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Sunday, May 3, 2026

Game 575: Arena of Death (1991), Game 576: Darkhold (1987), and BRIEF: Buio! (1984)

 
Why does my sword have a blue tip?
      
Arena of Death
United Kingdom
Hibbs Creations Limited (developer and publisher) 
Released 1991 for Commodore 64
Date Started: 1 May 2026
Date Ended: 1 May 2026
Total Hours: 2
Difficulty:  Easy (2.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)     
     
Arena of Death is so simple that it's barely a game. You start it.
      
You allocate 100 points among three attributes: strength (damage done), stamina (health), and skill (accuracy).
            
You select the best weapon that your strength will support, plus a backup weapon in case you fumble it.
      
I can take a broadsword or anything below.
     
You select armor if you want. Different types of armor have different protective values but also subtract form your skill.
      
Those rings aren't available to the player, but you encounter enemies who have them.
      
You enter the arena. The game tells you what kind of enemy you're fighting, what kind of weapon he wields, and what kind of armor he has.
      
Prepare to die, salamander!
      
Each round, the game rolls for initiative. If you get the initiative, you can charge, swing, thrust, change weapons, surrender, or check your status.
  
If the enemy gets the initiative, you can parry, dodge, retreat, change weapons, counter-attack, or check your status. 
    
Defense options.
        
Once one of you has taken sufficient wounds, the battle is over. If you win, you get between 0 and 2 points added to your three ability scores, your character heals, and you return to the main menu, where you can select different weapons and armor or, absurdly, save the game.
 
Win 5 times, and the game tells you that you win the match "and your freedom." At that point, saving the game (which is absurd) becomes possible. 
   
Win 10 times and you win the game and get listed in the Hall of Fame.
           
This was unexpected.
      
For my first character, I chose 40 strength, 40 stamina, and 20 skill. I equipped a broadsword. I won every match and had won the game 20 minutes later. My opponents, in order, were a lizard man, a "Chester," a centaur, a lizard man, a kobold, a goblin, a centaur, a dwarf, a bugbear, and another Chester.
   
Since what happens during battle is invisible, I have no idea which attacks and defenses work best, or whether the best strategy changes for different opponents or different opponents' weapons and armor. I similarly don't know whether certain weapons work better against certain opponents or certain armor.
        
The character status screen.
      
The points you get for each victory aren't really sufficient to have achieved a new weapon level by the end of the game, so the "development" isn't worth much.
   
Enemies I encountered in subsequent passes through the game include gnolls, warlocks, and warriors.  
        
In the rare case that you die, there's a chance of a resurrection. 
      
It's a good thing I didn't die or surrender often, because if either thing happens, the game asks for a disk (I don't know whether it wants the main disk or a save disk) and then refuses to accept anything that you insert. 
     
The game is sort of an all-text Darkwood (1992) but without the inventory upgrades that game offered in between matches. It gets a 9 on the GIMLET, nothing rising higher than a 2, 0s in "Game World," "NPCs," and "Economy."
    
Arena was created by Patrick Hibbs of Hibbs Creations Limited. No other games seem to be associated with him. I don't know if it's the same company, but a company by that name has four free apps on the Amazon app store, all from 2021: Different Types of TeaHistory of Lifted Jeep WranglerHow to Renovate Your Bathroom, and Advantages of Swimming. All appear to be text only; none have any reviews.
    
***** 
     
     
Darkhold
United States
Softdisk (developer and publisher); published in Loadstar magazine
Released 1987 for Commodore 64
Date Started: 1 May 2026 
Date Ended: 1 May 2026
Total Hours: 2
Difficulty:  Easy (2.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)     
    
Darkhold is an action game in which one or two players joystick their characters (a warrior and/or a wizard) around a dungeon, kill enemies, and collect treasures. It was created by frequent Loadstar contributor John Mattson, whose work we saw previously in Questwriter (1990), Labyrinth (1991), and Knight's Quest (1991).
    
The dungeon has four levels. Each level has rooms arranged in an 8 x 8 grid, wrapping, for a total of 64 rooms on each level and 256 levels in the dungeon. The characters navigate the larger dungeon corridors and then poke their heads into the individual rooms. Each room can contain some combination of:
   
  • Stairs up or down.
  • A monster (specters, basilisks, manticores, trolls, harpies, fire newts, dragons).
  • A treasure chest.
  • A healing fountain.
       
A basilisk blocks the way to a treasure chest.
    
Despite their names, both characters are pretty much the same in combat. They both have missile attacks activated by the joystick button, but enemies close the distance fast. As soon as a character touches an enemy, they're presumed to be in melee combat. It's over fast.
      
The wizard melees with a troll.
       
The goal of the game is to find four pieces to a medallion. They are stored on the four levels in random treasure chests. Treasure chests otherwise contain gold, which adds to each character's score. Collecting chests in rooms that have them is the only way to "clear" those rooms. If the room only has an enemy, with no chest, there's no reason to fight him, as you get no special benefits from killing enemies. If you pop into a room, see only an enemy, and immediately leave, the room is considered "cleared."
     
Hey, I'll take the W.
        
Various notes:
   
  • Some enemies have ranged attacks. Harpies are the worst enemy in the game, as they have some kind of "magic field" that damages you as you spend any time in their presence.
  • Healing fountains heal 30 hit points with each visit, and they're good for multiple visits. At some point, the healing fountain will disappear and the room will become a standard monster room with no chest.
  • When two players play at once, one of them controls the "party" as they move around the dungeon. Once inside a room, the players can operate independently. But battle is over quickly, and enemies are optimized for a single character, so I can only imagine it was a boring, frustrating experience. Both characters have to independently leave the room using the same exit to continue. 
     
The two characters together in a room with a healing field.
      
  • If you use the "fire" button on the joystick while outside a room, the game thinks you want to drink a potion. I never found a potion anywhere in the dungeon. It's possible I missed some documentation.
  • Similarly mysterious are the "items" section of the main screen, which never show more than one item (the character's weapon upgrade). 
  • If you just stand around in the corridors, enemies "ambush" you and draw you into a temporary room, though you can just immediately duck out, the same way you can in regular rooms. 
  • Both characters can upgrade their weapons on the first level. They make a minor difference in battle, and the task is accomplished quickly, so it's not a huge part of the game. 
           
Wandering the hallways between rooms. The checkerboard rooms are unexplored; the ones with the blue wavy lines have healing fountains.
     
It's not really an RPG—no character development—but it was over fast and it was diverting enough for an hour or so. The levels are generous enough with healing fountains that you're never in any serious danger. It only gets a 7 on the GIMLET, lacking any real RPG elements.
 
 ***** 
        
      
Buio!
"Darkness!"
Italy
Editoriale Video (developer and publisher)
Released 1984 for ZX Spectrum
Rejected for: Insufficient character development 
     
Until I found a few entries in a ZX Spectrum database, I thought that Time Horn: Il Corno del Tempo (1991) was the first Italian RPG. It may still be. Buio! is yet another adaptation of The Wizard's Castle (1980) or Monster Combat (1980), and a relatively uninspired one at that. The only relevant statistic is the character's forza ("strength," but more accurately, "hit points"), which goes up and down based on luck more than experience or skill.
   
There's no backstory. The character is cast into a 16-level tower, randomized for each new game—a process that seems to take forever even accounting for the year and platform. Each level has 10 x 10 squares. Each square offer some combination of monsters, treasures, and special encounters. To get to the next level, you have to accumulate 2500 x L gold pieces, where "L" is the level you're currently on, then find the "key," which automatically teleports you along. Why they didn't just make the key a stairway is one of the many mysteries of Buio!
      
Starting out on Level 1 with no gold, 8000 hit points.
       
Combat is with generic mostri; the game doesn't even bother to pull from a database of different monster names. As combat begins, you have to decide whether to go for a leg (G), body (C), or head (T) attack, and hold down the appropriate key. Some monsters are particularly resistant to some attacks and vulnerable to others, but unless I'm missing something, the only way to tell is to try one of the options and see how fast the monster's health depletes. Meanwhile, your own health is depleting quite rapidly, even at era-accurate speeds. I had a tough time making my initial 8,000 hit points last the level. The only other option in combat is to run (R).
   
The combat screen. Nothing to do here but hold down the key.
        
Special encounters include piles of treasure, weapons that add to your health (there is typically only one of these per level), merchants who will sell weapons, teleporters that take you to random places, and enchanted rooms that raise and lower your strength. 
    
An "enchanted place" saps my strength.
       
A map of the level can be accessed every time you defeat five monsters. It shows the locations of rooms with monsters (M), weapons (A), keys (+), and special encounters (#). Monsters can wander into any room, though, so the "M" isn't really helpful. Movement is with the 5678 keys. It's probably an emulator issue, but I found the game to be horribly unresponsive to my keypresses.
       
The level map. I guess there are 496 monsters remaining.
        
I made it to Level 2, but no way am I wading through 15 more levels of this just for the inevitably brief congratulazioni! at the end. 
    
As a side note, I've never had any formal lessons in Italian, but my general familiarity with the language from food, music, architecture, wine, and Dean Martin songs, coupled with my knowledge of French and Spanish, means that I can almost always "triangulate" the language. Like if you know "woods" is bosque in Spanish and bois in French, it seems inevitable that it's bosco in Italian. Given that, the translation of Buio! surprised l'inferno out of me. It was on my "upcoming" list for weeks, and I just assumed it meant "wow!" or something. It has no cognates that I know of in the other Romance languages. Google says that it comes from a Latin word for reddish-brown. Imagine if there was an English language game called Reddish-Brown!

43 comments:

  1. There is a playthrough of Darkhold on YouTube somewhere, and there are indeed potions to be found, which are spawned in chests in some rooms.

    ReplyDelete
  2. Aren't the Pokémon games just named after colors?

    ReplyDelete
    Replies
    1. That's a subtitle - it is "Pokemon Red" or "Pokemon Emerald", or "Pokemon X", not simply "Red, Emerald, X".

      Delete
  3. "Buio! surprised l'inferno out of me. It was on my "upcoming" list for weeks, and I just assumed it meant "wow!" or something."

    I thought it had something to do with Raquel Welch.

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  4. I like to look up the origin of words, and then search forward what words are derived from that origin. Probably not very scientific, but fun. English is interesting, because it has a lot of Germanic and Romance words, but then both Germanic and Romance languages have a common ancestor.

    Anyway, from online sources it seems buio and burro (donkey) possibly go back to the same reddish-brown root.

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  5. It has no cognates that I know of in the other Romance languages.

    Wiktionary postulates an etymology of buio from Latin burrus, which I believe is itself from Greek πυρρός. If so, that means that the closest cognates in other languages mean something close to the opposite!

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  6. I have been reading your blog for a good 10 years and I rarely comment. I like the efficiently of 3 short games together. This gets through the crud quicker for more interesting games.

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  7. "Why does my sword have a blue tip?"

    From the countless, ehm... blue-blooded noblemen you've slaughtered in the arena, I'd fathom.

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  8. Me neither had formal lessons in Italian, but I learned Latin in school which is a great help, and I live in a country where it's an official language. I couldn't speak Italian coherently, but we have fumetti (small comic books) available at newspaper stands, and the short and simple sentences let me understand the basic plot and advance my vocabulary successively.

    'Buio' isn't that much of an outlier when you're familiar with Italian horror movies which usually sport excessive titles like 'Tutti colori del buio' (all the colors of darkness).

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    Replies
    1. So buio in this game's context would mean "Darkness!"?

      Delete
    2. I'm pretty sure buio generally means dark(ness). reddish-brown is just the meaning of the latin word it is derived from.

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    3. Yes, buio means darkness, but not necessarily total darkness. It’s the condition you’d see at dusk for example, hence the alleged origin from a latin word used to qualify dark colors, like brown. It’s basically a synonym of oscurità, which English speakers will be more familiar with.

      Delete
    4. Sounds like it could be related to the proto-indo-european root "*bʰel", which gives us the word "burnt" (And also an insane number of other words broadly linked to burning then spreading out to also cover words broadly lined to producing light)

      Delete
  9. I believe the first Italian RPG was the apparently D&D-inspired "Avventura I" by Alessandro Castellari, written in 1983 (and first released "officially" in '84) for the C64. There's plenty of history out there on it from the last few years, based on extensive research by Italian games historians. Look for the articles by Andrea Pachetti and Andrea Contato for more info. An English translation has also been made.

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  10. Lots of interesting games on the upcoming list.

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    Replies
    1. AlphabeticalAnonymousMay 3, 2026 at 7:21 PM

      That's the benefit of focusing more specifically on some of the more well-known games, instead of just *all* games from a given year.

      Delete
    2. All except Ultima VIII are more or less undocumented games, which makes it interesting.

      Delete
  11. Well about your linguistic note at the end, Italy, like the other coastal European nations, suffered invasions from foreign civilizations so they did end up with some words that are unrelated to romance/latin. For example Spanish has 8% arabic in it and, words from invaders were often misheard, respelt, reinterpreted.

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  12. I always love to read those short articles, particularly about non-English games.

    With Spanish, you could probably read Portuguese easily - but I wonder how you would fare against Romanian. Your French helps significantly, and your Spanish & German a bit - but not sure if it would be enough.

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    Replies
    1. I always thought that goes the other way; people fluent in Portugese have no problem understanding Spanish, but not vice versa.

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    2. I think it's like say Swedish & Danish. It's much easier to understand Spanish (or Swedish) from Portuguese (or Danish), but you can read with efforts the other way around.

      With Spanish + French, I can read (but not listen to) Portuguese. However, I was stopped dead in my track by a game in Rioplatense - I was wondered where my Spanish comprehension had vanished :).

      Delete
  13. "Imagine if there was an English language game called Reddish-Brown!"

    Ah, so you're saying this is a Rouge-like?

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    Replies
    1. Nice!

      I had thought that there was a game on the list whose name was a color, like Vermillion, but I think I was misremembering Amberstar.

      Delete
    2. Sword of Vermilion was a 1989 Japanese action RPG for the Sega Genesis.

      Delete
    3. > Ah, so you're saying this is a Rouge-like?

      No, it's a MUD

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    4. Really? I thought it was a blauburn.

      Delete
  14. There are not one, but two games on your list with shades of brown as names: Fawn and Fawn II.

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  15. For whatever it's worth, MobyGames has a CRPG called Crimson (with two sequels); appears that it's been excluded from the master list for being only available in Japanese.

    It also has two different action games called Dark (one from 2009 and one from 2013), as well as a 1992 CRPG called D'ark (also off the list for language reasons).

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    Replies
    1. The sequels of Crimson should have been called Carmine and Cordovan!

      Delete
  16. I could certainly imagine English-language games called 'Carmine' or 'Jade' or 'Ochre'. "Reddish-brown" is a bit of a deconstructive/definitional phrase.l

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  17. I decided to play Buio! through to the end, so here's a longer description of what there is (which is not a lot). NB I used judicious use of "save scumming" to take a snapshot file via the emulator to save good results, however the game actually offers the ability to save and load your game so it's not quite as big a cheat as could be. To start with all 16 levels are randomly generated, which takes several minutes, so if you die on the first level and restart, you have to wait for ALL the levels to generate again. There is no real reason to do this other than make the transition between levels instantaneous. Looking at the code, it's actually not that inefficient in the way it is done, although there are better ways to do it and it is written in BASIC and not machine code. With fighting, as soon as you get attacked, just hold down one of the three attack keys. This normally killed the monster quite easily if I had a good strength advantage although sometimes there was an abnormally strong monster which I had to escape from (although the code appears to just give random values to them based on level so not sure why there was this occasional outlier). Chance to hit is based on a random chance, your strength, a difficulty multiplier and which body part you attacked vs the monsters strength. Damage is either 1/300, 1/400 or 1/500 of your strength (depending on attack location) multiplied by a random value from 1 to 2. Getting the weapon on the level is a good idea as this will increase your strength by 50% to 160% depending on the weapon. The mysterious rooms will either give up to 750 gold or take up to half your current amount, give or take strength (10% of total), remove your weapon, sell you a weapon or teleport you +/- 2 levels. I found myself trying to avoid the rooms in later levels as loosing up to half your gold is painful when you need it to advance to the next level and if I was teleported up a level or two at the early stages, I could find myself underpowered and needing a lot of gold to continue. The only other tactic I used was to try and get several monster kills in the earlier levels which allowed me to look at the map as soon as I moved up levels (of which I took a screenshot to reference) and then I made my way to the weapon to give me a strength boost. Then it was mostly repeat this tactic for each level, relying on killing monsters to get gold.

    And now the big finale, the end message (thanks to Google translate)

    You have found the magic key.
    The key you found allows you to access the treasure room.
    Your enterprise has succeeded, after 389 moves.
    You will now be transported outside the tower with 40561 gold pieces + the treasure.
    Complements!!

    ReplyDelete
  18. The following year (1985) a modified version of Buio! for the C64 was published in a similar magazine (it also shows up on GB64, but uncategorized). I copy the translated instructions from the magazine (found here) below to show the differences. I'm sure Chet will especially enjoy the added backstory... .

    BUIO

    The Knightly Battle

    You are PARZIVAL, the KNIGHT of the ROUND TABLE. During
    your travels in search of the HOLY GRAIL, you have been captured by the FAIRY MORGANA and imprisoned in the CURSED TOWER.
    But a knight of KING ARTHUR does not give up: he has a duty to escape, to continue the HOLY QUEST, or to perish.

    The Tower has 10 floors; to free yourself, you must find a key (marked on the map with the letter K) that opens a chest (marked on the map with the letter C) located on the tenth floor of the Tower. Inside the chest, you’ll find another key that opens the tower’s door (marked on the map with a P). The door to your salvation is on the second floor, the same one where the game begins.

    And now for the hard part.
    Throughout the game, you’re in the DARK and surrounded by Monsters (marked on the map with an M). Fight your way through. The computer warns you that a Monster is ahead; attack immediately to catch it by surprise by pressing the A key; then press T repeatedly to strike it in the Head; B to strike it in the Torso; G to strike it in the Legs. Naturally, a blow to the head is more severe for the monster than to other parts of the body, but harder to land. You can also retreat by pressing the R key, but the monster won’t always let you escape.

    Each monster you kill gives you a boost in Strength, Money, and Points. Killing 5 monsters entitles you to view the Map by pressing the * key.
    On the Map, you are marked with the letter t [a sword symbol].

    On every floor of the Tower, you'll find a weapon (marked on the map with an A). Pick it up to increase your Strength, but remember: once used, the weapon disappears; so be sure to leave a few for your return trip.

    To go to the upper floors, use the Stairs (marked on the map with an S).
    To go down to the lower floors, use the trapdoors (marked B on the map). Hidden on the various floors, and not marked on the map, you can find: Treasures and Friends, who help you, but also Traps, which cause you to lose points. You may also come across a Secret Passage which, if entered, will transport you to another part of the Tower.

    Throughout the game, it is essential to keep track of your available strength: if it reaches 0, you are DEAD.

    MOVEMENTS:
    J = LEFT
    K = RIGHT
    I = UP
    M = DOWN
    P = PAUSE

    MEMORANDUM:
    K = CHEST KEY
    C = CHEST
    P = TOWER EXIT DOOR
    M = MONSTERS
    A = WEAPON
    B = TRAPDOOR
    S = STAIRS

    COMBAT:
    A = SURPRISE ATTACK
    B = TORSO STRIKE
    T = HEAD STRIKE
    G = LEG STRIKE

    GO AND STRIKE >

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    Replies
    1. Incidentally, the instructions for this version provide an explanation for the game's title.

      Delete
  19. Regarding the items in Darkhold, based on what someone printed from the file (here), there should be four artifacts in total, two for each character, granting either a defensive (Mystic Shield / Ring of Warding) or attack bonus (Sword of Kings / Elemental Wand).

    I played a bit (1 player only), up to clearing all rooms. Never got a potion either - a commenter on this YT video says he did find a potion, though no (other) items, maybe that's what RG above was referring to.

    However, each time I found the same artifact/item for the Wizard, different from the one shown in your screenshots and appearing further on the right next to "items", so I guess it's the ring.

    I assume you can only get one item (or a potion?) per game and it's random whether you find the defensive or attack one (or the potion?). Either that or really low probability on random rolls.

    Additional observations:

    - The monsters in order of increasing power are given as "GOBLIN - OGRE - SPECTRE - MANTICOR - TROLL - BASILISK - FIRENEWT - HARPY - DRAGON". On the first level, the first six appear, then for each level it moves up a rank, i.e. ogre is the lowest on L2. The Wizard can kill a goblin with one shot, an ogre with two etc., while the Warrior needs two shots for the goblin and goes up from there, but is stronger in melee. As you say, the difference does not account for that much overall, given one is probably only able to fire one to two shots before the monster reaches you.

    - Healing fountains can disappear after one visit to the room (whether you use it or not, e.g. because there is a strong monster) or indeed last for multiple visits, seems to be random.

    - If you dip into a room and don't like the enemy, you can get out and in again for a new roll. That was admittedly my main 'strategy'.

    Agree that it's a passable pastime for an hour or two, but too easy and over too quickly once you know what you're doing.

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    Replies
    1. Looking up this Jon Mattson / Loadstar game, I came across a promotion of a collection of his games and next to it Loadstar was also advertising another compilation which might (have) appeal(ed) to our host: 'The Compleat Crossword', "a major collection of 220 crossword puzzles found in Puzzle Page on LOADSTAR".

      One of the creators of the latter mentioned there is Peter Rokitski - author of the fourth Dark Designs CRPG (and its two sequels), recently covered here as one of the first 1994 games. So apparently he also enjoyed both.

      Delete
  20. Yes, that's the video

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  21. Beyond the veil of darkness comes an
    utterly preposterous game. no one will
    truly find this entertaining but in
    the end it is an amusing writeup

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  22. Why are the Dark Hold title screen guy's nipples covered with big white patches? It makes it look like he taped over them.

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    Replies
    1. The things some people notice...

      Delete
    2. There are similar whitish areas on his legs, so what, he also taped random parts of his thighs?

      To me that looks like a component of the representation of light & shadow & reflection on his body. Sure, it's not the most elaborate depiction of it, but we're talking about a C64 diskmag game here.

      Delete
  23. This comment has been removed by the author.

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  24. I assume you meant 256 rooms in the dungeon.

    ReplyDelete

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