Braminar
United States
Independently developed; distributed via mail order by PC-SIG
Released in 1987 for DOS
Date Started: 8 November 2010
Date Ended: 28 May 2017
Date Ended: 28 May 2017
Total Hours: 4
Difficulty: Easy (2/5)
Final Rating: 13
Ranking at Time of Posting: 19/253 (8%)
Braminar is a game that invites us to consider the nature of choice in an RPG. At first look, we are tempted to call it "primitive" because most of its options are simple "Yes/No"--a style that its manual calls "Boolean Interactive Fiction." But then you consider a game like Ultima in which you, say, exit a king's castle, walk a bit to the east and then to the north, and enter a dungeon. During that trip, you have the ability to go north, east, south, or west, but you don't, because other than the dungeon there really isn't any place to go. Braminar would cut out the middle man by having an option to "Enter the dungeon? (Y/N)" immediately upon exiting the castle. Do we really lose anything with such greater efficiency? Are all of the other options offered by Ultima truly "options" if they wouldn't have resulted in anything productive?
Braminar's title screen. |
We could say the same about combat. I claim to like "tactics," and I do, but in this era, all combats occur in a closed system, and despite the myriad combat actions and spells that the games give you, there's usually one clear "best" path that still involves a fair amount of random luck. Is a game truly more "tactical" because you can "power attack," "regular attack," or "defend" instead of just "attack"? Until we enter the era in which game physics allow possibilities that even the developer couldn't anticipate, aren't "tactics" really just an illusion? Why not just let the computer slug it out and get it over with?
Reading combat results is almost as fun as participating! |
There are good counters to these points, largely having to do with enjoying the journey rather than jumping to the destination, but Braminar at least effectively raises the questions. It doesn't do much else because the game really sucks and getting me to replay it was the greatest prank the commenters on my original Braminar post ever pulled. But it did make me think about these issues for about 20 seconds.
A Braminar character towards the end of the game. |
Braminar takes place in a kingdom of the same name, where an "evil overlord" has "raised taxes, enslaved villages, and outlawed hamburgers." The player "plays" a warrior who sets out to raise an army and overthrow the overlord. To do this, he has to raise his own character level to 20, find the Staff of Aviatar, learn the staff's "prime command," and amass enough resources in gold, slaves, and weapons that his army poses a serious challenge to the overlord.
"Character creation." |
The player chooses a name and sex during character creation, but everything else is random, including starting gold and hit points, starting "mecidine," the cost of male and female slaves, hair color, and whether the player has "good looks." From there, the random encounters start coming.
- You come up to a hollow tree with a door. Enter? (Y/N)
- You come upon an enchanted forest. Enter? (Y/N)
- You find a statue of Pan. Approach the statue? (Y/N)
- You come upon a grass hut. You hear sounds from within. Will you enter? (Y/N)
- While you are walking along, the weather suddenly changes. A tornado comes. Will you take shelter? (Y/N)
- You come upon a city. Do you want to enter? (Y/N)
- Do you want to go to the slave market? (Y/N)
- Sell slaves? (Y/N)
- Things seem strangely quite [sic] when out of no where [sic] jumps A [sic] band of orcs. They look grumpy. They say they will let you pass if you give them 7 male slaves, 6 female slaves, and 4 gold pieces. Or you may fight their champ, and win their horde [sic]. Do you wish to (F)ight, (G)ive, or (R)un?
In between these turns, the game keeps you constantly updated with your current statistics and status. You can't save the game; it's meant to be played and won within an hour or so.
While there are no tactics during these options, experience does teach you which options lead to what sorts of encounters. You always want to seek shelter during weather events, or you lose slaves and food. Hollow trees with doors might be occupied by friendly gnomes or vacant. If vacant, they tempt you to steal food or a chest, but about 1/3 of the time, your god is watching and punishes you by lowering you a level if you steal and rewards you with something if you just leave.
For doing a good deed, my diety [sic] gives me a box of Duncin' [sic] Doughnuts [sic]. |
Gazing into a river leads you to find an item or fight an encounter with monsters. The "winding mountain path" always leads to a guru who asks if you "seek powers of good." If so, he zaps away both your enchanted ring and staff (more below). The gypsy camp is a waste of time that at best lets you win a knife game with 50/50 odds. Grass huts usually have a helpless puppy or a sick man inside, allowing you to please your god by tending to them. Thickets almost always lead to combats and a nice haul of slaves and gold if you win. The Dark Castle of the Mad King always leads to three options: a dungeon where you can find a few gold pieces, a throne room where you can try to steal gold, and a "gallery" where you might find an artifact item and always find some food. The throne room option offers a kind of "quick time event" where you have to enter a combination of unfamiliar keys to simulate stealing gold.
Once you have a little experience, the game becomes relatively easy, and I can't believe I didn't at least pursue it to the finish line in 2010. Combats, though entirely random, almost always end in the player's victory and the accumulation of levels. Exceptions occur with dragons and demons. For them, you want to have found some poison; if you have poison, the game always offers it as a pre-combat option for an instant win.
Killing Cerberus with poison. My god is impressed. |
You gather slaves from victories and (if you want) from buying them in the slave market. They're nearly impossible to keep fed, so if you have more than a couple of dozen, you almost inevitably get a message every round saying that some of your slaves have died from hunger. They also die from diseases unless you keep a stock of expensive medicine to cure them. There are no in-game consequences to letting your slaves die, but it's generally best to just sell them all every time you enter a town or village, at least until you near the endgame.
"Enchanted forest" visits rarely go badly. |
Every time you stumble upon a city or town, you want to visit the bar and have a drink, which has a chance of increasing your hit points, and also rest in the inn in the finest bed, which restores some of the hit points you may have lost in combats. (I never once had any success socializing in the bar despite my "good looks.") You have the option to purchase swords, daggers, bows, arrows, horses, and carts in towns, but as the options are always (Y/N), you can only buy one each per visit. Encounters with rust monsters destroy your accumulated swords and daggers, and encounters with dark elves warp your accumulated arrows and bows. I'm not sure if any of these things really make a difference in combat anyway.
Buying things one-at-a-time in town. |
Finding the artifacts necessary for the endgame isn't very hard; you almost always encounter them in the gallery of the Dark Castle of the Mad King or by gazing into a river. A little harder is getting the word of activation for the Staff of the Aviatar. You have to successfully answer a riddle from a Statue of Pan, but the riddles are always nonsense and the "correct" answer is simply randomized.
Neither the riddle nor any of its answers make any sense. |
None of this sounds horrible, and I would agree that perhaps a compelling game could be made with this approach. Unfortunately, Braminar isn't it. Its humor is just groan-worthy, not actually funny. The game is riddled with spelling and grammar mistakes. The encounter types are too few, too repetitive, and too predictable. What happens in the game is mostly random, not a product of intelligence, strategy, or role-playing.
This is supposed to be funny, I guess. I just don't know how. |
But it was pretty pathetic that I didn't win it the first time. To win, you simply have to find the Overlord's Keep after achieving Level 20 and finding at least the Staff of the Aviatar. Two optional artifacts are the Talisman of Braminar and a magic ring. You're almost certain to find the Talisman during the game, and there's no way to drop it, so it would be tough to reach the end without it. The ring--which during the game automatically destroys the evil wizard Anthrax--can't be dropped, but it can be removed from you via the "mountain path" encounter. Unfortunately, that same encounter also removes the staff. So if you want to reach the endgame without the ring, and get the "best" ending, you have to find or re-find the staff and then find the Overlord's Keep before finding or re-finding the ring.
The ring is useful in an encounter with Anthrax. |
Once you reach the keep and invoke the Staff of the Aviatar, all of your resources--slaves, gold, weapons--are converted to a generic "army strength" and then pitted against the overlord's. You then sit there for a few minutes and watch the two armies battle, with occasional messages like "the enemy uses a magical weapon against you" or "your soldiers are high on moral!" [sic] flashing at the top of the screen.
This author Has an interesting relationship With capitalization. |
Assuming that your party wins, you then find yourself in one-on-one combat with the overlord, but he dies immediately if you have the Talisman. I'm not sure what happens if you don't have the Talisman as I was unable to make it to the end without finding it.
Braminar is famous for sending the winning screen to the printer at this point, but that only happens if you lack the magic ring and thus get the "good" ending. If you have the ring, the "bad" ending is displayed on screen: the Ring of Doom takes over your mind, bends it to cruelty, and causes you to become the very overlord that you just defeated.
The "bad" ending of the game, although with this game, no ending is truly "bad." |
But yes, if you managed to get rid of the Ring of Doom, you'd better hope that you configured LPT1 correctly, because that's the only way that you see your final statistics and learn that you are now the new King of Braminar and that someone has passive-voice gifted you with the Wand of Wonder, whatever that is.
The game inoffensively passes an afternoon, but when someone writes to me that "this is actually one of my favorite PC games of all time; I played it daily for about two years when I was six or seven, and still play it every now and then today...It's an amazing game and I expect to play it for a long time still to come," I have to believe he's trolling because otherwise my heart would break. Meeting the bare minimum requirements to even be considered an RPG, it earns only 13 points on my GIMLET.
The name of Braminar's author seems to have been lost to the ages, although the documentation that comes with the game mentions previous Boolean Interactive Fiction games called Fantasia, Universe, and Astroman; whether these are from the same author is uncertain.
I'm not sure if Braminar was ever distributed by itself. The only distribution I can find for sure was via a shovelware disk called Adventure Addiction offered in the PC-SIG catalog (a company that published independent or "shareware" titles), where it was packaged with titles like Under the Ice (a text adventure on a submarine), Quest of Kukulcan ("an Indiana Jones-type adventure"), Gymnasium Adventure, and Palace Adventure. Braminar is marketed here as a "Fantasia-type adventure," so its predecessor must have been better known at some point. I'm afraid the phrase "Boolean Interactive Fiction" never took off, either; Googling it returns only results for Braminar.
Thus we see that not every game I abandoned in 2010 was a gem that deserves to be revisited. Let's take a look at what else 1987 was offering with Deathlord.