showing 11 games

namepublisher(developer)year arrow_downwarddescription
The Count  Adventure International1981 labelimageminimize
Nightmare Gallery Synergistic Software1982 labelimageminimize
Super Quest  Softside1982[WIP]
MSRP: $3

This game is massive by any standards at 1024 total locations. That is 4 times larger than the overworld and dungeons of The Legend of Zelda. Everything is in real-time and offers no other respite than a few sparely place shops. Shops are also the only place games can be saved. Strength is the only stat. It is increased in small random increments only by drinking strength potions bought from shops. Currency does not come from killing monsters but only from rare chests dispersed throughout the labrynth. Killing monsters gains XP which mainly counts as a high score (since winning the game is unlikley). Most screens have monsters that will be there every time you arrive no matter if you have defeated them previously. There are also random monster encounters that happen everywhere except shops, there is no pause to escape them or leave time to make your own map.

Story:
In a future on Earth with too much magic and too much technology, a one-of-a-king technomagical artifact was created to keep balance between the two. Being more powerful than it was intended, it stifled all change for either. A powerful king decided to used technology to hide and negate the effects of the artifact. With the artifact sealed away in a labyrinth of traps and unnatural guard creatures magic began overwhelming technology. 200 years later, a hero is chosen to brave the labyrinth and recover the artifact.

Entering initials is explained in-game. Heroes are sponsored by nobles so when the hero is asked who their sponsor is, it's the player.
labelminimizeminimize
The Count  Adventure International1982 labelimageminimize
The Crypt  Crystalware;Automated Simulations (Crystalware)1982 labelimageminimize
Le Vampire Fou Ciel Bleu1983 labelimageminimize
The Last Gladiator Electronic Arts1983 labelimageminimize
Castle of Doom author1984[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#5 - Castle of Doom by Donald Brown



Reviewed by Tom Zuchowski



MAIN PGM Version: 4 Extra Commands: OPEN, RELEASE, FREE, STUDY, EAT, DRINK Deleted Commands: None Special Features: Unusual Save method Playing Time: 30-60 min. Reviewer Rating: 4.0 Average Rating: 4.6/6

Description: "The Castle of Doom is run by two kindly old ladies who want to give valiant Adventurers a little bit of excitement.

You will be traveling in a round castle just chock-full of evil monsters and wonderful treasure. A special treat for you in this dungeon -- the owners will keep things as they are if you choose to return to the Main Hall to heal up for a while!"



Comment: This is yet another Eamon in the mold of the early ones: simply laid out, with minimal quest and no plot development. This is primarily a standard "kill'n'loot" scenario.

I enjoyed a couple of clever specials. A "save" is performed when you leave the adventure to return to the Main Hall by making a "snapshot" file of the dungeon's status. Then if the same character returns to the adventure, he will find it exactly as he left it. It works surprisingly well when considered in light of the intro text.

There is a vampire, and lots of vampire-related paraphernalia strewn about. Given all the stuff, I expected something special, but didn't really see anything.

This is a relaxing foray, suitable for young Eamonauts. I give it a (4) for difficulty.
labelminimizeminimize
Haunted House Nosoft-Ware1985 labelminimizeminimize
The Bard's Tale: Tales of the Unknown  Electronic Arts (Interplay)1985
[48]***Apparently influenced by D&D and the Wizardry series.***Tags:
To cast one of the 85 available spells, the player needs to consult the game's manual to find the corresponding four letter code.
[Zerothis]***Long ago, when magic still prevailed, the evil wizard Mangar the Dark threatened a small but harmonious country town called Skara Brae. Evil creatures oozed into Skara Brae and joined his shadow domain. Mangar froze the surrounding lands with a spell of Eternal Winter, totally isolating Skara Brae from any possible help. Then, one night the town militiamen all disappeared. The future of Skara Brae hung in the balance. And who was left to resist? Only a handful of unproven young Warriors, junior Magic Users, a couple of Bards barely old enough to drink, and some out of work Rogues. You are there. You are the leader of this ragtag group of freedom fighters. Luckily you have a Bard with you to sing your glories, if you survive. For this is the stuff of legends. And so the story begins...
[Zerothis]
labelimagesubject
Pool of Radiance  SSI (Westwood Associates;SSI Special Projects Group)1988The first chapter in The Forgotten Realms Epic. Play Ruins of Adventure, a Forgotten Realms AD&D game module based on this game.

A few defiant humans are trying to reclaim the war torn city of Phlan from bands of monsters. They plan to build a new city on the ruins of the old. It seems as though the monsters are organized under someone's command to prevent the rebuilding. The player commands a group of hired adventures to clear monsters from the city, from the city's surrounding defenses, and to investigate the source of the attacks.

The Apple and Commodore versions were simultaneously developed according to the article "Advanced Dungeons & Dragons" by Croftward in "G.M. the Independent Fantasy Roleplaying Magazine", September 1988. Other versions originate from ports of one of these. These were the first of the Gold Box engine games.
labelimagesubject
permalink