Sunday, July 27, 2025

Game 556: Magische Steine (1993)

 
       
Magische Steine
"Magic Stones" 
Germany 
Independently developed; published in the September 1993 issue of 64'er disk magazine for the Commodore 64
Date Started: 23 July 2025
Date Ended: 25 July 2025
Total Hours: 6
Difficulty: Easy (2.0/5) once you figure it out
Final Rating: (to come later)
Ranking at time of posting: (to come later)  
         
Magische Steine is the kind of game that makes you appreciate the complexities of other games. If I just described it in broad terms, taking only a single paragraph, you would think that it sounded like any other RPG. It's going to take a lot more paragraphs, and a deeper analysis, to understand why this game is so desperately unfun even compared to other titles at its technology level. 
   
But let's start with the simple paragraph: Magische Steine is a single-character, iconographic RPG in which the player is trying to save the land of Aldora from an evil wizard named Tenomy. Tenomy lives in a magic tower, and the player has to find nine magic stones scattered throughout the world in order to enter the tower. There are enemies like kobolds, werewolves, and dragons standing in the way. Towns serve as sources of weapons, armor, and healing.
         
The game begins, enemies everywhere. Fortunately, they stay where they are.
          
With no character creation process except for a name, the player is tossed into the middle of an 88 x 40 outdoor map swarming with enemies. At Level 1, he has 100 life points, 1,000 gold, 150 rations, and no weapons or armor. All input is with the joystick, but there aren't any complex commands, so I don't mind it as much as with The Ormus Saga II.
     
As I said, it sounds like a lot of RPGs. It looks like a lot of RPGs. And before I start tearing into it, I should note that the author, Ralf Prescher, was only 15 when he offered it to 64'er for publication. It's an impressive effort for such a young author, competently programmed, not in any way juvenile. The icons and tiles, though reminiscent of Ultima and other iconographic games, are different enough that I appreciate their novelty. But the game is simply dead on arrival, and it's worth taking some time to understand why.
   
A double-spread on the game with the author's photo.
       
The first element that differentiates Steine from similar titles is that the enemies are a) unrandomized, b) don't move, and c) with one exception, don't respawn. Every player begins the game with a stack of kobolds to his east, a stack of gnomes to his west, a stack of lions to his north, and a stack of soldiers to his southeast. When he enters the easternmost dungeon for the first time, he will always find a stack of undead warriors in the entry room followed by two stacks of goblins.
     
(There's a footnote to the above paragraph in that I found two versions of the game online. I'll talk more about that later, but the two versions did have different starting positions. It doesn't really matter in the longer analysis.) 
     
Essaying a party of lions. If I leave and come back, there might be 3, 5, or 9 lions.
       
Combat with enemies is not quite as deterministic as their placement, but neither is it as probabilistic as most RPGs. The number of enemies in each stack is randomized each time the player approaches. If you don't like it, you can back off and try again. That stack of kobolds to the east may vary between 4 and 10. An unarmed, unarmored character can take them no matter what. At 4 kobolds, he loses 10 life points; at 10 kobolds, he loses 28. He'll earn 12 gold pieces and 41 experience points per kobold.
        
As I said, when you first approach a stack, you have the option to fight or flee. Fighting commits you to the battle until the end. There are no tactics, choices, or interrupt keys. You watch as the enemies' hit points decrease alongside your own. If yours deplete first, you lose the game, but that's only a concern for the first few levels. After that, as long as you heal up regularly, you're not in much danger as long as you keep an eye on your total hit points and return to town when they get too low.
        
Combat is just watching.
        
This setup is at least playable, if unconventional. It's a great game for a data collector. Expending the lives of a couple dozen doomed introductory characters, you slowly learn which enemies you can take and which you cannot, and you start clearing the land by nuzzling up to each enemy party, assessing it, and either taking it or moving on. By Level 10 or so, though, you can take just about any enemy, and it becomes less necessary to pick your battles and thus record data.
                        
A hypothetical starting data table.
                        
Towns offer four services: guilds for healing and leveling up, armor shops, weapon shops, and rations shops. Each town, for some unfathomable reason, only offers three of these services. In a game with a small land area (88 x 40), about a dozen towns, and no danger when walking between them, the lack of a specific service is only a momentary annoyance, but it's an annoyance nonetheless.
   
Rations are an afterthought. You might have to worry about them a bit at the start of the game, but you get them from combat, so you rarely have to buy them.
    
There are five types of armor: cape, leather, banded, chain, and plate. There are nine types of weapons: stick, knife, club, battle axe, war axe, short sword, long sword, broadsword, and two-handed sword.
       
Armor is expensive.
       
You earn enough experience points to level up at 500, then 1,500, then 3,000, then 5,000, and so forth. Each new level requires 500 experience points more than the last one. Each new level gives you a handful of extra hit points, increasing throughout the game. I don't believe you get anything else from leveling, meaning I could have rejected this as an RPG and saved a few hours.
   
Mostly, you use towns for healing, which costs between 4 and 7 gold pieces per hit point. This amount is randomized every time you visit the guild, and you definitely want to pay attention to it.
          
Oh, and ratcheting up the number of LPs you want to heal, 10 at a time, gets very old very fast.
      
All right. Let's work from that setup. You begin the game. You spend your 1,000 gold pieces on a cape (500) and a club (200), saving 300 for healing. You move around the land, looking for low-level enemies to fight, like gnomes, kobolds, and witches. You learn to avoid "swamp guys" (sumpfkerle) and yetis, which use the same icon. You look forward to upgrading to better weapons and armor so you can kill harder enemies, but you start to notice a problem: you're not making any money. In fact, you're losing it. With almost no exceptions, it costs more money in healing to make up for battle, even if you wait for a 4-gold-piece-per-hit-point offer, than you earn during battle. The 1,000-gold piece purse you need for a suit of leather armor is awfully far away, and you're running out of gnomes and kobolds.
       
But I did say "almost no exceptions" above. There is one repeating encounter in the game, one enemy that will not clear from the map, and this one enemy reliably offers—for at least a modestly armed and armored character—more gold than it takes to heal the damage it causes. This enemy is a stack of rats, found in the far northwest corner. Until you find this enemy, you are doomed. Once you find him, all challenge is removed from the game. You just put the emulator in warp mode and grind against them every time you need money; and trust me, you will return to this well until the final minutes of the game, because the hit point/money ratio problem never goes away. My Level 77 character, marching through the dungeons with the best weapon and armor, might lose 200 hit points against a hydra and earn 600 gold pieces. It takes 800 gold pieces to heal 200 points of damage. There are no other ways to heal—no potions, no resting. Dungeons offer chests with gold occasionally, but not enough to make up the shortfall. Every 10 minutes or so, it was back to the rats.
         
Another batch falls.
     
The shortfall issue is the final nail in the coffin, but honestly, the game would be boring even if you made plenty of money from regular battles. It would still be a joyless, deterministic affair of fighting and healing, fighting and healing, with no other resources to manage, no random encounters, and no tactics or strategies. And while it feels like you could reduce a lot of games to this kind of statement, there is something in their randomness, resource management, and player agency (if only illusory) that makes them interesting. The mathematician in me wants to deny it, to say that a + b = c and (x(a+b)^n)/q = c are functionally the same thing, but there is something in those variables, operators, exponents, and vectors that makes a huge difference. 
    
Anyway, the rest of the game. Because of the rats, there's no particular reason to clear the enemies on the overland map, except the few in your way, but I did so anyway. What else are you going to do while bustling from place to place? The experience does feel a bit genocidal, though, given that the enemies don't respawn. Standing in one place, they aren't even a threat.
        
The game world, courtesy of DecafSlurper's entry in the German C64 wiki (see below).
       
The world has a couple of lakes, and if you want to cross them (the larger one blocks the entire eastern part of the world), you have to buy a boat for 5,000 gold pieces at a dock. Once you have it, it appears any time you enter the water—a mechanic that would be welcome in The Ormus Saga II instead of forcing me to open the command wheel and choose "Board Boat." There are a couple of mountain ranges for which you have to feel your way through invisible passages. 
         
Navigating to those enemies and that chest requires testing the mountain range for invisible passages.
       
The map has seven dungeons, most guarded by an old wizard who wants you to do something before he'll step aside and let you in. Most of them want you to free another old wizard from somewhere else, some of them on the overworld map, a couple in other dungeons. One of them wants you to kill an ogre on the map.
        
An old man guards a dungeon . . .
. . . and wants me to do something before he'll get out of my way.
      
The dungeons are the worst. They're only one level each, but the smallest is around 20 x 20 (worm tunnel) and the largest is around 34 x 34. They only let you see a one-square radius around you; there's no "Light" spell here. Dungeons are jam-packed with monsters, which, unlike the ones on the surface, you cannot avoid. Even high-level characters cannot completely clear most dungeons in a single try; you inevitably have to back out one or two times to refresh your hit points. In addition to monsters, dungeons have treasure chests that earn you both cash and experience. Most of them also have chests with one of the Magic Stones.
         
Exploring a dungeon. There's an old man to my right and a stack of lions or something to the north.
      
I mapped one of the dungeons just to show you, but I don't think it's necessary to map them. Using my normal "follow the right wall" approach, I found all the Magic Stones, even if I didn't find every other chest or encounter.
        
The one map I was willing to make. "GA" are giant ant stacks; "GS" are giant spiders. "$$" is treasure. The treasure square with the magic stone is guarded by a demon.
      
Two of the stones are in the hands of dragons on the overworld. I didn't even notice when I obtained them. I just mowed through the critters and noticed them in my inventory later. 
           
Approaching Tenomy's tower.
         
Once you have nine stones, you can enter Tenomy's Tower, which is four (comparatively) small levels. As with the dungeons, I had to back out a few times to heal in the middle of my explorations. The tower has a lot of hydras, the game's toughest enemies, plus Tenomy himself. No individual enemy is hard when you have enough hit points, though.
      
Approaching Tenomy, with a Hydra to my northeast.
            
When Tenomy is dead, you get the endgame text: 
            
With his last ounce of strength, Tenomy tells them: "I will return with even more monsters, and then I will be the victor!" Then there's a loud bang, and he disappears. You pick up the last and largest magic stone and leave the tower. When you reach the [base of the] tower, it collapses.
   
When you arrive at a nearby village, you are greeted with a joyful welcome, and for the next five days, celebrations take place throughout Aldora. And you will forever be remembered as Aldora's hero. The end. 
         
The endgame screen.
         
I found two versions of the game online. Unless I have something set incorrectly, the one on the Internet Archive is broken. If you move to the southern part of the map, the graphics go all wonky, and when you enter dungeons, the walls are somehow made up of monsters.
    
The second version, I found on a site that I will not name, but I will say that for every game you download from the site, you have to deal with half a dozen re-directs and malware links hidden behind fake download buttons. I don't know why I keep using it. This one works okay, but it starts the character in a different location and some of the initial enemy encounters have hundreds of enemies in the stack. If you refuse to attack and re-engage, they then have the proper single-digit numbers. I could not get the game to successfully save and reload with either version.
          
I didn't have a place earlier for this image of my sailing the lake in my 5,000-gold-piece boat.
      
My GIMLET score for Magische Steine comes to 14. It earns 1s and 2s in most categories, but the final score, however low, can't really convey the almost despairingly monotonous gameplay. If the game only required you to find three stones in as many small dungeons, I'd regard it as a cute misfire, but 6 hours is almost offensively long, and that's with an emulator cranked to 200% most of the time and in "warp" mode while grinding. Thankfully, I'm still engaged in my Stephen King marathon.
    
But if I thought my time with the game was too long, my heart goes out to commenter DecafSlurper, who wrote an exhaustive article on Steine for the German C64 wiki. (He says he enjoyed the process, for what it's worth.) Although I didn't consult it until I had won the game, I was gratified to find my understanding of the mechanics confirmed. And whatever my opinion, the game must have been at least somewhat popular among early players, as 64'er continued to feature tips and hints throughout 1993 and 1994. Despite the setup in the endgame text, I cannot find any evidence of a sequel or any other game written by this author.
    

24 comments:

  1. Sounds like a chore indeed, pity he did not make it a bit deeper instead of longer, but hey, at 15 I wouldn't have managed this.

    DecafSlurper's entry in the German C64 wiki links to two places holding downloads of the game. None of it is the Internet Archive and I'm not aware of either of those two having malware links and/or redirects and fake download buttons, so I assume you're speaking of a different site (there seem to be a couple others)? Would be good to know since I understand both are frequent sources for C64 games.

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    1. yeah the c64games link is a safe one and they have almost every C64 game in existence

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  3. Ich entschuldige mich hiermit stellvertretend als Deutscher für dieses K*ckspiel Herr Addict. May you hopefully enjoy better ones like Star Trail or Albion in the Future.

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    1. AlphabeticalAnonymousJuly 27, 2025 at 2:25 PM

      @fireball: I wouldn't worry about it. Hannah Arendt told me there's no such thing as collective guilt.

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    2. I don't have the impression games by German developers featured on this blog so far have been worse on average than others, especially if you take into account whether something was shareware, a diskmag game or a full price commercial product and in what price range.

      Just in the current blog year 1993 Chet enjoyed Ambermoon as much as its predecessor and Die Quelle von Naroth also made it into "recommended" territory, while Die Odyssee was interestingly different. Even Die Prüfung and Blade of Doom were decent efforts that needed more polishing and Motelsoft was Motelsoft again with Walls of Illusion.

      So just because one sent-in game by a 15 year old falls short, I don't think you need to feel compelled to perform a symbolical written Seppuku on behalf of the German software scene ;-).

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    3. He did Blade of Destiny at least, so I'm looking forward to see if Star Trail is as big of an improvement as I remember it to be.

      And hey, when it comes to "almost offensively long", I don't think anything will ever beat Fate: Gates of Dawn. 6 Hours is "fine" if it's the 90s, you're a kid with no money, and you got to bridge some time between getting new games. I do sometimes miss firing up Checksummer or MSE and typing in the 64'er magazine listings, downloading them through BTX just isn't the same.

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    4. You're all right of course, it was meant as tongue-in-cheek anyway. I should have added a smiley.

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  4. AlphabeticalAnonymousJuly 27, 2025 at 2:28 PM

    > They only let you see a one-square radius around you

    This is certainly reminiscent of Dragon Warrior ("Dragon Quest 1"), the RPG which, alas, I probably spent more hours playing than any other. Do other top-down games in this style use a similar mechanic?

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    1. Well, yeah, except for the part where it DOES have a sight-increasing spell.

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  5. However impressive the programming is it still sounds like an impressively boring game.

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  6. Apparently this was the "listing of the month", but not actually published as a listing as it would have taken up seven magazine pages. As it's compiled basic, probably not much fun typing it in either.

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  7. There probably aren't many C64 games left in your list, but csdb -d o t- dk is probably one of the best sources. No re-directs and malware. They have several versions of Magische Steine as well. C64games - d o t- de is also fine (if you ignore the broken English).

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  8. This sounds like a proto-proto-proto version of the kind of "deterministic dungeons" that show up in "rpg puzzle" games like Tower of the Sorcerer and DROD RPG and Tactical Nexus and the Chinese games on h5mota dot com.

    Those games strategically put potions and level ups and you have to plan what order you kill things so you have enough health to clear everything out. It works out to essentially a resource management puzzle where you see everything beforehand and can plan ahead. There's about 2500 worlds on h5mota (and some other site whose name I forget has more) so there are some players who focus on this kind of game exclusively.

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    1. Desktop Dungeons is a perfect example of this genre. It's interesting that, I think, most of (the first, free version) of this game could actually have been programmed for 8-bit computers, and certainly for DOS, but there is nothing quite like it in complexity of mechanics and diversity of challenges. I guess it takes accumulated experience with many RPGs that came before to build such a game!

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    2. Just what I was coming in to say. As a fan of both 'magic tower' ('mo ta' or 魔塔) games and Desktop Dungeons - this game just lacks what makes them interesting. Desktop Dungeons itself is an interesting morph on the idea.

      Magic Tower games let you see all or most of the dungeon and can be quite long. Poor performance early on can make the game unwinnable later, as it is a closed system. It's a game of optimization and often the challenge is not just making it through (at least once you get better at it), but of reaching for a high score. The decision making involved can be really interesting, as evidenced by their popularity. Healing and keys (used to open doors - which function as a kind of limited 'skip' mechanism) are deterministic and limited. Tactical Nexus adds even more flavor, in that there are items that up the experience and health you get from pickups, so careful planning makes you *much* more powerful, and the levels have early and late 'victory tiles' or exits, and get truly insane.

      Desktop Dungeons is in the same broad genre, but works quite differently. Here, you go on single excursions that are compressed and can be pretty tough. You don't get to see the whole map, and you heal up by revealing tiles (which are finite). You get more exp for killing higher level enemies than you, so the puzzle here is pretty juicy, with all kinds of spells and god boons to let you take out tough enemies. Enemies also have interesting effects, and there are character classes and races too. It's like a blend of 魔塔 and a traditional roguelike, but also with meta-progression like a 'roguelike'.

      Both are pretty great if you can get into them. Tactical Nexus is free on steam (at least the first few 'levels', which can last a *long* time), and there are several free versions of the original 魔塔. I think desktop dungeons has a demo.

      Will be curious to see what our Addict thinks of these, if he tries them. 'Tower of the Sorceror' is from '96.

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    3. Druidstone (from the Grimrock team) was recently an example of an RPG-puzzle game with 100% deterministic “levels”, monsters, mechanics and resources. The challenge becomes to solve it in an optimal fashion. Early game or easy difficulty you have a margin of error, as it gets harder you need to plan and queue actions in a more and more “perfect” way. It’s not for everyone, but proof that with enough complexity and some graphics/story for immersion, it can work.

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    4. The visible encounters make me think of King's Bounty (the reboot, don't know if the original is the same). Mobs are static, moving only when you come close. The challenge lies mostly in determining what monsters you can beat and how many losses are acceptable to get certain rewards (experienced KB players all shout together: "no losses are acceptable").

      Of course, combat in KB is interesting in itself and character development, army composition, exploration and story are vastly more developed, but I think I can see the outline of a good game here. Of course, I didn't spend 6 hours snoozing through this, so I may be too generous.

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  9. I guess the DM 2000 was how much the author was paid, not a sale price for the game itself, as I first thought. Sapperlot!

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    1. Yes, this was a monthly "Send in your program and if we publish it, we'll give you 2000 Deutsche Mark, cash!" competition. The game itself was 'free', as it was usually a type-in listing in the magazine, or in this case, a 'free' download from their BTX Mailbox. (I put 'free' in quotes because the price of the magazine and dial-up fees still applied)

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    2. (Oh, it was on the Disk as well. I don't know if 64'er Magazin still came with a disk in 1993 or if that had to be ordered separately)

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    4. @MenhirMike I think it came with the disk, in fact from 1997 onwards (yes, Germany had a published magazine dedicated solely to the Commodore 64 until 1999(!!!)) it was released pretty much as disk only.

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  10. It was a pleasure to finalize the wiki entry and include a link to your blog post. I don't think I have any further updates left in me for this game.

    As always, your dedication to documenting even the most obscure—and in this case, admittedly quite boring—games is impressive.

    I'm amazed you were able to finish this game in just six hours. I spent much more time on it, though I had the privilege of replacing its unsatisfying core gameplay loop with a (to me, at least) somewhat addictive experience of mapping and documenting.

    Thank you for writing this one up—it was fun to get your perspective on a game I'm quite familiar with.

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