Wednesday, March 11, 2026

Game 570: The Sword of Peace (1979) and Game 571: Cells and Serpents (1980)

 
How different would our world be if Dungeons & Dragons had taken its themes from L. Frank Baum instead of J.R.R. Tolkien?
       
The Sword of Peace
AKA Magic Labyrinth 
AKA Kingly Orb
United Kingdom 
Published as BASIC type-in code in the November 1979 Practical Computing 
Versions released for the Nascom computer in 1980 and the ZX-81 in 1981 
Date Started: 10 March 2026
Date Ended: 10 March 2026
Total Hours: 2 
Difficulty: Easy (2.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later) 
       
This is the first game I can remember for which its original appearance does not give it any name at all. It appears in the November 1979 Practical Computing as generic BASIC type-in code under the heading: "Data - the sword of peace is yours." The article goes on to say that the program is a "version of the Kingly Orb." It was later titled Magic Labyrinth when republished (with acknowledgements and modifications) in the International Nascom Microcomputer Club's Basic Programs in March 1980. Finally, London-based Arctic Software published the commercial version that you see here in 1981 for the ZX-81.
     
The original type-in code from the November 1979 Practical Computing.
           
I spent some time, as did El Explorador de RPG, trying to figure out what "Kingly Orb" is or was. I can't find any references in the Internet Archive or Google Books. We don't know whether it was a previous computer game or a board game. 
 
Either way, the game is not really an RPG (no character development), but it's also one of those games that takes as much time to BRIEF as to fully play and number, so you get the latter.  
       
Killed on my first outing.
      
The framing story is that you're the crown prince of Oz, and that to prove yourself worthy of the throne, you must find, in a four-level dungeon, the Great Ring, the Kingly Orb, the Robes of State, and the Sword of Peace. Each dungeon level is 100 x 100, and at the start of each game, each item is placed at a random pair of coordinates on its respective level. Once you find it, you're automatically moved down to the next level.
   
Good, neutral, and evil monsters roam the dungeon. Evil ones attack you and must be fought or fled. Good ones give you benefits. Neutral ones may go either way.
     
A dragon gives me "Rain of Holy Water." The magic treasure on this level is somewhere on a line between (2,99) and (9,92) 
      
Combat is purely through the use of 10 numbered spells. Technically, spell 0 is "Run Away," but that's just an action using a spell code. The player only starts with the first three spells: "Landslide," "Wind," and "Fireball" (the world's worst folk music trio), but good monsters give him more as he meets them. Each monster (dragons, witches, wizards, vampires, rock monsters, mummies, golden horses, sand men, giants, and water worms) responds to some spells and not others, so you have to take notes. Fortunately, when you get Spell #10 ("Thunderstorm"), you find it works on anyone. Spells don't cost the player anything to cast, so you can just cast the best one repeatedly.
      
The full list of spells.
        
Each of the royal treasures also has a special spell that blasts certain enemies once you find it, but I never had to use them. 
   
The character starts with 500 strength points and takes damage from battle, but good monsters occasionally provide healing. 
     
This witch is not good.
       
Each turn, the player sees his current coordinates (e.g., 34,19) and moves by entering first the number of squares along the X-axis and then the number of squares on the Y. Either number can be negative. (There's a maximum of |20| in any direction, so you can do |20,0| or  |0,20| or |13,13| or any other combination in which the hypotenuse is 20 or less.) Fortunately, you do not have to search 10,000 squares for each item. The first time you encounter a good monster, it gives you a distance meter that tells you how many squares you are from that level's treasure. On a subsequent encounter with a good monster, you get a compass, which tells you whether the object is in a negative or positive direction on the X and Y axis.
        
I'm 9 away from the treasure, which is to my southeast. I try moving 5 along the x-axis and -4 on the y-axis.
        
For instance, you may be at (35,62) and the distance meter says that you're 23 squares away. The compass says (-1,1). That means that the treasure could be anywhere from (-1,22) to (-22,1). It's a bit confusing because maximum movement is given in a straight line while the Distance Meter simply adds absolute rise and absolute run. 
    
The "grid" is otherwise an illusion. The character doesn't actually move, and the cells aren't seeded with specific encounters. You get the same encounters in the same order no matter which coordinates you choose to input. Thus, once you work out which monsters respond to which spells, the only variables affecting your success are a) the luck of the draw when it comes to what monsters you encounter, and b) minimizing the number of guesses to get from your current square to the treasure square. You can work out the latter mathematically. Without the compass, you need a maximum of three guesses to triangulate the treasure; with the compass, you can do it in two. It's actually a bit better than that, because if you're exactly on one of the axes, the game gives you an annotation of 0 for directionality, so sometimes you can get it in one. It might take you longer to get there, of course, if you start more than 20 (diagonal) squares away. 
       
Triangulating the location without a compass. At the original position 1 (O1), the player was told he was 12 squares away. At O2, he was 10 squares away. At O3, he's 6 squares away, which allows him to nail it.
              
As you might imagine, it was more fun working out the formula than playing the actual game. It's a good programming exercise, nothing more, and even in the "dark ages" of RPG history, I think it was rather shameless of Arctic Software to try to sell it.
    
One of these days, I'm going to have to create a page listing all of the titles and honorifics I've accumulated.
    
***** 
      
      

Cells and Serpents
United Kingdom 
Published as type-in code for the Nascom in the December 80 Computing Today 
Republished as type-in code for the BBC Micro in the May/June 1983 A&B Computing 
Commercial versions released by Argus Press in 1982 for the Commodore 64, 1983 for the Atari 800, Dragon 32/64, ZX Spectrum, and BBC Electron, 1984 for Commodore VIC-20 
Date Started: 10 March 2026
Date Ended: 11 March 2026
Total Hours: 2 
Difficulty: Hard to say with no fixed goal. Moderate? (3.0/5) 
Final Rating: (to come later)
Ranking at time of posting: (to come later) 
    
Speaking of type-in games that later saw inexplicable commercial releases (although I guess I'd play a few quid to avoid having to type it myself and then spend six hours debugging it), we have another non-RPG that sees the character wandering through a random dungeon with no goal except to escape with the highest score possible. 
    
Without any framing story or character creation, the character is dumped into Level 1 of the dungeon with 100 hit points. You're told that you're in a room and can go left, right, or forward. The game tells you what you see in those directions, a list that includes corridors, rooms, stairs up, stairs down, doors, blank walls, and, theoretically, an exit. 
      
Contemplating three options.
       
Doors and rooms are basically the same thing, since doors just lead to rooms. They usually have monsters, treasures, or both. If there's a door, you get a chance to listen first to see if you hear a monster. Running into a blank wall causes damage.
 
Don't bother to map anything: the things you see in each direction are randomly generated when you arrive at each new location. You can't go down a stairway, turn around, and go back up. In this sense, each "level" is infinite because no real geography exists.
    
The monsters are drawn from typical fantasy RPGs: orcs, goblins, hobgoblins, demons, undead, dragons, and so forth. They have no special attacks or defenses. In combat, you have the option to fight (which is resolved automatically) and cast (generic) spells, which usually do more damage, but you have a limited number. Monsters are harder the lower the level. The character has no strength score, so the only thing that determines success in combat is whether your hit point total holds out against the monster difficulty. The only real strategy is to retreat from monsters in rooms that don't offer any treasure.
     
Defeating an intellect devourer with a spell.
      
The hardest enemies are three demons—Demogorgon, Jubilex, and Orcus—and ten devils: Asmodeus, Baalzebul, Dispater, Geryon, Barbed Devil, Bone Devil, Erinyes, Horned Devil, Ice Devil, and Pit Fiend. I was still able to kill them without much trouble as long as I had a few hundred hit points. Incidentally, if the title of the game didn't give away the author's primary influence, that list ought to do it.
         
It's close, but I think the version of this battle in Baldur's Gate: Throne of Bhaal is better.
       
As for that treasure, gold pieces add to your score. Other items—like weapons, armor, or wands—just add directly to your hit points or spell total. The only exception is a "luckstone" that increases the amount of gold found.
     
A nice haul after a battle with a green serpent. The scroll and armor will add points to my health; the wand will add spells.
     
That's about it. You just wander the rooms, taking care not to walk into walls, fighting or slinging spells at the occasional monsters, and frequently checking your status. The C64 version offers the ability to save and reload, obviously not present in the original. When you're ready to leave, you find an exit and you're given a message that "you got out alive," along with your score.
     
My top score, sans the exit.
        
            
I spent a couple of hours with the game, fielded about half a dozen characters, and got one of them down to dungeon Level 16. I built a score of 538, which seems like a lot, but according to the type-in code, the creator was able to get to over 11,000. In any event, I never saw an exit, at least in the C64 version. The manual's language admittedly makes it seem rare ("should you be lucky enough to discover an exit . . ."). I tried to interpret the original code to determine the circumstances under which an exit appears, but I wasn't familiar with that form of BASIC. If you want to give it a try, here's the issue of the magazine. 
        
And here's the image.
         
[Ed. It took me a while longer, but I got out! As per the comments, the exit only has a 1/700 chance in appearing in any of the room slots.] 
     
       
Numerous sites credit the game to a "G. Lovell," but if you go back to the issue, I think he or she is being credited with the full-page artwork (repeated on the front cover) of the topless female barbarian (shown from the rear) confronting a dragon with a spear. Like many type-in games (e.g., The Wizard's CastleThe Devil's Dungeon) it has spawned a number of modifications and variants over the years. (I am once again indebted to El Explorador de RPG for tracking down some that I would have missed.) Both Argus Press and Forward Software issued commercial releases for multiple platforms. It continued to appear on public domain and shovelware disks into the 1990s. A programmer named Simon Goodwin ported it to the PDP-11 and from there to the EACA Video Genie, renaming it Troll Crusher along the way. An Englishman named Jim Davies wrote a variant called Orcs n 'Oles for DOS in 1994, which features quite a few more items and variables. Generating ideas for variation is, I suppose, the entire purpose of a type-in program.
      
A screenshot from Troll Crusher (1994). The score keeps going into the negatives for me.
        
****
      
Someone will ask about the GIMLET. I rated Sword of Peace an 8 and Cells and Serpents a 5. It's not worth going through all the categories for such primitive titles. 
 
I'm sure you were hoping to read about The Elder Scrolls: Arena today instead of a couple of type-in games. Don't worry; I'm getting there. In the meantime, this quick entry allowed me to finish off 1979 and 1980. Again.
 

36 comments:

  1. Regarding Cells and Serpents, the code around line 1020 determines the surroundings. This has a 1 in 700 chance of generating an exit.

    Given how long you've played, this suggests to me that there's a bug somewhere, or the version you've played doesn't exactly match the listing.

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    1. Oh, I see. Line 1030 has one variable set to between 1 and 7 and 1030 has another set between 1 and 100. The first has to be 7 and the second 1 for the exit to appear. Is that right?

      That would suggest you'd have a reasonable chance of getting an exit after about 250 rooms. I honestly don't know whether I played that far. I suppose I should keep trying if I want to count it as a win.

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    2. Ha. Did that math wrong. It's closer to 500 before you'd have a 50% cumulative probability. That certainly explains why I haven't found it yet.

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    3. Still did the math wrong. I wasn't thinking that you get 3 new rooms lots per move. In any event, I found the exit, got the winning screen, and updated the entry above.

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    4. Yes, each new location gives you three 1/700 shots at getting an exit, or a 0.43% chance.

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    5. Now, that is a primitive dialect of BASIC. It's common to lack an ELSE, but using a nested IF in lieu of an AND operator is funky. The single array named "@" had me thinking of Rogue, too.

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  2. As the resident art recognizer here, I have to say the "topless female barbarian" artwork on the cover of Computing Today bears a striking resemblance to a painting by Frank Frazetta: https://locusmag.com/wp-content/uploads/2018/08/frazetta.jpg

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    1. Interesting. Not a rip-off in any way, but perhaps a derivative.

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    2. Agreed, it doesn't constitute artistic plagiarism but I think it's very likely the Frazetta figure was used as reference. Frazetta figures show up in all sorts of games from around that time period (both in-game and in box art/promotional materials), with examples ranging from outright copies to the more subtle referencing of a pose. This is a great (although not exhaustive) selection: http://www.hardcoregaming101.net/tracing/tracing2.htm

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    3. Small wonder, since Frazetta was probably the best to ever do it, still influencing illustrators all over the world up to present day.

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    4. Frazetta is certainly one of the iconic greats of the field and influenced a great many artists. 'Best to ever do it' is harder to answer and much more subjective... but also fun to think about. Each generation of artists stands on the shoulders of giants.

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    5. If you look at the bottom of the cover, you can see the artist's signature and it says Archie '80 or something similar (it also appears next to the magazine's table of contents), so I think G. Lovell really did sign the article, although right now I'm not sure if the program was his.

      In any case, it's possible that G. Lovell is this Gerry Lovell:

      https://archive.org/details/your-computer-magazine-1984-05/page/n180/mode/1up?q=%22gerry+lovell%22

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  3. I for one would actually really enjoy seeing your list of accolades, titles and credentials. Something to work on when you've so little else to do and great spans of free time (/s), anyway.

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    1. The Might & Magic games alone would put Daenerys Stormborn of the House Targaryen, First of Her name, Rightful Heir to the Iron Throne, Rightful Queen of the Andals and the First Men, Protector of the Seven Kingdoms, The Mother of Dragons, The Khaleesi of the Great Grass Sea, The Unburnt, The Breaker of Chains to shame!

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  4. If you and/or El Explorador still want to find out about the "Kingly Orb", whether that was an earlier computer program or a board game, you could consider asking the authors of the type-in if they recall anything.

    The brothers seem to be long-time IT specialists. According to 2007 short bios of both found e.g. in the description here, Adam Laurie started in the computer industry in the late Seventies, working as a computer programmer on PDP-8 and other mini computers, and then on various Unix, Dos and CP/M based micro computers as they emerged in the Eighties. He appears to be quite a prominent 'white-hat hacker', lots of articles, and is still posting on his Linked-In account as recently as a month ago.

    Ben(net) Laurie wrote Apache-SSL and developed the MUD/MUA Gods in the mid-80s as also mentioned on his Wikipedia page.

    Guess they could tell a few stories of those pioneering programming days in the late 70s / early 80s, though maybe not focused on CRPGs. So not sure if either of you find it worth your time to reach out to (one of) them based on this type-in.

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    1. Thanks for researching the authors, it's interesting and something I often overlook, but in this case The Sword of Peace isn't even a true role-playing game according to most definitions (it isn't for me either), so I don't want to bother them unless it's to contribute something to the history of CRPGs.

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    2. Busca: you honor your blogger name

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    3. @Explorador: I thought so, but wanted to put it here just in case.

      @shankao: That's why I chose it ;-).

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  5. A few years ago, when The Valley (1982) was covered here and our host labelled it the earliest British CRPG (so far) under his definition, El Explorador and The Wargaming Scribe discussed which might be the first British CRPG depending on criteria applied and both games analyzed in this entry were mentioned in that comment thread.

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  6. Heh, I bet everyone was expecting TES next. Nice one.

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  7. As always, it's Chet's call, but I strongly suggest dropping the type-in games. They just slow you down without adding anything of note to the body of human knowledge.

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  8. I’ve read many of the Oz books; it’s fascinating to see just how far the series pushed the world and mythology past what the original movie adapted.

    I can thus look at the screenshots, read your write up, and definitively say: There is absolutely *nothing* there that pulls from that world in the slightest—aside from the name.

    As a result, I’m going to confidently declare that it doesn’t actually refer to L. Frank Baum’s land at all! With all the mummies, rock monsters & water worms, they’re clearly invoking the magical land of Australia. ;)

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    1. AlphabeticalAnonymousMarch 11, 2026 at 4:37 PM

      Having read most of the original Oz books, and anything by Tolkien I can get my hands on, I'd say there's no comparison between the two. Baum's Oz stories are clean silly fun, but the narratives go all over the place. I agree with @Don Alsafi that "fascinating" is the right word for the corpus: not "impressive," but certainly broad and unexpected. I can read most mature Tolkien works again and again, but I'll only ever read any Oz books again as part of a general American cultural exposure for my children. As for the modern Gregory Maguire works... that's a whole other story.

      All that said: a true, well-done Oz CRPG would be a delight.

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    2. I'm wondering why there aren't any RPGs based on Wizard of Oz. Is it because the owner of the rights is very litigious? Or perhaps the setting leans too much towards "characters can do (or not do) whatever the plot needs at the moment", which doesn't combine well with rules-bound RPGs? Something else?

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    3. I think the most obvious answer is that it's considered children's literature - which up until relatively recently had a certain stigma attached to it in Western fantasy/RPG circles. Wiki says there were a couple of JRPG adaptations and a couple adventure games.

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    4. AlphabeticalAnonymousMarch 11, 2026 at 7:54 PM

      I think both of you are on to something. The Oz books are very much of the style "characters can do (or not do) whatever the plot needs at the moment" ... though then again, I feel like Tolkien is too.

      On the other hand (@Radiant) the Oz books are mostly in the public domain at this point. So litigious corporations don't have much of a role to play.

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    5. I've been reading the Oz books to my kids (my oldest went ahead and read through the whole series, so it's more so for my younger kids now though). I have Del Rey paperbacks that were handed down to me by my mom who read the books to me as a child, and it's interesting reading the introduction from Judy-Lynn and Lester Del Rey at the start of the books, which it looks like dates from 1979. There's a reference to a resurgence in fantasy, and they state "We have every expectation of making Oz as familiar to millions of fantasy readers as is Tolkien's Middle-earth and Lewis's Narnia."

      I haven't looked up any sales figures for the books, but it certainly seems like the full series of Oz is well behind Tolkien, and probably also Narnia, by a fair measure. I think it likely has to do with some of what others have already touched on, namely, the kind of fun but somewhat silly nature of the fantasy. I think it's a great series, but it doesn't have the kind of epic feeling to it that is commonly adapted into computer/video game form.

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    6. Narnia doesn't have any RPGs either, to my knowledge... and it's probably more well-known than Vance's or Leiber's works.

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    7. Another thing about Oz is that the main characters don't do much fighting IIRC. Watership Down, which is also considered children's literature, got a fantastic RPG adaptation in Bunnies & Burrows, but the rabbits fight and escape traps and fall into character classes in ways that adapt smoothly into RPG methods. Oz feels more like it would be adapted to a "travel along the path" kind of game.

      Vance and Leiber are indeed more obscure than Oz, but the Vance mythos didn't really get adapted that much for D&D; it was more the "fire and forget" magic system (which, to ride my hobbyhorse, only plays a major role in two stories) and eventually the IOUN stones. Leiber did get his characters put in the Deities and Demigods supplement, along with Elric and Cthulhu (originally). I suspect that, even if they were playing fast and loose with intellectual property, Narnia would've been a bridge too far; plus Aslan is really Omnipotent Jesus and you can't really make stats for that.

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    8. There actually *is* an RPG based on The Wizard of Oz: "[TWoO:] Beyond the Yellow Brick Road." It's for the Nintendo DS, and was developed by the same company that made the Wild Arms series. Fun trivia!

      But, yes, it's definitely not nearly as prevalent as you might think.

      (All of the L. Frank Baum Oz books are in the public domain in the US now, so they wouldn't be litigated.)

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  9. I laughed at '"Landslide," "Wind," and "Fireball" (the world's worst folk music trio)' - that game is really a Dungeon Wonderland, is it?

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    1. Yeah, a nice 'Earth, Wind and Fire' reference there, they've been highly influential to the hip-hop movement and black music in general.

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  10. Considering the ZX-81 and that it's a type-in listing, The Sword of Peace seems pretty competent - definitely the kind of game that would've been fun for a bit, and then inspire me to dive into the source code and change stuff. I agree that selling it for money isn't great (though it looks like it also came with another game on the tape?) even considering the later industry practice of selling Shareware/PD disks (to people without BBS/Internet access).

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  11. I'm sure you were hoping to read about The Elder Scrolls: Arena today instead of a couple of type-in games.

    Not I, for I love these reviews of type-in games and similar marginalia from the earlier days of computing. I'll be saddened when they're gone for good.

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    1. Same here... I have greatly enjoyed all of the little nooks and crannies from the old days.

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    2. There will always pop up another more fringe and obscure one, until the last cassette in a long forgotten child room is thoroughly investigated

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