gates to Another World | New World Computing | 1988 | labelimageminimize | |
The Bard's Tale III: Thief of Fate | Electronic Arts (Interplay) | 1988 | Explorado Shara Brae, el campamento de refugiados y Piedra Sombría) Nuetros héroes vuelven a Shara Brae, sólo para encontrarla cambiada para siempre, y no a mejor. Pros: -Mezcla entre la exploración de los terrenos salvajes del segundo juego con el Shara Brae del primero. -La importancia de conocer dónde te encuentras y las grandes diferencias de los enemigos en cada ubicación. -Los héroes por defecto son más brutales que nunca. Cons: -La ubicación de las tiendas es confusa cuanto menos. 6 de 10*** [33]*** [49]*** [52] | labelimageminimize |
Dragon Wars | Interplay | 1989 | labelimageminimize | |
The Dark Heart of Uukrul | Brøderbund (Digital Studios) | 1989 | This game has some interactive fiction, adventure and not yet defined elements. Players can visually search the room or listen find secrets, to get descriptions of the room, find riddles that hint at solutions to puzzles, and/or find clues to events in the nearby area. These are returned as text as the game has no sound whatsoever. Advancement must be confirmed by player actions. Crosses are not just symbols in this game, they are apparently melee weapons. Equipment can require a minimum level of experience and/or a minimum character attribute. Clerics must pray to cast spells (all one action). The petitioned god can grant the cast, not answer, or punish the character. These random responses seem to be based on the character's previous actions but the mechanism is unclear. The game is automatically saved much the same way as typical rogue-likes but a bit less often. Simply walking from one place to the next does not prompt a save, but reading a clue or resolving an encounter does. There is also a game "backup" save system. When a player is in a "sanctuary" they may manually create a second save. Experience is shared but most of it distributed unequally based on a character's participation. The mechanism is unclear. Killing blows and attacks delivering significant damage have the most reward. Other actions are rewarded as well no mater what the result. Every character still gets something even if they did not interact with the battle at all. For example, if the first move of a battle is the player's fighter killing a single foe with a single blow, all other party members will get at least 1 XP or more for a stronger enemey.***If a character sacrifices their life to save their fellows, they lose piety. Dying is heresy, how [url=https://en.wikipedia.org/wiki/Oran_of_Iona]Oran[/url]ic¡ | labelimageminimize |
Zork Zero: The Revenge of Megaboz | Infocom | 1989 | labelimageminimize |