Dungeons and Dragons
United StatesAurora Software Associates (developer and publisher)
Released 1980 for Ohio Scientific Computers
Titled The Wizard's City in 1981 catalogs but not in-game
Date Started: 18 August 2022
Date Ended: 18 August 2022
Total Hours: 2
Difficulty: Hard (4.0/5) to stay alive, but there's no goal
Final Rating: 6
Ranking at Time of Posting: 6/483 (1%)
Dungeons and Dragons is a rare game for a rare platform, uncovered only because my colleague, El Explorador de RPG, has been going through old catalogs. (I owe my ability to play this game to his instructions and the work of a dedicated Ohio Scientific Instruments fan named Mark, who has preserved software and documentation for the platform.) It isn't much of a game, but anything from the RPG dark ages (1975-1981) is worthy of at least some attention. Its limited content won't occupy us for long.
I have chosen the title Dungeons because it seems to be the original, marketed as such by Aurora Software in 1980 and early 1981 catalogs and magazines. At some point in 1981, Aurora changed its address from Springville, Utah to Cleveland, Ohio, and changed the name of this game in catalogs to The Wizard's City. There was no change in the actual game file, which displays no title screen. The only version of the game I was able to find was on a disk crammed with other Aurora Software titles. Dungeons is listed in the disk's menu as DUNOSI (the "OSI" part standing for Ohio Scientific Instruments), although I can't say for sure that this was the original file name as opposed to what was chosen by whoever prepared the compilation disk. Dunosi also means "dunes" in Italian, but I doubt that's what they were going for. [Ed., as el Explorador points out himself in the comments, I missed an even earlier ad in which the game was called Dungeons and Dragons. That means they re-named it twice. Title changed accordingly!]
The game is mostly text with some limited graphics. You begin by rolling a character, whose attributes are strength, intelligence, dexterity, and constitution, rolled at random on a scale of 1 to 18. You choose your profession from fighter, dwarf, halfling, elf, and magic-user classes, with attributes modified in expected ways (e.g., fighters get more strength, elves more intelligence). Your hit points are calculated based partly on your constitution, but see below. Your starting gold depends on how good or bad your attributes are; lower attributes mean more gold.
Character creation. |
The game then starts in a city represented by a row of buildings. Am I right that these are just characters in a symbol typeset? I'm sure I've seen those little "house" characters before somewhere. Anyway, the only thing you can do in the city is to rest safely and purchase "more armor." You probably don't have enough gold to buy any armor when you first start the game, but you later get it by killing monsters. Every time you buy a piece of armor, it increases your armor class by 1. I amused myself thinking of an armorer welding a new plate to some unwieldy patchwork every time the adventurer stops by with a few hundred gold pieces.
The number keys from 1 to 5 control all actions in the game. To get out of the city, you either hit "1" to move down to the dungeon or "2" or "3" to move (respectively) west or east into the forest. Once in either location, "2" and "3" move you west and east along either the forest or the dungeon corridor. The game tells you how far you've moved from your origin point. If you want to go back to town from the forest, you just have to go as many moves in the opposite direction as you did when you left. To return from the dungeon, you have to return to a central passage the same way, then hit "4". Once you're in the dungeon passage, hitting "1" moves you to the next lowest level. No matter where you are, "5" rests, but it only heals you if you're in town.
The only action occurs when you meet an enemy in the dungeon or the forest. The game shows you his name, hit points, number of attacks, armor class, dexterity, and strength. Enemies have better statistics the lower you go and the farther you travel. By name, they include bandits, zombies, giant toads, trolls, werewolves, large spiders, and "wrights," which I guess is maybe a combination of a wraith and a wight.
In combat, you have three "options": flee, attack, and cast a spell. Flee hardly ever works, and the other two aren't really "options" except for the elf, since mages can only cast spells and everyone else can only attack. I don't know how the elf decides what to do. Spells don't deplete a mana pool or spell slots or anything, and you can't specify anything about the spell you cast. Combat is thus mostly random. If you win, you get experience and gold. Once you have enough experience, you can rest in town to increase your level and maximum hit points.
It's pretty hard to survive to Level 2. If you roll less than 8 hit points, you might as well not even bother. Even with high attributes, three bad combat rounds in which you miss and the enemy hits are enough to kill most starting characters. You often get multiple enemies in a row, preventing you from reaching the passage to return to the surface. Occasionally, trap doors dump you down a dungeon level, or from the forest to the dungeon.
I'm not even sure the attributes work the way they're supposed to. I started to get suspicious of some of my results--characters with 18 strength missing four attacks in a row and so forth--that I started collecting data. I rolled character after character, making each one a fighter, and immediately going to the forest east of the city once the game started. I repeatedly waited for enemies, fought each round, and returned to the city to heal if I lost even one hit point. If I had enough money, I bought armor, then returned to the forest. Some weird statistics emerged:
- It took me 17 characters before I survived to Level 2.
- The correlation between constitution and hit points was a strong 0.75, but there were some major outliers.
- A couple of sets of stats showed up more than once in only 17 rolls. Trials #1, #4, and #11 produced the same numbers, as did #12 and #17.
- My most successful characters had some of the lowest strength scores.
Tracking character statistics and success. "Combats" is how many combats he survived. |
As the 17th character increased in levels, it became clear that monsters were increasing in difficulty with him. You can't just stay near the town and farm easy experience points. I suspect what's happening is that the game takes into consideration some totality of your attributes and level in setting enemy difficulty, so that it really doesn't matter whether you're weak or strong, as you're always pitted against a comparable enemy. Perhaps someone with more programming acumen can hypothesize what is happening with those "random" numbers or determine through code inspection how enemy difficulty is determined.
I was going to do the same for spellcasters, who seem to have a slightly easier time, but I got a bit bored. There really isn't much to the game, and there's no winning condition. The best you can do is keep trying to level up and record your highest scores on a notepad or something. There's no way to save the game except to manually record your statistics, then say "No" when the game asks if you want to roll a new character. At that point, you can enter whatever statistics you want.
As far as I can tell, this is the only RPG for the short-lived (1977-1981) Ohio Scientific Instruments platform, and the only RPG from Aurora Software Associates, which also sold disk utilities and business software. Their games catalog includes a lot of OSI adaptations of common mainframe games of the era, including Trek, an adaptation of the grid-based Star Trek, and an adaptation of (Colossal Cave) Adventure. Since they clearly had access to these mainframes, I'm inclined to think that Dungeons was inspired by one of Daniel Lawrence's Dungeons and Dragons versions (see this entry for a full history), although Dungeons is stripped of so many features that it's barely recognizable. Alas, the author of Dungeons seems to have been lost to history.