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The graphic artist just never runs out of imagination. |
When I last blogged about Realms, I had journeyed through a three-level dungeon to discover a new part of the world. I only explored it long enough to find an inn and save the game. As this session opened, I explored the town and boundaries of this new world.
The town, Baddel, is a lot smaller than Grail, which was hardly a metropolis to begin with. Grail at least had a square of streets, whereas Baddel just has a single street. It has no guard outpost or adventurers' hall, just an inn, pub, armory, and equipment shop.
The armory has breast plates and war axes. The war axes seem to be the best weapon in the game by literal damage done, but so many enemies these days require magic weapons that I'm not sure the war axes would be a good investment even if I could afford them. Breast plates would clearly be a good investment, but at 121 silver pieces each, I'll have to do some grinding first.
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I just noticed the "press space bar for more items" message. I wonder what I missed. |
The pub looks pretty nuts from outside but is otherwise the same pub from Grail, selling only food. The equipment shop has a "blue sky potion" that I've never seen before.
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The very odd pub. |
The first time I visited the equipment shop, which for some reason looks like a circus tent, there was a sorcerer doing tricks out front. It was Stealth the Thief's brother. I gave him Stealth's letter, and he took off, rewarding us with a couple of magic staves, a healing scroll, a magic long sword, and a four-leaf clover.
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My reward. |
The area surrounding Baddel was 27 squares and included a couple of interesting encounters:
- A star inscribed on the ground that I couldn't figure out how to do anything with.
- A "skulking thief" who offered a tip for 75 silver. That was pretty pricey for us, but I paid it. The tip: "I learned from my fellow thieves that there exists an elevator whose descent is controlled by how many people are inside it."
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Sounds like a job for (N)ew Party! |
- A dwarf sleeping on a tree stump. When I woke him up, he said: "Know this, my friends. The Rogue Alliance is protected by charms. These charms prevent normal weapons from affecting them. If you wish to destroy the Alliance, you must find the bones of dragon." I don't know that I particularly wish to defeat it, but perhaps that's the next quest.
- Some swampy squares that don't have anything in them but are a little freaky.
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Behold. |
More importantly, there are five ladders, chains, and stairways down to five different dungeons. This game is just getting started.
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Do you suppose this guy is an elf or a dwarf? |
No one had given me a new quest, and I still had a mysterious stairway down in the last dungeon I explored, so I decided to wrap that up first. It turned out to go nowhere; it dropped me above a pit (that I had already mapped) on the level below. But I took the time to travel all the way back to Grail and the first adventure disk to see if there was any follow-up on Stealth or any new quests. The answer should have been obvious: information is not traded between disks, so Stealth was still in his cell, no one gave me a new quest, and it was clear I wasn't supposed to be on this disk anymore.
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I've got some bad news, buddy. |
I made my way back to the other world and decided to explore the new dungeons from the top down. My first selection led me to a single 16 x 16 level with a lot of one-way walls. Encounters here:
- In the first hallway, I found a machine gun, "a shiny new Gatling gun capable of firing 3000 rounds per minute." If it's "new," I guess this world has entered its Industrial Age. I gave it to Cadoc, who has no trouble wielding it despite the real Gatling gun weighing close to 200 pounds. It does modestly more damage in combat than a sword. The game had nothing to say about ammunition, so perhaps he's just hitting enemies with it.
- Two places had buttons on the walls. One of them caused the word "suicidal" to flash on the wall, which then greatly increased the odds of a random encounter each step. The other one flashed "normal" and returned the dungeon to normal. I barely made it out alive after pushing the first one. I guess it would be good for grinding.
- A bunch of squares in the southeast corner had one-way walls, pushing the player inextricably to the southeast. After all that, there was nothing there.
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My map of the dungeon. |
- A "mild-mannered man" wearing a t-shirt that said "War is hell." He told me that I would need to strip myself of arms to pass, so I split the party and gave one party's weapons to the other. It was an annoying process. The man opened a secret door for the unarmed party, which had to run from every battle.
- In the area beyond the secret door was a misty figure who asked, "What am I a part of?" I tried ROGUE'S ALLIANCE and MIST to no avail. Maybe the answer is in one of the other dungeons?
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I don't even know who you are. |
- A gnome architect was studying blueprints. "Seek the shapes of things to come," he advised. Okay.
Enemies got harder and harder, and I had to leave the dungeon a few times when my priests ran out of "Restore Sight" and "Restore Senses" (cures stunning) spells. I still don't have a reliable way to cure poison, just to weaken it, so a lot of my money goes to the temple. Characters started leveling up again at 32,000 experience points, so it does appear that the interval is going to remain 8,000.
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One of my favorites from this session. |
The second dungeon I tried was a few squares north of Baddel and two squares east of the dungeon that had brought me to this area. An early sign announced: "Rogue Alliance Headquarters." I thus suspected I didn't want to be here, but I explored anyway, mapping out a small 10 x 10 cube full of pit traps. If the game has given me any way to avoid these, I've overlooked it. I just have to fall in, cast "Neutralize Gravity" to get out, and heal.
Oddly, there wasn't a single random battle, but at the end of my explorations, I ran into a fixed battle with 59 "wizard wasps." As the sleeping dwarf warned, they were immune to my weapons and barely responded to even my most powerful spells. I wasn't able to flee, suffered a full-party death, and had to reload.
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This feels a bit unbalanced. |
The third dungeon, just a couple moves west of Baddel, made a strange shape, as if to suggest some kind of vise or . . . cradle, maybe? I can't think of the right word. Like something was meant to fit between the two arms.
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It bothers me that they're not equal heights. |
Anyway, the only fixed encounter was on the tiny second level, where I ran into a message that offered "instructions for assembling a teleporter." Specifically, I'm to "combine the 3 shapes of arcane power," stand at the magic star on the outdoor map, and say "SPELLBINDER." Good to know—now what are the shapes of arcane power?
I spent a little time grinding in this dungeon against phantoms, zombies, magicians, dwarves, "wheretigers" and "theretigers," doom birds, scorpions, hulks, and other creatures. I so want to show you all the images. If there's one thing I admire most about this game, it's the diligence with which amateur graphic designer Alex Duong Nghiem dedicated himself to these dozens of monster portraits. They're all deeply flawed, and with an earnestness that somehow compensates. And they all come charging out of the screen, inexplicably breaking the borders of the game window. I swear that some of them even break the borders of the emulator window. I need to capture more of them when the game shows them in full portrait, before the bottom window appears in front of their legs. There are times I physically sit back in my chair as some new enemy comes tearing out of the screen like the Kool-Aid man.
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Oh, yeah! |
The next dungeon was shaped like a pyramid with a 30-square base and a 15-square height. Its only encounters were part of a stupid puzzle. To get to the final room, I had to cross a lake. (And the magic carpet couldn't do it, apparently; dungeon solutions are always entirely self-contained.) As I explored, I found a boomerang. Later, I came to a ledge with an object on it. "Neutralize Gravity" and ropes weren't enough; I had to THROW BOOMERANG to knock the item off the ledge. It turned out to be a cane. I had no idea what to do with it until I found a radio, which I turned on just in time to hear a broadcast about Dr. Nositall's fabulous new cane, which can freeze any body of water by tapping on it.
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As known from the 1979 disco classic, "(Won't You Assemble My Radio in) Funkyville." |
Sighing, I returned to the lake, typed TAP CANE, and crossed it. The final room had a riddle similar to the one in the first dungeon: "What am I a part of?" All the talk of shapes made me think the answer might be TRIANGLE, and it was! I received a pyramid object. I guess I need to return to that first dungeon and say CUBE or something.
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Oddly, the game specified that the lake was to my north. I mapped it to
the east, as I always map assuming the way I'm entering is facing
north. If I'd mapped it correctly, it wouldn't be much of a "pyramid." |
I entered the fifth dungeon but I didn't have a lot of time to explore before I had to get this posting out. In lieu of a longer entry, below are some more of my favorite monster portraits.
Time so far: 31 hours
******
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"Flame demons." I love that they wear uniforms. |
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"High priest." I think the artist could have tried a bit harder on the belt. |
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The hulk's arms appear to end in stubs. |
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This guy's from last time, but I don't think I showed him. Look at that arm-to-head ratio! |
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"Vlads," one of many enemies whose graphics break through the top border of the game window. |
Thank you for posting more pictures from this. Was there really only one artist? It seems like that for every picture I enjoy, there's one that repels me. I remember the "Kool-Aid Man" from a print ad. That's a great swamp, though. The
ReplyDeletecattails are a nice touch.
I think the hulk's arms are just an attempt at foreshortening that's a little off, with fists at their ends.
ReplyDeleteOr maybe he has three fingers, like Goro from MK1.
Delete"Do you suppose this guy is an elf or a dwarf?"
ReplyDeleteElf. Duh, no beard.
"The game had nothing to say about ammunition, so perhaps he's just hitting enemies with it."
Is Cadoc a Barbarian? While the wonderful world of Barbarian jokes is still fresh to us, that would be a funny one.
"To get to the final room, I had to cross a lake. (And the magic carpet couldn't do it...)"
Those carpets do not work water, unless you have POWER!
...I'll show myself out.
"They're all deeply flawed, and with an earnestness that somehow compensates." This is a beautiful and succinct way of expressing how I feel about the art in this game.
ReplyDeleteI think that the more expressive poses here were simply traced from the comic books.
DeleteHow would "tracing" work when creating the graphics on a computer?
DeleteChet, I'd reckon like Jordan Mechner did it for 'Prince of Persia', reducing detail until you could convert the image on graph paper representing the pixels, then implement it with a graphic program of your choice.
DeleteRegarding tracing, the Apple II had the KoalaPad and I've heard some anecdote from back in the 80s about a team taping either a transparency or some thin paper onto their monitor and using a paint program to duplicate the image.
Deletepuck digitizing tablets would have been expensive but not out of the range of even a small software development shop by the 1980s. Todd Rundgren of all people created one for Apple in '81 that retailed for about $5k.
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Delete@Chet, when I was doing something similar in middle-to-high school, I would use millimeter graph paper layered over the illustration over the lightbox, create an outline I liked, and then "just" copy the coordinates of key points. I did most of my "pixel graphics" on millimeter paper.
DeleteThese are wire-frame graphics, which means that you loop the lines through a predefined list of coordinates and fill in predefined points. I wrote the picture programs quite a bit as computer science assignments. Also, obviously, adding a scaling factor and offsets is trivial.
All of these answers make sense, thanks. I wasn't being imaginative enough when I asked the question.
DeleteTo complement the listed options of tracing an image and getting it on the screen of an Apple II in the (early to) mid-80s, according to The Digital Antiquarian, when creating Karateka, Jordan Mechner imported the figures he had filmed (and then made prints of) into his Apple II by tracing it on a contraption called the VersaWriter.
DeleteThis tool had already been used in 1980 by Ken and Roberta Williams to produce the first graphic adventure game, Mystery House - you can find more details on the technical aspects of said implementation in The Digital Antiquarian's first article on that game.
Nothing beats opening a savegame where your party ist fully rested and ready to explore.
ReplyDeleteI like the slayer; he's in jeans and a vest, and carrying a stick, like he's from Roadhouse or something, but then he's got a dog head. None of which really says "slayer", which just makes it even better.
ReplyDeleteI figured it's not a dog head, it's a mask.
DeleteThat just makes the arm-to-head size ratio even worse
DeleteBoi O Boi... inspired by the pictures and happy to read about you treading along
ReplyDeleteI'd guess that the 'circus tent' for the equipment shop is meant to represent a medieval tent in a jousting tournament or such like.
ReplyDeleteThe Flame Demon looks like a Johnny Storm reference to me - blue suit, symbol on the chest, head and hands burning.
ReplyDeleteThe pub looks like something out of a Space Quest game. The game seems to be pretty decent so far, though not sure if that compares well to other 1987 games or would be more suited in 1985 (Pre-Might & Magic). Seems like there is a decent amount and variety of content, and as you said, a certain amount of earnestness in it.
ReplyDeleteThe pub also doubles down on the shape theme, at least the triangle is prominently displayed. Maybe there's a trapezoid shaped dungeon coming up. ;)
DeleteOne whole paragraph dedicated to the graphics and artist, that might actually be a first for the entire lifetime of the blog.
ReplyDeleteAlso, I mean we had this discussion before, but I still don't like my fantasy setting mixed up with contemporary or sci-fi elements.
ReplyDeleteI'm playing 'Nox' at the moment, and it does that same intro, similar to the 'Ultimas', where the player is a modern day geek getting sucked into the fantasy world through some sort of vortex. That's one tired trope...
I agree, but I don't think in this case that the authors are trying to build a competent hybrid game world. They're just screwing around.
DeleteThe C64 is credited to the same two authors, but all the enemy portraits are very different. See my full gallery here: https://strategywiki.org/wiki/Realms_of_Darkness/Enemies
ReplyDeletePresumably, whoever SSI hired to do the C64 port also cleaned up the graphics. It's interesting, because some of them are virtually unchanged (skull, serpent, enchantrix), some are just cleaned up a bit (high priest, gargantua), and some are completely redone (hulk, elf, wizard wasp). The funny thing is, I don't see any correlation between the original image's quality and the C64 version. The original wizard wasp is perhaps the most competent graphic in the game, and yet the report redoes it completely.
DeleteI have to say I absolutely love the entries for this game. The wild monster graphics, the imagination that went into it, the goofiness it all makes a compelling whole. I'm really looking forward to each new entry, and rarely have posts for a game from this entry made me want to play the game myself as much as this did. 10/10
ReplyDeleteIn May 2016, Chester wrote: I have this fantasy that if I yell loud enough my voice can transcend time and space.
ReplyDeleteEarlier on, in April 2010, he did get angry about the 1st Bard's Tale. Here is an excerpt from his short post: AAAAARRGH !!! [...] You do not--above all, you do not--allow creatures to stone you with one touch and not include a freaking stone-to-flesh spell!
Now, in Realms of Darkness, Chester met a medusa. The game manual states that "Unpetrify" is a 5th level spell. This proves it: Chester's shouts crossed time and space !
(man, I wrote this 7 years ago...)
I have to add: a medusa that did not manage to petrify anybody with just one touch.
Delete