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| Softdisk misses out on the opportunity to emphasize the "IV" in "oblivion." |
Dark Designs: Passage to Oblivion
United States
Softdisk (developer and publisher)
Released 1994 for Apple II GS, possible Apple II release unconfirmed
Date Started: 25 January 2026
The original
Dark Designs trilogy (
Grelminar's Staff,
Closing the Gate, and
Retribution), all from 1990-1991, were competently-programmed "afternoon RPGs" that drew inspiration from
Wizardry, Might and Magic, and
Phantasie. They were published by
Softdisk, one of several disk magazines available at the time. When you're getting new games every month for a flat subscription fee, you don't really expect them to be epic, and in that sense, the original trilogy's 4-7 hour playing times and 30-31 ratings on the GIMLET are actually quite good.
The first three games are all the more notable for having been written by a young John Carmack. He was long gone from Softdisk by 1994, enjoying the accolade and profits from Wolfenstein 3D and Doom, but he remains credited for the engine. During the three-year gap, Softdisk apparently received hundreds of letters from fans demanding more Dark Designs games. Development was taken on by Peter Rokitski, who had been hired as the magazine's principal programmer after Cormack's departure. He had already resurrected a previous Carmack trilogy, Catacomb (a third-person shooter), with Sylvan Idyll (1992), Ether Quest (1993), and Sand Trap (1994). By the end of the second Dark Designs trilogy, as bulletin boards and the Internet brought the diskmag era to a close, Rokitski was essentially Softdisk's only employee, handling the duties of programmer, editor, quality tester, and assembler.
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| That was us! Only it was "Agamon." |
The original Dark Designs trilogy concerned an invasion of demons through a planar gate. In Grelminar's Staff, the party searched the ruins of Castle Grelminar for the artifact that would close the gate. In Closing the Gate, they, well, did that. In Retribution!, they pursued the archmage who had opened the gate through a portal and into a hell dimension to get revenge. That archmage was called Agamon in the original series but is for some reason called Agamol here. The author likely got confused between "Agamon" (the wizard) and "Agamal" (the castle where he lived).
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| Ah, the problems faced by fantastical worlds. |
The sequel series picks up "many years later" in the city of Tarador, where "good Queen Victoria has suddenly begun to act very strangely." She has ignored her duties and has created an army of strange creatures. "Whispers . . . have it that she has been possessed by the spirit of Agamol." The main PC is an adventurer with a friend who works at the royal palace. His friend appears on his doorstep one day, dying, saying that "the only hope for Tarador is the legendary Potion of Salvation." Legend has it that the potion is in Oblivion, "from which no one has returned (alive)." To get there, the party has to arrange passage from a "travel agent," who is demanding 50,000 gold pieces and the Bones of a Saint.
Gameplay begins in Tarador with a default party, but of course I dumped them and created my own. Character creation involves rolling five numbers between 3 and 18 and allocating them to strength, dexterity, constitution, intelligence, and piety. From there, you choose one of four classes: fighter, thief, priest, and wizard. Although the party can hold only four characters, there is room for 15 on the roster. The game instructions suggest that if the combined experience of the characters on the roster exceeds a certain value, prestige or multi-class characters become possible.
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| Creating a new party. |
New characters start with nothing but staves, and the early game is brutal. It reminds me of the first Might and Magic, where you have to either keep reloading or keep remaking characters as you ever-so-slowly amass experience, gold, and equipment. Random encounters are frequent and deadly; no place is safe, and enemies might attack on any movement, including turning and winning a previous battle. Of particular difficulty is poison, which many enemies can deliver and no Level 1 party can possibly cure. You have to return to the inn frequently to restore hit points, which costs 50 gold every time (fortunately, most battles produce more than that). You can save anywhere, which makes it a little easier than Might and Magic, but character deaths are written to the disk immediately after battle. The game even deletes all your gold as battle begins and doesn't restore it to you until it ends. That way, if you open the disk drive (or kill the emulator) to prevent a character death from saving, the party has no gold when you reload.
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| Carefully exiting the inn. |
As with the first trilogy, exploration and combat mix Wizardry and Phantasie elements. Instead of a wireframe first-person view or a top-down view, the game offers both, side-by-side. The top-down view shows an 18 x 11 grid, with unvisited squares obscured. A marker indicates special encounters or treasures. You get frequent atmospheric messages as you explore, the text making up to some degree for a lack of graphics.
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| Text offers what graphics cannot. |
All controls are handled via intuitive keyboard commands. The options are usually on the screen in case you forget. You can bring up an in-game help menu with the ? key in case you forget anything. Until late in this session, I didn't notice that there was a S)earch command for secret doors.
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| But it was pretty obvious that one was here. |
For combat, I've faced giant spiders, cottonmouth snakes, rats, fighters, wizards, bards, thaumaturges, necromancers, samurai, paladins (!), and ninjas. Gods know why the city is so violent. Battle shows the characters facing each other in ranks. It suggests a tactical map, but the only movement characters and enemies can do is between the front rank and the rear rank. The rank determines whom you can attack and who can attack you.
You specify an action for each character—attack, cast a spell, use an item, change weapons, move forward, or move backwards—and then execute. The game threads your actions with the enemies' in initiative order. It's basically Phantasie with the battle screen rotated sideways so the line between the parties is vertical rather than horizontal.
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| Bob has chosen to attack and now must specify the target of his attack. |
Battle is rewarded with experience, and if the enemies aren't animals, gold and items, which you can then equip or sell at the item shop. My characters slowly amassed better weapons, armor, potions, mana pills, and attribute-boosting rings.
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| Battle against a larger group. |
Running from combat only has about a 50% success rate, and if you fail, the enemy gets a free round of attacks. Every time I met a spider or snake, it was an agonizing decision whether to stay and almost assuredly get poisoned (even if I won) or try to flee.
Eventually, I stabilized my party at Level 3 and started doing more than just shuttling between the inn and the weapon/armor shop. The opening map, the "Old Quarter" of the town, appears to be 32 x 32. You can't leave the map to the north, east, or west, but to the south is a new map, the "Palace Quarter," and gods know how many others from there. Some of the encounters I found in the Old Quarter were:
- Ivanna's Inn, where the party can rest and restore spells. The inn has several locked rooms, which my thief opened with a lockpick. Some of them had chests of gold. Some chests are trapped, but I think the only way to remove them is with a spell I don't have yet.
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| 0.764% closer to my goal. |
- Alain's Armor and All. They sell basic weapons and armor, potions (including one-use antidotes for a hefty 250 gold), speed and strength rings, recall scrolls (100% escape from battle), and horns, which I have no idea how to use. They don't seem to work in combat or out of combat. Anyway, since you can find most of these items in battle, the store is more useful for selling than buying, at least after an initial visit.
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| Getting equipped. |
- Pat's Pub. It costs 20 gold to get in. There's a kitchen in the back with a few storerooms. One hallway has a fixed encounter with three fighters, a hierophant, and an illusionist. Elsewhere, a beautiful belly dancer named Natasha will offer hints if you buy her a drink. From her, I've learned that holy symbols cast the "Bless" spell; "Mark" and "Teleport" will be useful in getting back to Crytus, which is an island of "excarnation"; saints have been interred on Crytus; smugglers use the island in the Meriwyn as a treasure trove; and when you use a travel agent, you are sent immediately.
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| Could I at least know what kind of drink I'm buying? |
- Vyzap's Vault of Knowledge. They sell spells. This has been my biggest expense so far. At one point, I was up to nearly half of the 50,000 gold I would need, but I spent it all on spells (including, finally, "Cure Poison"). The store starts with only a couple of selections and then sells more and more as time goes by. I don't know whether the offerings are tied to character levels. So far, there haven't been a lot of great mage spells—no mass-damage, for instance.
- The Bent River occupies some space in the north part of the quarter. The game says we can't swim. I don't know whether there's another way to navigate it.
- The Temple of the Dog offers healing (at a reasonable rate of 1 point per hit point) and services to cure paralysis, stoning, and death—all way too expensive for the party at this point.
- A warehouse north of the river has an encounter with 11 water spiders, the biggest single party I've faced so far.
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| I hope you all enjoy being poisoned. |
- Many houses with multiple rooms and treasure chests.
I still have quite a bit to explore, even on the first map. I keep running into parties that are slightly too high in level for me, even though by the end of this session, my characters were between Levels 5 and 8. As I prepared to wrap up, I tried creating a new character, and suddenly I had a bunch of new options: paladin (fighter-priest), ranger (fighter-wizard), sorcerer (wizard-priest), yakuza (fighter-thief), hierophant (priest-thief), and illusionist (wizard-thief). So now the game has me questioning whether it's possible to win with the bland starting party. Certainly, I don't think there's enough for a thief to do that it's worth having a pure thief.
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| A bunch of new classes become available. I wonder whether this is all, or whether combinations of three classes become available later. |
It's clear that Oblivion is going to take longer than any of the previous three Dark Designs games, primarily because of the grind factor, but in that it at least provides an experience closer to the games it's emulating.
Time so far: 4 hours
Rokitski had nothing to do with the FPS Catacomb games. The original Catacomb was a top-down shooter released on both DOS and Apple II, and he did the sequels to that on Apple II/IIGS. Carmack, now in tow in Romero, made the FPS Catacomb 3D, which was only on DOS got its own sequels in the form of the Catacomb Abyss trilogy.
ReplyDeleteI wonder if there are any more base classes. There's certainly enough room for them. Also, please tell me those names are the game's idea of a joke, because I can't believe you've gone all this time to pull those names out of a hat. Even that feels trite and overplayed.
Just to clarify: I never said Rokitski had anything to do with the original Catacomb games; I said he wrote a sequel trilogy. Are you saying he had nothing to do with those? If so, can you point me to a source? Because he's the only one credited on those three games, and multiple sites name him as the author.
DeleteThose were my names. After characters with more standard fantasy names kept dying, I just made a fighter called "Bob" and the rest followed logically from there.
I could have swore you put down "first-person shooter" on Catacomb. Which would have been wrong. Even third-person shooter comes off as wrong, I can't say I've ever heard it used to describe a top-down game. There are two sets of Catacomb sequels, and it just seemed like you got confused as to which ones Rokitski was involved with.
DeleteI know Alice, Bob and Carol from cryptography. Never heard of Ted but according to Wikipedia the name is used in that context, too. Did D... to S... die?
Deletehttps://www.imdb.com/title/tt0064100/
DeleteThanks, never heard of that movie before.
DeleteIn this context, third person shooter is an unusual phrase.
DeleteWhat’s interesting about the sequel trilogy to Catacomb 3-D is that they were designed by Greg Malone. He had worked on Ultima VI and MM3 in design roles. I’ve always thought that they have a certain “RPG-ish” dungeon crawler flavor that doesn’t exist in Cat3D. It would be interesting to see your take on the first one at least due to the design lineage. It is overall the best one and everything afterward feels more and more rushed as if SoftDisk wanted them out before it became completely archaic to release EGA-only games.
If "third-person shooter" is the wrong term, I'll let you all hash it out with the literally thousands of sites that use it. Wikipedia's article on Catacomb starts with the phrase: "Catacomb is a 2D top-down third-person shooter."
Delete"literally thousands"
DeleteUnless you get very different search results from me, all I got were articles on Catacomb 3D confusing the results and Wikipedia itself. Maybe you're just doing this because it was a small aside, but I would expect a college professor to be careful about willy-nilly quoting Wikipedia. None of the sources linked in the opening use the term third person shooter, so its inclusion seems to be a mistake made by whoever wrote that section.
@dsparil, while I would say that the Catacomb Abyss trilogy was a lot better than what ID was doing with that style of level design, it never struck me as that RPG-ish. Perhaps it's just because most of the games with that style of levels that were good were RPGs?
I suspect that one rarely hears "top-down third-person shooter" because "third-person" is pretty redundant once you have "top-down" in. Although now I want to play a top-down first-person shooter. "That's a bombing simulator" you say but that would be the boring way to do it, I envision a game about parachuting, possibly through the center of the earth, and blowing away all the hostiles you drop past, with the innovative "not only your hand holding the gun but also your feet are in view" FPS display.
DeleteAnyway yeah I'd generally expect that to be called a top-down shooter, but I assure you that college professors do sometimes quote Wikipedia when we're posting on blogs outside our area of academic writing, and if that phrase's inclusion is a mistake you can always edit it!
You objected to the term entirely, not just to its use in relation to Catacomb; the "literally thousands" are for uses of that term, although there are at least dozens, if not hundreds, that use it in relation to Catacomb.
DeleteI'd be more careful in citing sources if I didn't also watch YouTube video of the game and verify that a) it is in a third-person perspective, and b) the player shoots enemies. I used the term casually in a paragraph that was meant to cover the backstory of the developer of this particular game.
You came in here and accused me of being wrong when I wasn't, then doubled-down by nitpicking my use of a term that plenty of other people use, then doubled-down on THAT by questioning my rigor as a professor. I don't know what got in your craw today, but I suggest you do a little self-analysis before commenting again.
Perhaps, I do tend to get a bugbear when people treat Wikipedia as the gospel, but at the same time, you're not exactly doing anything to deflate things when you brush it off dismissively. Then apparently building up a strawman argument in your head and getting upset when I don't conform to that strawman isn't a good look either. If I am to be an asshole, fine, but please make me the asshole I actually am as opposed to some non-sense you cooked up yourself. For someone quick to suggest someone else should look inward before commenting, you aren't taking your own advice.
DeleteLike your first paragraph in this last comment. I don't know what the heck you're talking about, because I have not entirely objected to any term. Calling a top-down game a third-person shooter is weird. I have not heard that term. If I search top-down third-person shooter, I get top-down shooter and third-person shooter results mixed together. I am not using quotes, because I shouldn't need to for a genre. If I search for Catacomb and third-person shooter, I do not get results which suggest this is true, only Wikipedia and you call it one. And none of the sources Wikipedia uses in the opening paragraph call it a third-person shooter.
"it is in a third-person perspective"
I'm curious, is this just an issue where you think of all top-down games as being third-person? Because in the shooter sphere, there is a difference.
"If I am to be an asshole, fine, but please make me the asshole I actually am..."
DeleteYou're a pedant. Perhaps where you live that's a variety of bugbear but where I'm from you're just an asshole.
1) That Paul Mazursky film is absolutely great.
Delete2) I feel related to Morpheus comment, in the sense of writing from a day of comedown in a way that I think is needed for documenting something I think it is important, but it is a common thing in this site to have very cold corrections in the comments answered rudely and finally getting to personal insults. Guys, please.
If the Catacom 3D games feel rpgish is because, again my discourse (always misunderstood by certain part of the commenters who live in their own narrow brain space or just live for bad faith) of the maze being one of the most important models that shaped gameplay, in this case of FPS and dungeon crawlers.
What an issue to get all worked up about ;)
DeleteSoftdisk's "Petton Everhail shared universe" is a confusing place, not only boasting two different Dark Domains trilogies but also two different sets of 2D Catacomb games (the second of which I'm just learning about here for the first time, which as the first person to document Catacomb on Mobygames is really a trip for me! What marvelous obscurities!) as well as a 3D set. Different releases of the Catacomb games have different continuities, with Grelminar and Nemesis swapping names. They all make a big deal out of John Carmack's involvement, which likely amounts to his designing robust engines and leaving flexible level editing tools behind in his wake.
DeleteAnyway, I say this to make two points:
one, the topic is genuinely tangled and confusing, so we should cut each other a little slack if someone gets a detail wrong, and
two, it's probably time for someone to make a fangame that folds the Dangerous Dave games in with the Petton Everhail ones. If the iD expanded universe gets to tie together Commander Keen, Wolf3D, Doom and Quake, it's only fair. (And which family reunion does Blake Stone get invited to, there's the real question.)
Thanks for coming to my TED Talk.
These hybrid classes remind me of Might And Magic, which seems to have similar ones.
ReplyDeleteAt least he didn't get "Agamon" (the wizard) confused with "Agama" (the lizard).
ReplyDeleteHmm, did you maybe switch Apple II GS and Apple II in the header? I'm no expert on the platform(s), but those screenshots look more like Apple II to me. Especially compared with the GS ones from DD III.
ReplyDeleteAccording to the sources I've seen so far, including the Catacomb Wiki, all six games were developed for the Apple II, then games II and III ported to DOS and I-III ported to the GS as well. (In that case, maybe adapt the headers for I-III, too?) Haven't seen a mention of a GS port of IV.
Busca
DeleteSorry, edit: I meant games I and II were ported to DOS.
DeleteI wonder whether this is all, or whether combinations of three classes become available later.
ReplyDeleteI won't completely spoil this, but I will list the remaining classes missing from your last screenshot.
G) SAMurai
K) BARd
M) NINja
N) NECromancer
O) THAumaturge
"For combat, I've faced [...] fighters, wizards, bards, thaumaturges, necromancers, samurai, paladins (!), and ninjas."
DeleteSo it looks like enemies offer you a glimpse of all the classes you can choose yourself at some point - including their strengths and weaknesses, to the extent they become obvious in battle.
Indeed somewhat surprising paladins are fighting you. But maybe the situation has confused everyone and (some of) those groups likewise think YOU are part of the bad guys.
This game doesn't seem have D&D's alignment system, why would Paladins necessarily always be good guys?
DeleteBecause of what the word "Paladin" means.
DeletePalace?
DeleteTo me, "paladin" in a CRPG is associated with the image of a pious/virtuous knight. That perception is probably indeed inspired by games with a D&D background like e.g. the Gold Box games. Which, I assume, goes back somewhat to the medieval twelve legendary knights of Charlemagne's court being called paladins (as per Wikipedia)?
DeleteHowever, I also just learned from the same source that as of 4th edition, even in D&D "paladins become champions of a chosen deity instead of just righteous warriors, paladins can be of any alignment".
Since that was only changed much later, though, I'd still assume that by 1994 most creators and players still expected a "paladin" to be "good" even if there is no explicit alignment mentioned in the game.
Yes, I agree.
DeletePaladins are based on, among others, Sir Galahad ("My strength is as the strength of ten, because my heart is pure") and their shtick is that they get mechanically stronger because they follow a strict ethos. And hence, they are most definitely The Good Guys.
Later editions of tabletop D&D had a lot of players that wanted the bonuses without the restrictions, and this has diluted the term "paladin" to mean any vaguely-religious warrior that can act however the player wants.
Obligatory "Might and Magic allowed non-good paladins all the way back in 1986" goes here.
DeleteMight and Magic II even had an evil paladin hireling.
>Ah, the problems faced by fantastical worlds.
ReplyDeleteNice one.
Indeed.
DeleteAt least she didn't abuse ICE as Mangar did.
DeleteWhen you say that you can save anywhere, but character deaths are immediately written to disk--does that mean you can restore from before the death? That's what I got from your talk of reloading, but then I didn't follow what difference writing the character death to disk made--wouldn't you be reloading a previous save regardless?
ReplyDeleteI think the way these games usually handle that is that the "location and quest state" and the "party state" get saved separately. So when your party dies, you may still have your earlier save – but it doesn't matter, because your party has separately been saved as "dead" anyway. If it's also saved by the game in a way that it makes changes directly within a game file or the game disk, this change with the dead party also remains when you use an emulator - because if you load the disk again, it will only contain the "dead" state. (I hope this explanation made sense)
DeleteThere's only one save slot. You can save anywhere, but the game can also save anywhere, and its save overrides yours. So no, you can't restore a game from before death. The best you can do is kill the emulator before combat ends, but the game has anticipated this by stealing all your gold (and saving the game) when combat begins.
DeleteThanks! So effectively, aside from shenanigans with killing the emulator, you can reload and undo what happened so long as you haven't suffered a character death? Or... started a combat? Because once you start a combat your save is overridden, and quitting and reloading will take you to the beginning of combat with no gold?
DeleteSounds like the main thing being able to save anywhere does is mitigate the risk of having to leave for dinner when you're away from a save point? Which is a pretty big plus!
I think it also auto-saves when you go into shops, transition maps, and perhaps a few other things. A manual save really is, as you say, for when the player has to end the session abruptly.
DeleteNaturally, a modern player could back up the entire disk to get around the problem.
"Temple of the Dog" I assume a reference to the band?
ReplyDeleteI had never heard of them. Thanks.
DeleteI only heard of them from doing a Chris Cornell deep dive years ago. (RIP Chris!)
DeleteSeeing Ninjas pop up in these western fantasy settings is bad enought, but Yakuza is even more silly.
ReplyDeleteWell, Ninjas and Samurai popped up already in western fantasy this time (as in Wizardy IIRC). Agree, the Yakuza as an NPC or character class seems silly and contrived.
DeleteHierophant is either silly or very original, but what do a (priest-)thief and ancient Greek hierophants or the hierophant in the Tarot deck have in common? Has someone an idea?
The game itself seems to have more depth than I initially anticipated. Interesting.
And it was stupid in those games as well. Although in some cases it was done on purpose.
DeleteMany well established fantasy settings out there include all kinds of different regions with different cultures though.
DeleteWe'll even get a glimpse at that with a very different region of the Forgotten Realms in Al Qadim.
DeleteNinjas and samurai, at least, aren't as supermodern and immersion-breaking as the Yakuza. In my opinion.
DeleteJacuzzis are better for immersion.
DeleteJust a guess, but the hierophant looked like an attempt to round out the class combinations and the designer understandably had trouble with "thief plus priest." There's probably a televangelist joke in there, but that'd be worse than yakuzas.
DeleteIf there are different cultures and regions it can be fine of course. But oftentimes, it's clearly just the developer throwing things in that they thought were cool at the time.
DeleteOf course it is tricky to find a term for a priest-thief-dualclass, it hardly makes sense!! A term for priests of Hermes or a reference to a modern sect (as said televangelists)? We'll see if there are even tripple-classes in this game. The types of opponents one can counter speak against...
DeleteStrictly speaking, the historical assassins were a religious order. Of course, the connection would be lost on an average RPG player, but still better than hierophants arguably.
DeleteFriars could also be an option (implying Friar Tuck).
I'll pay that one, PO.
DeleteOh, didn't even think of friars, VK. Those would be something like an inverted version of thief-priests. But they wouldn't be as /exotic bizarre as Roman Mercuriales or Aztec Nahual-Oztomeca (disguised merchants). Well, assassins, as you suggested could fit best in...
Delete"horns, which I have no idea how to use. They don't seem to work in combat or out of combat"
ReplyDeleteMaybe they are only usable by bards as it was in The Bard's Tale IIRC. Does the shop (or inventory) somehow indicate which items can be used by which class?
I love the dithering in the graphics. Ferrari at Lucas was doing wonders with it in the EGA backgrounds, and it is an unsung artistic hero on this.
ReplyDelete> Softdisk misses out on the opportunity to emphasize the "IV" in "oblivion."
ReplyDeleteEven Bethesda failed to do that in Elder Scrolls. The regret is even worse in their case, since “Oblivion” was the full title and “IV” lies perfectly in the center.
Also, obligatory “If I had a groat for every time that the fourth chapter of a saga was called Oblivion...”
Holy Mandela Effect. I could have sworn that the opening cinematic for Oblivion showed the "IV" and then dissolved in the other letters around it.
DeleteResident Evil VII did the perfect version of that with its trailer back when it was announced. (And they did it twice in the same game since the Japanese title is Biohazard 7)
DeleteThe "Resident Evil VII"/"Biohazard 7" branding twofer is a work of art. I'm not even much of a fan of RE, but that stayed with me. They tried again with RE VIII/Village, but there's only so much one can do.
DeleteIt wasn't in Oblivion cinematic, but they did it in the game menu
Deletehttps://www.youtube.com/watch?v=-Y5iF1Pdlcw
I looked up old Dark Design games, and what surprised me is that the graphics look quite different.
ReplyDeleteIs that the function of you playing a version for a different machine?
So how the heck do you tell where you are on the map?
ReplyDeleteThere's a small directional dash on screenshots that corresponds to party location and direction.
Delete