Dungeons of Death
Independently developed; published by Aardvark Software
Released 1983 for Commodore VIC-20 and TRS-80; re-released in 1984 for Commodore 64 as Dungeons of Magdarr
Date Started: 27 December 2015
Date Ended: 27 December 2015
Date Ended: 27 December 2015
Total Hours: 4
Reload Count: 0
Difficulty: Easy (2/5)
Final Rating: 9
Final Rating: 9
Ranking at Time of Posting: 3/204 (1%)
We've hit a milestone, folks. Dungeons of Death is officially the worst RPG--perhaps even the worst game--that I've ever played. It has the elements necessary to to be considered an RPG for the purposes of my blog and literally not a single frill or original idea on top of that. There would have been no reason to play it even if it was the only game available for your platform. It's so bad that I feel like I need to apologize for even blogging about it.
What passes for dungeon exploration. |
That I was able to play this game at all, I owe to ("have to blame" might be the better term) Antonello Molella over that the Archeogaming blog and his associate, a coder going by the name "Flavioweb." Antonello not only managed to get someone to rip him a copy of this rare game, but with Flavioweb's help, he fixed a corruption that otherwise rendered the game completely unplayable, instead making it only marginally unplayable.
In broad strokes, the game sounds like another boring Dungeons and Dragons knock-off that we've seen a million times in the early 1980s. For vague reasons having to do with fortune and glory, a party of up to 6 adventurers enters a multi-leveled dungeon and fights goblins and stuff. Races are human, dwarf, elf, and halfling; classes are fighter, ranger, cleric, wizard, and thief; attributes are strength, intelligence, dexterity, constitution, and charisma. We don't even need to look at the manual for this part, although the game has a single innovation in that the character has to be invited to play as a ranger if the attributes are good enough; you otherwise can't select the class during character creation.
During character creation, stats are rolled on a scale of 9 to 18. You specify race, sex, class, and name. You get a random amount of gold and use it to buy a small selection of weapons and armor with the usual class restrictions. You enter the dungeon and fight the bad guys. Periodically, you escape back to the Inn of the Red Dragon, level up, and spend your accumulated gold on new equipment.
So far, it sounds trite and derivative, but not actively bad. So how does the game manage to screw up this basic concept? Let me enumerate the ways:
1. The worst production values in the history of RPG-dom--specifically, 20 pages of this in the game manual:
The all caps is a special bonus. There's no attempt at a background or framing story except that your characters have heard there are riches in the unnamed dungeon.
2. No validation rules on prompts. When the game asks you what your race and class are, you'd better spell "HALFLING" and "WIZARD" correctly, because the game will happily allow you to create a HAFLING WIRZAD. The resulting character seems to have no class restrictions, so I don't know exactly what the game thinks he is.
3. The worst interface ever. You navigate the dungeon through a series of "yes" or "no" questions rather than being able to actually, you know, move. Do you want to progress down the hallway? Do you want to enter the room? Do you want to search the room? Do you want to leave the room? By the same door you came in? Answering "no" about progressing down a hallway makes the game assume that you want to leave the dungeon. You can't cast spells, use items, or even view characters or their inventories while exploring.
3. The lamest combat ever. When you encounter enemies, the game gives you no indication of how many you face, only how many you've already killed. You have to specify what weapon your character wants to use every round, even if you only have one. You have to hit unnecessary keys to activate combat and see the results. The wizard has only one spell at a time--"Magic Missile" on early levels, "Fireball" and "Death" on higher ones. Only at the end of combat can your cleric cast healing spells on your characters, but the game doesn't show you their current health levels, so you had to be paying attention during combat.
4. Horrible error-trapping. Practically every errant keypress sends you to the prompt.
5. A bunch of inventory items that do nothing. You can buy cloaks, boots, lanterns, oil, rations, and several other bits of adventuring gear that have no purpose in the game, nor even any set of commands that would allow you to view, equip, or use them.
But the worst part I've saved for last: the game has no save ability, so you have to keep track of your character's statistics, experience, and equipment yourself, manually, on a paper character sheet. The game's character program continually generates a 16-character code that stores your character's current statistics and inventory. You have to enter it every time you enter the dungeon and every time you return to the inn.
As you leave the dungeon, the game tells you what experience, gold, and items you collected. When it transitions back to the town program, you have to recite all this data back to the game.
The game's "back story." I love that it asks if you want to enter the dungeon, as if there was any other reason to start the game. (If you say no, it dumps you to the prompt.) |
In broad strokes, the game sounds like another boring Dungeons and Dragons knock-off that we've seen a million times in the early 1980s. For vague reasons having to do with fortune and glory, a party of up to 6 adventurers enters a multi-leveled dungeon and fights goblins and stuff. Races are human, dwarf, elf, and halfling; classes are fighter, ranger, cleric, wizard, and thief; attributes are strength, intelligence, dexterity, constitution, and charisma. We don't even need to look at the manual for this part, although the game has a single innovation in that the character has to be invited to play as a ranger if the attributes are good enough; you otherwise can't select the class during character creation.
During character creation, stats are rolled on a scale of 9 to 18. You specify race, sex, class, and name. You get a random amount of gold and use it to buy a small selection of weapons and armor with the usual class restrictions. You enter the dungeon and fight the bad guys. Periodically, you escape back to the Inn of the Red Dragon, level up, and spend your accumulated gold on new equipment.
So far, it sounds trite and derivative, but not actively bad. So how does the game manage to screw up this basic concept? Let me enumerate the ways:
1. The worst production values in the history of RPG-dom--specifically, 20 pages of this in the game manual:
The all caps is a special bonus. There's no attempt at a background or framing story except that your characters have heard there are riches in the unnamed dungeon.
2. No validation rules on prompts. When the game asks you what your race and class are, you'd better spell "HALFLING" and "WIZARD" correctly, because the game will happily allow you to create a HAFLING WIRZAD. The resulting character seems to have no class restrictions, so I don't know exactly what the game thinks he is.
3. The worst interface ever. You navigate the dungeon through a series of "yes" or "no" questions rather than being able to actually, you know, move. Do you want to progress down the hallway? Do you want to enter the room? Do you want to search the room? Do you want to leave the room? By the same door you came in? Answering "no" about progressing down a hallway makes the game assume that you want to leave the dungeon. You can't cast spells, use items, or even view characters or their inventories while exploring.
Let it hit you in the ass on the way out? |
3. The lamest combat ever. When you encounter enemies, the game gives you no indication of how many you face, only how many you've already killed. You have to specify what weapon your character wants to use every round, even if you only have one. You have to hit unnecessary keys to activate combat and see the results. The wizard has only one spell at a time--"Magic Missile" on early levels, "Fireball" and "Death" on higher ones. Only at the end of combat can your cleric cast healing spells on your characters, but the game doesn't show you their current health levels, so you had to be paying attention during combat.
4. Horrible error-trapping. Practically every errant keypress sends you to the prompt.
5. A bunch of inventory items that do nothing. You can buy cloaks, boots, lanterns, oil, rations, and several other bits of adventuring gear that have no purpose in the game, nor even any set of commands that would allow you to view, equip, or use them.
None of these items have any purpose whatsoever. |
But the worst part I've saved for last: the game has no save ability, so you have to keep track of your character's statistics, experience, and equipment yourself, manually, on a paper character sheet. The game's character program continually generates a 16-character code that stores your character's current statistics and inventory. You have to enter it every time you enter the dungeon and every time you return to the inn.
After character creation, you're given three screens of statistics to manually write on the character's chart (helpfully included). |
You see, I play computer RPGs so I don't have to do all this myself. |
As you leave the dungeon, the game tells you what experience, gold, and items you collected. When it transitions back to the town program, you have to recite all this data back to the game.
As I leave the dungeon, the game tells me how I did... |
...and I faithfully pass on this information to the town program. I have to remember how much gold I had when I entered the dungeon, since the game doesn't bother to track that at all. |
When you return to the dungeon, you have to go through this all again. |
Not only does this take too long to be fun, but of course, you can tell the game whatever you want. I earned 10,000 experience points! I found a million gold! Do I have a Ring of Protection +5? Sure I do! Did someone die in the dungeon? Sure looks alive to me! The process of selling and buying items is particularly ridiculous, because the game just takes your word about what items you already possess and how much gold you have.
Sure he does! |
(By the way, if anyone's interested, I used Wizards of the Coast's official D&D character name generator to create the names for my party. It produced, without a doubt, the worst character names I've ever seen: Belendithas the Dwarf Fighter--I had to shorten it to 8 characters; Cruril the Elf Mage; Jannys the Halfling Thief; and Stoaga the Human Cleric.)
Fortunately, the game seems to lack a main quest--I'm going to ignore some throw-away in the manual about diamonds--so having experienced its tedium for a couple of hours, I'm going to call it quits.
The game can't even let me search my defeated foes without being creepy about it. |
I give this one a 9 on the GIMLET. It isn't technically the worst score I've ever awarded, but it's the worst awarded to a game that I couldn't have rejected for not meeting my definition of an RPG in the first place.
At first, I thought the Inn of the Red Dragon had a really cool symbol, but then I realized it's just two chairs and a table. |
Dungeons of Death was written by Dave Frederiksen and published by Michigan-based Aardvark Software. Aardvark--which also went under the name British Intelligence for a period--offered a library of text adventures, arcade games, and RPGs that, to be blunt, simply aren't very good. By one account, Rodger Olsen started the company after writing some games for his children and convincing himself they were good enough to market. The company seems to have focused on quantity over quality, and "crude" is the adjective most associated with its titles in game databases. (When a single person is listed as the author of 17 different software titles in two years, you don't hold out a lot of hope for features.) I originally had two other Aardvark titles on my list--Quest (1982) and Wizard's Tower (1983)--but after some investigation, it appears that not only are they the same game, but they're blatant knock-offs of Robert Clardy's Wilderness Campaign (1979). In any event, neither is RPG enough for my blog.
Credit where it's due: the cover art is pretty metal. |
Aardvark's catalog promised a Commodore 64 release of Dungeons of Death that never seems to have happened. (Its absence was covered by both Games That Weren't and Archeogaming; let it not be said that no one cares more about RPG trivia than me.) Antonello Molella guessed that it never appeared because Aardvark decided to update and re-name it as Dungeons of Magdarr, and I think he's correct.
The question is whether Dungeons of Magdarr is different enough from Dungeons of Death for me to consider it a different game. The answer is not quite, but it does solve some of the problems inherent in Dungeons of Death and thus earns a slightly higher score.
The differences start right on the main screen:
Screw you, Dave Frederiksen, right? I mean, clearly these authors had to re-code it, but still--not even a nod?
The substantive manual text is the same, as is the selection of races, classes, and attributes, and the basic character creation process. Equipment costs more but you get more starting gold. While the game still gives you the 16-character code and encourages you to record the character's statistics on a sheet of paper, it does also save the character to the disk.
Once in the dungeon, you navigate a more standard wireframe third-person view (though drawn ineptly so the lines don't connect) with the greater than (>) and less than (<) keys to turn and the SPACE bar to move forward.
Some crude graphics are offered for monsters, but combat mechanics are otherwise identical, and there's actually less information (such as your current hit point total) available on the combat screen than in the predecessor.
You can also check inventory and status from the exploration screen. Upon return to the surface (called the Inn of Golden Dreams here, instead of the Inn of the Red Dragon), the game automatically records your stats instead of forcing you to do it (and allowing you to cheat). This renders the whole 16-character code superfluous, but the game gives it to you anyway.
You can feel the programmers desperately trying to patch what made Dungeons of Death a broken game, but there's only so much you can do with Dungeons of Death to start with. Essentially, in Dungeons of Magdarr, the authors took a trite, derivative game with no purpose and a horrible, buggy interface and improved it until it was just a trite, derivative game with no purpose. Nonetheless, this version earns an extra couple of GIMLET points for its improved interface and less tortured gameplay and winds up with 12.
Dungeons of Death retailed for $14.95 on cassette and $19.95 on disk, or around $35.00 and $45.00, respectively, in 2015 dollars. Magdarr bumped up to $24.95, or about $60.00 today. I suspect most of Aardvark's business came from people too shy to return things.
The question is whether Dungeons of Magdarr is different enough from Dungeons of Death for me to consider it a different game. The answer is not quite, but it does solve some of the problems inherent in Dungeons of Death and thus earns a slightly higher score.
The differences start right on the main screen:
Screw you, Dave Frederiksen, right? I mean, clearly these authors had to re-code it, but still--not even a nod?
The substantive manual text is the same, as is the selection of races, classes, and attributes, and the basic character creation process. Equipment costs more but you get more starting gold. While the game still gives you the 16-character code and encourages you to record the character's statistics on a sheet of paper, it does also save the character to the disk.
Character creation in the update. Note the option to "enter the player into the archives." |
Once in the dungeon, you navigate a more standard wireframe third-person view (though drawn ineptly so the lines don't connect) with the greater than (>) and less than (<) keys to turn and the SPACE bar to move forward.
Some crude graphics are offered for monsters, but combat mechanics are otherwise identical, and there's actually less information (such as your current hit point total) available on the combat screen than in the predecessor.
You can also check inventory and status from the exploration screen. Upon return to the surface (called the Inn of Golden Dreams here, instead of the Inn of the Red Dragon), the game automatically records your stats instead of forcing you to do it (and allowing you to cheat). This renders the whole 16-character code superfluous, but the game gives it to you anyway.
You can feel the programmers desperately trying to patch what made Dungeons of Death a broken game, but there's only so much you can do with Dungeons of Death to start with. Essentially, in Dungeons of Magdarr, the authors took a trite, derivative game with no purpose and a horrible, buggy interface and improved it until it was just a trite, derivative game with no purpose. Nonetheless, this version earns an extra couple of GIMLET points for its improved interface and less tortured gameplay and winds up with 12.
Dungeons of Death retailed for $14.95 on cassette and $19.95 on disk, or around $35.00 and $45.00, respectively, in 2015 dollars. Magdarr bumped up to $24.95, or about $60.00 today. I suspect most of Aardvark's business came from people too shy to return things.
I don't want to rag on a game too harshly if it was independently developed by a programmer who honestly tried his best. But if you start offering games for sale commercially, I expect you to have a sense of the overall market. If you ask $20 for a game like this the same year that Ultima III came out, years after games like Dunjonquest and Wizardry showed you how to do it much, much better; if you can't even be bothered to come up with a framing story for the game; if your programming skill is so limited you can't even pass data between programs and essentially require users to manually record their own hex values--you deserve a little bit of scorn.
Let's move on to something more interesting while I continue to get slapped around in Disciples of Steel.
Let's move on to something more interesting while I continue to get slapped around in Disciples of Steel.