Thursday, October 22, 2026

BRIEFs: Journey into Danger (1981), Mazies & Crazies (1982), Spy Daisakusen (1982)

 
         
Journey into Danger
United Kingdom
ICL (developer and publisher) 
Released 1981 for ZX81, 1982 for ZX Spectrum
Rejected for: No character development
     
Journey into Danger is a simple proto-RPG released as part of ICL's Super Programs 6. It has no backstory, no character creation, no character development, no attributes, no tactics, and no goal other than to earn points.
    
I just earned points.
          
The player character (an asterisk) is released into a single-screen maze with a clearly marked entrance and exit. The maze has a fixed configuration but a random distribution of treasures, traps, and monsters, all invisible until the asterisk enters their squares. The player's goal is to get to the exit with as high a score as possible, which includes treasure and slain monsters. He has to get out before the time counter, which starts at 500 moves, reaches 0. 
      
The only real choice in the game.
      
The player's only choice to make, other than the route through the maze, is whether to (F)ight or (R)un from monsters. The monsters include giant earwigs, giant spiders, giant crabs, griffins, and dragons. When the player meets a monster, the game indicates the relative odds of victory, and the player makes his choice. All fights are to the death (the character has no hit points), and fleeing carries a loss of both time and any accumulated score.
     
Traps include tea breaks (this is how you know it's a British game), rests, rock falls, narrow ledges, and pits, all of which just deduct from the "time left" meter. 
     
I didn't have to BRIEF this. I could have called it a "win."
                
It's really a simple gambling game. Any direct route to the exit probably offers about four encounters. So you need an average probability of 85% per encounter to have at least a 50% chance of making it to the exit alive if the player fights every battle. Of course, any player can make it to the exit by just fleeing every battle. In any event, there's a 100% probability that this is not an RPG.
   
****
   
    
Mazies & Crazies
United States
ICL (developer and publisher) 
Released 1982 as BASIC code for the TRS-80
Rejected for: No character development
   
Mazies & Crazies is a simple roguelite game published as type-in code in Frank Dacosta's Writing Basic Adventure Programs for the TRS-80 (1982, TAB Books). It is one of two full programs in the book; the other is called Basements and Beasties, and it mimics text adventures like (Colossal Cave) Adventure (1976).
     
Though clearly based on Rogue (1980), with perhaps a bit of Dunjonquest (1979), Mazies strips away too many elements to retain its RPG status. Instead of getting stronger throughout the game, the player starts with 9,999 points of strength and immediately starts losing them—about two per second, plus five for every square moved, and a lot more when the unnamed character meets an enemy.
       
Confronting a snake with a couple of treasures nearby.
          
The character appears as an @ and explores a 90-room dungeon with a fixed layout and room numbers, collecting treasures and helpful items such as swords, torches, and bombs. Monsters (*) include spiders, huge bees, trolls, and dragons and must be fought, shot, or evaded. The goal of the game is to find as much treasure in the dungeon as possible and return it to the first room, where you can accumulate a score.
    
I was able to check it out a bit thanks to blogger Jim Gerrie, who entered and debugged the program, then published a series of entries about it on his "Type-In Mania" blog. He speculates that the "winning condition" is to find all 16 treasures before the counter runs out. If the player does run out of strength and die, though, he can "resurrect" with all of the treasures where he left them. Gerrie had some fun with the game, altering the program a bit to fix perceived bugs and to offer a "boss" battle with a demilich. His coverage is pretty comprehensive, and since I don't really see it as an RPG anyway, we'll move on.
      
**** 
     
     
Spy Daisakusen
("Large-Scale Spy Operation"; the Japanese version of Mission: Impossible) 
Japan
Pony Canyon (developer and publisher)
Released 1982 for Japanese PCs, including the PC-88.
Rejected for: No character development
     
Japanese role-playing games have always tended (with plenty of exceptions, of course) to feature defined protagonists—in contrast to the dominant American approach, in which the player determines sex, race, class, alignment, and backstory. The Japanese approach doesn't disqualify the game as an RPG by my definitions—as long as the character improves. In modern JRPGs, he usually does. But in the early era, it was common for Japanese RPGs to include immutable attributes as part of the prescribed character.
   
That's what we have with Spy Daisakusen, which is the way the Japanese render Mission: Impossible, which of course had several iterations as a television show before the first Tom Cruise film in 1996. The player controls Jim Phelps, head of the Impossible Mission Force, as he penetrates a six-level, 60-room, randomly generated enemy base, collects intelligence, and dispatches rogue agents. His ultimate goal is to reach the "document room." 
     
Attributes alone do not make an RPG.
        
Phelps has attributes: endurance, stamina, accuracy, agility, judgment, and luck. Based on a small number of trials, endurance seems to roll in the 8-20 range, accuracy around 5-15, and everything else about 2-8. There's no opportunity to re-roll without restarting the game entirely.
    
The game begins with Phelps getting his mission on a reel-to-reel tape, which of course explodes when the message is finished. After his attributes are rolled, he selects from a list of weapons and equipment, including an assault rifle, hand grenades, a knife, sleeping gas, a time bomb, and a fire extinguisher. He then enters the six-level dungeon.
      
The tape will self-destruct in five seconds.
            
Navigation in the game is bizarre. The player gets a split-second screenshot of his current position in the hallway before a text screen takes over and asks the player to input the direction of movement on the numberpad. Did something about the PC-88 make it impossible to show the image and ask the question on the same screen?
      
I had about a second to take this screenshot. I'm heading towards an elevator, with four rooms on either side of the corridor.
            
The corridors are lined with doorways, and the player can choose to enter any of them. They might have documents or enemies or both, and after Phelps deals with anyone inside, the player can choose to destroy the room. As I learned the hard way, if the character doesn't have the right equipment to deal with whatever's in the room, the game immediately ends.
     
If the room requires combat, you get a little screen showing the enemy positions, but I think this is just cosmetic. Everything happens with menu commands, as the player chooses various options related to his equipped weapon.
      
Combat in a "radar room."
             
I'm going to be honest: if I thought this were an RPG, I'd have a hard time playing it. My normal rules don't even require me to play a game if I can't easily translate the text. But I'd rather reject a game on definitional grounds than technical ones, and I think I'm on solid footing here. 
        
This doesn't look much like Peter Graves to me. But maybe that's deliberate.
        
I searched in vain for any evidence that Spy Daisakusen was an officially licensed Mission: Impossible game. Opinions online seem to suggest that it was not. It was written by Yoshinobu Takahashi, who is better known for a game he created the following year: Genma Taisen (1983), based on an apparently-famous manga franchise. Jason Dyer has a solid history of Takahashi and his games on his "Renga in Blue" blog. My translation of the title may be a bit controversial, as I'm not in any way an expert in Japanese. Jason suggests that it should be simply translated as Mission: Impossible; other sites just give it as Spy Mission. I am relying on dictionaries that say that daisakusen means something beyond just a "mission," though—that it indicates a major operation. Some translations use "epic." Hence.
    
10/21/2026 

20 comments:

  1. Well, even if Journey into Danger doesn't have much else going for it, I don't remember seeing giant earwigs in a computer game before...

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    1. We get so many generic D&D monsters in a lot of these smaller games I always enjoy seeing what bizarre original creations people thought to come up with.

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  2. Your description of Spy Daisakusen reminds me of the classic Covert Action. It's by the maker of Pirates! and a lot of what you wrote about _role-playing_ in Pirates! also applies here.

    It does have characer generation with four unusual stats (combat, driving, crypto, and electronics) but I don't think these increase later.

    Also, I love the name Basements and Beasties as a kind of discount D&D.

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  3. Even if it's not an RPG, Spy Daisakusen at least seems a somewhat interesting game for its time and place. Given it's often mentioned in lists of earliest (potential) Japanese RPGs, I looked for a bit more information on this one. There is a page (in Japanese, like most of the following links) which has detailed descriptions / hints on the stats, items and rooms.

    As for the question of licensing, indeed another site remarks there is no copyright notice on the game’s packaging and concludes from that it was an unlicensed product. This aligns with the interview with Takahashi (see below, I relied on an English online translation) where he just recounts he wrote it and then had it published through Pony Canyon with no mention of that subject, plus for his first game, a Star Trek variant, he explicitly says it was unofficial upon being asked and this being quite usual at that time.

    Just wondered what your source is for the game being released as BASIC code for PC-88, PC-8000, Sharp MZ-2000? According to Jason Dyer, who bases himself on an interview with Takahashi, the latter wrote it on his own PC-6001 (i.e. independently developed), then apparently met someone from Pony Canyon through a connection and got them to publish it (images of the PC-6001 version and box can be found e.g. here).

    He then ported it himself to the PC-8001, MZ-1200 and MZ-2000 (plus compatibles, eg. here is a box on sale for MZ-700 and here some gameplay on MZ-80), all again published by Pony. Ironically, the PC-8801 version I understand you played (though the top image shows the PC-8001 title screen) was 'adapted' from his code by someone else. According to the translation of the interview: "some young guy—I have no idea who he was, but he looked like a yakuza—released it on his own, pretended he’d made it, took it to PONY, and got them to publish it. That’s why I wasn’t getting any royalties at first."

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    1. Archive.org has a thorough archive of the MZ-2000 version (a dump of the tape, scans of the documentation, etc), and the manual actually includes the BASIC source code. It's about 800 lines total.

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    2. True, also saw in the meantime the code came with the game. I read "released as BASIC code" as meaning only that, i.e. as a type-in listing, not something accompanying a commercial tape release in a box, so maybe just a misunderstanding.

      Here is a (past) sale of the original PC-6001 version with pictures of all the accompanying material, including the code listing as well. A video of said PC-6001 version here shows graphics / interface being somewhat different (more 'basic' / fewer colours?). For a screenshot of the title pages and corridor view of the MZ-700 and MZ-1200 versions, see here.

      There is a series of 'Log+one' videos (co-)hosted by Takahashi, in this fourth one from 2021 they speak about Spy Daisakusen, in case anyone understanding Japanese is interested (I couldn't make too much out of a translation of YT's automatic transcript).

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    3. The "released as BASIC code" bit was an error leftover from my having copied the information from the previous game. Apologies for sending you on a hunt for nothing.

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    4. That hunt might’ve been more interesting than the game itself, it’s a good insight into the game’s development!

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    5. Oh, I didn't mind spending the time, I enjoy this kind of research. Plus, as a result, this may now well be one of the English-speaking places on the net with the most accumulated information and links for this game.

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  4. Your translation of スパイ大作戦 is basically what I would go with. The Japanese Wikipedia page for Mission: Impossible goes out of its way to explain what that means which would imply to me that there isn't an obvious connection.

    As to whether it's officially licensed, I'm a little split. Pony Canyon is and was in 1982 a major media company. I can think of small companies that would later go on to become significant that did make outright knockoffs with the same title e.g. Riverhillsoft and Sierra's Mystery House. Pony Canyon seems too large to me to get away with that unless they figured what must certainly have been a small scale release could go under the radar.

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    1. I’m not too fussy about how people want to translate it. It is a little like if you took an official Star Wars game developed in Spain and called it War of the Galaxies when translating back to English. Hence my call, but I was writing about the game as a side thing to my main topic.

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  5. > Did something about the PC-88 make it impossible to show the image and ask the question on the same screen?

    No, and there is a wide variety of PC-88 games that do it better. Asteka did it in 1984, or Mystery House in 1983 - two examples from the top of my head, and I'm sure there are better ones. I wonder if Spy Daisakusen is more primitive because it also targeted the PC-8000, or because it was written in BASIC, or because the devs just didn't know better in 1982. Pony Canyon's Ultima ports are very competent.

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    1. I'm under the impression that the game switches graphic mode between screens, that may be the reason.

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    2. The screen with the tape machine looks like it's using a mode with actual bitmapped graphics, which is supported on the 8801 but not the original 8001. But everything else looks like it's using the 40x25 text mode inherited from the 8001, and even on an actual 8001 I think it would've been possible to let the player stay in the "graphical" view for basic navigation if the developer had reserved more than a single line for text.

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  6. I can't get behind the idea that we purged the '94 list for this.

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    1. "We" didn't do anything--I did--and I don't know why you think it has anything to do with this entry. Even if I were still planning to play all 1994 games before moving on to 1995, I'd still be alternating them with older games on the backlist.

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    2. I can't speak for anyone else, but personally I really enjoy this kind of post. The posts about popular games don't have as much new information that isn't available elsewhere, plus if it's a game I might want to play and haven't yet then I feel like I shouldn't read it to avoid spoilers. (I started reading the blog from the beginning but stopped at Ultima III because I haven't played that yet and want to avoid spoilers as much as possible until I do.) But posts like this one, covering early games that I'm very unlikely to ever play and that aren't covered much elsewhere, are among my favorite posts on the blog; it's very interesting to see what quirky features early CRPG creators (or quasiCRPG creators) implemented in their games.

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  7. Tried to post this before but forgot to login, hope it doesn't come through as duplicate:
    >Instead of getting stronger throughout the game, the player starts with 9,999 points of strength and immediately starts losing them
    Isn't that basically what Gauntlet did a few years later?

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    1. Indeed. I meant to reference Gauntlet and I forgot.

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  8. Wow!!! Blast from the past. I have a copy of DaCosta's book on my shelves that dates back to some foggy acquisition in the early 1980s... We never had a TRS-80 and I was too young to have bought it, so I'm not sure where it came from. I suspect my brother or father picked it up at our local Radio Shack on clearance (still has the orange 4$ tag!) and just forgot about it. We did have a Tandy 1000 and my Dad was good friends with the local Radio Shack manager (who owned an indy software store for years!) and it may have been given to him by that route. In any case, I've held on to the book for years without really paying much attention. Cool to see one of the programs from it in action. Even if, umm, not much action!

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