Tuesday, August 31, 2010
Shard of Spring: Meh
Shard of Spring isn't exactly a bad game; it's just that nothing's grabbing me. It seems like a good game for 1983, about three years earlier than it was actually published. After Might & Magic, though, the limited inventory, monochrome images, and basic quests that Shard of Spring offers seem a little lame.
Since I last posted, I built up my characters a bit with outdoor combat and outfitted them with the best weapons and armor that the first town had to offer. I'm above what the manual says are the number of experience points I need for Level 2, but apparently I need to find a guild to train my characters up to Level 2, and there's none in the two towns I've discovered so far.
I explored the first dungeon, Black Fort, rescued a priest, and killed the evil ruler of the dungeon.
The dungeons do offer a combination of random encounters--lots of 'em--and fixed encounters like the one below:
Just FYI, his skill and ferocity availed him naught:
The combat, as I said earlier, is fairly tactical. You can't sleepwalk your way through it. The game does offer you the ability to rest, but only every eight hours or so, and even when you do, you don't fully heal. Thus, it's more like Wizardry than Might & Magic in that you're forced to conserve spell points and try to survive a series of combats instead of one combat at a time. As much as I like the tactical nature of the game, the combats are extremely repetitive and the limited amount of movement makes them annoying. My troll character hardly ever gets to fight because by the time he actually makes it over to a foe, the combat is usually over. Mostly the game makes me anticipate the similar but better combat I know I'll find in Pool of Radiance.
After each battle, I find at least one weapon. These need to be tediously identified, however, by my spellcasters, each of whom can only identify one per day. I have a huge backlog of weapons waiting to be ID'd. When I do identify them, they turn out to be basic maces and swords, and since the game doesn't offer you any option to sell weapons, I guess I just have to drop them.
I'm glad I found an online manual, though. Without it, I wouldn't even be able to play: at every startup, the game asks you a question from the manual as a copy protect feature.
The manual is also necessary to understand the spells. When you cast them, you have to type the full name (as far as I can tell). This is a little annoying for such incantations as COLUMN OF FIRE and BREATH OF LIFE.
So I'm torn about finishing this one. On the one hand, I keep hearing about how cool Starflight (my next game) is; on the other, I hear that Shard of Spring is over fairly quickly. Moreover, school is back in session this week, and I'm taking two classes and teaching three, so perhaps I'd better stick with an easy game I already know. I also have a bias towards finishing games if I'm going to be playing their sequels, and Demon's Winter is coming up in 29 games. Any opinions from people who've played Shard of Spring to the end? Does it get more interesting?
Saturday, August 28, 2010
Game 23: The Shard of Spring (1986)
Oh, good! This game will feature swords, treasure chests, scrolls, and...uh...dreamcatchers? |
United States
Strategic Simulations, Inc. (developer and publisher)
Released in 1986 for Apple II and Commodore 64; 1987 for DOS
Date Started: 28 August 2010
Suck it, mainland! |
The global-warming-causing Island of Ymros |
The heroic anti-environmental crusaders. |
Rings of Zilfin: Won! (with Final Ranking)
- Went to a cave and used a series of words (given to me in Deloria) to open a passage
- Met with the lost Zilfins, who told me how to rescue Rolan from the Dark Tower, home of the demon assassin Dzomon, and gave me the code word to use the Rings
- Bought a pearl and took it to a sorceress named Zara, from whom I got a magic seed, which I planted to grow a tree from which I fashioned a Staff of Grumm
- Entered the Dark Tower using the code word, used the Staff of Grumm to defeat its mystical guardians, got to Rolan in time to hear his last words, which were to seek the Ring of Zilfin from a halfling named Sam in Sumaria. (By the way: "Rolan" and "The Dark Tower"? Were the creators of Rings of Zilfin reading Stephen King's The Gunslinger or were they, like King, inspired by Robert Browning's poem?)
- Killed Dzomon on my way out of the Dark Tower
- Moved on to Sumaria
- Collected a bunch of quest items from stores: a rope, a key, a flute, a magic cloak, a cookie, a book of riddles
- Defeated the dragon Bogum to find the Treasure of Fulgarsh, which included a magic harp
- Gave Sam the halfling a book of riddles and showed him King Rolan's amulet, which made him trust me enough to give me his Ring of Zilfin (Dragos had the other)
- Used the rope to descend into a dungeon called "The Well," battled past monsters to find the lost kingdom of the Elves, enchanted them with my flute playing, gave the elf king the magic harp in exchange for a horn to summon a mystical flying creature called an Ankha, which could fly me to the otherwise-inaccessible Castle Graz
- Bribed a water dragon with a cookie to reach an island where a wizard gave me a magic shape-changing elixir
- Flew to Graz, got past the guardian by bribing it with drugs
- Fought my way through the castle to the evil Dragos
- Fooled Dragos by using the elixir to transform myself into the appearance of his demon god, ordered him to give me his Ring of Zilfin, used the code word, turned him to ash
Friday, August 27, 2010
Rings of Zilfin: An Easy Game (Except for Poison)
- Early in the game, you can buy the best armor (heavy armor) for a fairly small amount of gold. This greatly reduces the damage you take and even makes you immune to some monsters.
- There are only two key characteristics: endurance (hit points) and fatigue. You start off with a small amount of each, but there are several locations with healers who, for only a little gold, will heal you to your maximum of both. Then there are different fountains and mushrooms that will increase this maximum, but it doesn't cost any more to heal yourself after the increase. The upshot is that I started out with about 400 hit points and now I have 9,000, which I think is the game maximum.
- Gold is absurdly easy to get. The game introduces a trading system by which you can buy goods in one town and sell them in another. (This same type of system appears in other games, including Might & Magic VII, but I think this is the first time I've seen it in a CRPG.) The variance between the selling price and the buying prices is so high that in just a few trips between nearby towns, you can have the maximum gold in the game.
- The only characteristics to improve are strength and sword skill. Sword skill improves more-or-less automatically as you fight. Strength required me to visit one location to train and up my maximum "potential strength" and then another location to up my actual strength. Still wasn't too hard.
- Once you up your strength and buy a better weapon to go with it, most enemies--at least the ones in Deloria--die in just a couple hits.
Monday, August 23, 2010
Character Classes & An Apology
Monday, August 16, 2010
Game 22: Rings of Zilfin (1986)
Strategic Simulations, Inc. (developer and publisher)
When I last posted, I said I was going to try out several different games and go with the one that I took to the most strongly, so I could actually finish it. Well, none of them really did. This wasn't the fault of the games, I'm sure. I'm facing one hell of a busy week, and I was hoping for a game whose mechanics I could figure out immediately--something like another edition of Wizardry, or Might & Magic. Since none of the games fit this profile, I decided to stick with Rings of Zilfin, which was next on my list anyway. I was excited about another SSI game--I'm eagerly awaiting the day that Pool of Radiance comes up on my list--but this game doesn't feel like an SSI offering so far. In Dungeons & Desktops (2008), Matt Barton calls Rings of Zilfin "a game intended for novices" (p. 109). Barton should try playing it without a manual--I couldn't find one anywhere. Mostly I have no idea what I'm doing, and I'm trying to feel my way through it. Let's start with what I do know. The game is notable in that it starts with a cut scene. I'm not 100% sure this is a first for CRPGs, but I honestly can't remember encountering one previously.
Friday, August 13, 2010
Game 21: Larn (1986)
- Day 1: Started Rogue. Died almost immediately. Re-started. Died again.
- Day 2: Died again. Re-started. Got down to level 3. Died.
- Day 3: Died 16 times. Re-started. Died.
- Your quest is not to recover the Amulet of Yendor, but rather a potion that will save your daughter from dianthroritis. Someone who's taken Latin, help me out.
- The game is not timed by your own starvation, causing you to press forever downward to get more food, but rather by an actual time limit. You have 300 "mobuls" to save your daughter. There are scrolls which set back the clock a bit.
- You can backtrack within dungeons to upper levels.
- There are things to find in the dungeons that seem to have been inspired by DND or Telengard, including thrones, fountains, and altars.
- The game starts you in an outdoor area with shops and a training college where--for precious gold and mobuls--you can improve your stats.