Showing posts with label DND. Show all posts
Showing posts with label DND. Show all posts

Tuesday, April 19, 2016

Game 219: Dungeons and Dragons (1981), AKA "Heathkit DND"

   
Dungeons and Dragons
United States
Independently developed and published
Released 1981 for Heathkit computers, ported to DOS at an unknown time.
Date Started: 23 July 2010
Date Ended: 17 April 2016
Total Hours: 5
Difficulty: Moderate (3/5)
Final Rating: 19
Ranking at Time of Posting: 51/217 (24%)
Ranking at Game #452: 135/452 (30%)
        
This will be my last post on this curiously long-lived branch of RPGs, a line that started with the earliest known computer role-playing games and soon becomes twisted and obscure. During our exploration of the other entries in the lineage, from 1975's The Dungeon to 1984's Caverns of Zoarre and DND, we've reorganized several incorrect chronologies, dispelled several myths, and raised a number of questions. It is fitting, therefore, that our exploration should end on a mystery.

The game in this title is known on some sites as 1985's Heathkit DND, as it was originally created for Heath DOS, an operating system offered on the Heathkit line of computers starting in 1977. Its startup screen gives its real name--copyright be damned--as Dungeons and Dragons. But the title isn't the only thing that MobyGames and other web sites have wrong. It wasn't created in 1985. That might be when it was ported to the IBM PC, but it seems to have first appeared in 1981, as attested by the April 1981 issue of REMark, the magazine for the Heathkit User's Group.
    
     
To understand why this revelation shakes our entire understanding of the DND line, we have to go back to the same history I've recounted several times before, starting with the games that make up the DND family tree. Minus 1990s and 2000s tributes, they are (with links to my postings):

  • The Dungeon (1975), by Reginald Rutherford for PLATO, more commonly known by its file name: pedit5. The ancestor of all RPGs, and particularly those in this line.
  • The Game of Dungeons (1975), by Gary Whisenhunt and Ray Wood for PLATO, more commonly known by its file name: dnd.
  • DND (c. 1976), by Daniel Lawrence, written first in TOPS10 BASIC, then in Pascal for DEC Systems. Popular but later purged after legal threats from both TSR and Avalon Hill. No known playable copies exist. It was clearly influenced by the PLATO dnd (see below).
  • Dungeon of Death (1979), by C. Gordon Walton for the Commodore PET based on his memories of the PLATO dnd.
  • Dungeons and Dragons (c. 1980-1981), this game.
  • Telengard (1982), by Daniel Lawrence for any number of platforms, published through Avalon Hill. When this deal was struck, Lawrence waged a campaign to get the free DND variants purged from the DEC mainframes.
  • The Standing Stones (1983) by Peter Schmuckal and Dan Sommers for the Apple II and Commodore 64. (This one clearly starts with a PLATO dnd base but offers more on top of it than most of the variants.)
  • DND (1984), by Bill Knight for DOS, later republished as Dungeons of the Necromancer's Domain. A recreation of Lawrence's DEC DND.
  • Caverns of Zoarre (1984), by Thomas Hanlin III for DOS, another variant based on Lawrence's original.

The line is distinguished by quick, deadly, action-oriented gameplay. Combat is very basic--boiling down to fight, cast, and evade. The monster list is short, but monsters have levels just like the character, so you might encounter a "Level 2 Dragon" on Level 1 or a "Level 49 Minotaur" on Level 50. As you explore, you find magic items, treasure chests, piles of gold, and special encounters like thrones and altars. Treasure gets converted to experience when you return to the "inn" at the top of the Level 1 stairs. The plot is minimal; many of the games have no main quest. Most important, even though the dungeon has walls, corridors, and secret doors, almost all of the encounters are completely random. You can stand in one spot, pass time, and find limitless combats, gold, and items.
   
A high-level character encounters a throne. Any of these options has the chance of something good or bad occurring.
    
For years, various web sites and book authors have insisted that Daniel Lawrence's DND has no relation to the PLATO file, but anyone who has played the full series sees the similarities immediately. As Lawrence was at Purdue University, which had access to PLATO, during the time that The Game of Dungeons was in the height of its popularity, it seems vastly unlikely that he spontaneously created a game with the same name and many of the same elements. Indeed, Dirk Pellet, one of the later contributors to the PLATO dnd, accused Lawrence of blatant plagiarism in a history file available only on the Cyber1 revival of PLATO.

For his part, Lawrence always denied that he based his game on the PLATO original. A key moment comes in Matt Barton's 2007 interview with Lawrence:
   
Q: There is also another program called dnd that was apparently written by Whisenhunt and Wood back in 1975 for PLATO. Is there a relationship between these games other than the names? I’m guessing that their “dnd” and your “DND” are two entirely different games. How does your game compare to theirs?

A: Not to my knowledge at the time. I did not know/see the other game, but note I was in the same area of the country as they were. Some of my play testers may have well been giving me suggestions from their experiences elsewhere.
   
One is naturally hesitant to speak ill of the dead (Lawrence passed away in 2010), but quite frankly, I think Lawrence was lying in this exchange. We don't have Lawrence's original DND to compare to The Game of Dungeons, but we do have enough derivatives--primarily the two 1984 games--to reconstruct what Lawrence's DND looked like. Lawrence's explanation that "some of [his] play testers" brought him ideas only makes sense if you can envision them saying, "Hey, Dan! You know what would be cool? If there was some magic item called the 'excelsior' that allows transport between levels!" or "Dan! Make sure you include in your game a spell called 'Kitchen Sink'. Also, include all these other spells and list them in this precise order."
    
In this variant, a "gray misty cube" takes the place of the "excelsior" transport.
    
There are just too many similarities: the screen layout, the real-time gameplay, the combat options, the types of magic equipment, WAXD as the movement keys, magic books that increase and decrease attributes, the spells, the way "quaff" is used for drinking potions, the main quest object being an orb. There's simply no question in my mind that Lawrence personally copied almost all of his game's elements from his PLATO source. If not, he didn't have an original idea in his head and his play testers brought him all of the game elements, which still fundamentally makes Lawrence's DND a copy even if he wasn't the one responsible for it.

But if Lawrence was the first cribber in the DND line, he was far from the only one. Every other author listed above played either the PLATO version or one of Lawrence's variants and decided to make (and sell) his own. Their defense seems to be that they only copied the game elements, not the code. Thus, whether these developers, including Lawrence himself, are "plagiarists" relies heavily on whether you think the term should apply to the substance of the game or just the literal code.

Where, in any event, does the Heathkit Dungeons and Dragons fit into this whole mess? The curious thing about this game is that it seems like an early variant of Telengard. Telengard isn't a lot different from other games in the line, but it does have some similarities that it shares only with Dungeons and Dragons. For instance, when you're at the stairway below the inn, both games mention that "you see light above," with the word "light" bolded or highlighted. Both offer similar timing in their rounds, and write "stay" if you don't offer any input in a couple of seconds. Both have a death message that says "another not so mighty [class] bites the dust." The types of magic items and special encounters that you find are nearly identical, and the list of spells--36 spanning 6 levels--is 100% identical.
    
Combat in the 1981 Heathkit game. All monsters are represented as # signs.
Analogous screen from Telengard.
     
It's possible that Lawrence's lost DND had all of these elements and both spawned from it, but I doubt it, primarily because the two 1984 games lack many of these features. I think the family tree, rather, goes from Lawrence's DND to Dungeons and Dragons to Telengard, which suggests that Lawrence is most likely the author of the "Heathkit" Dungeons and Dragons, and that this was a pre-Telengard attempt to make money on the series. [Edit: Check out the comments for alternate explanations.]

While Telengard is clearly later--the graphics are more complex, among other things--it's notable that Dungeons and Dragons has a main quest and Telengard doesn't. Moreover, this main quest is unique to this particular game: find the "Heathkit Vault" and defeat the "Lord Master of the Heathkit Dungeon" inside. As the game progresses, you slowly (as random encounters) find pieces of paper that reveal the combination to the dungeon as well as a special password that's supposed to protect you from its various ills.
    
    
The dungeon is 50 procedurally-generated levels that change between characters, or even between visits for the same character. "Misty cubes" and a high-level "Teleport" spell can help you move around, but for the most part, you don't have to go anywhere. Stand at any fixed point in the game, and a never-ending succession of monsters, gold, and treasure comes to you. You only need to explore to find staircases and, ultimately, the vaults that either contain magic items or the final encounter with the Lord Master of the Dungeon.

The hardest part about this version, much like Telengard, is surviving to Level 2. You start with no equipment except a Ring of Regeneration that restores 1 point per round. The moment you enter the dungeon, you start getting assaulted by Level 2 vampires and Level 3 fighters and whatnot. They're almost all capable of killing you in one blow. When you finally get a character that takes hold, gains levels, and starts finding some of the other types of magic gear, survival becomes much easier as long as you don't descend too quickly (the game recommends that you keep the dungeon level within +/- 3 of your character level). Eventually, you start finding swords +10 and elven cloaks +20 and Rings of Regeneration +30, after which survival becomes a combat-by-combat thing.
   
Leveling up by turning in gold to the inn.
    
However, Dungeons and Dragons is easy in a way that we don't find in Telengard: slain characters are not deleted from the disk. Plus, you can save anywhere in the dungeon in addition to the inn. Thus, keeping a character alive long enough to win is much easier here than in the game's cousins.

The number of experience points needed to level-up doubles in between levels, so pretty soon you need millions. The toughest creatures deliver only a few thousand experience points in combat, so you pretty much end up relying on converting gold to experience. At lower levels, you routinely find hundreds of thousands of gold pieces in a single chest or pile of jewels. After Level 10 or so, there's no reason at all to fight monsters, and the successful character hides or evades as much as possible.
   
Gold gets pretty ridiculous at higher levels.
    
You gain one spell level about every three character levels, until a Level 15 character has access to all 36 spells. Unlike hit points, spell points don't regenerate as you explore unless you're lucky enough to find an altar and donate a ton of gold. But they're also not all that valuable. Offensive spells generally equal, or under-perform, physical attacks, so I found myself mostly using spells for travel and navigation: "Passwall," "Continual Light," "Teleport," and so forth.
   
Fireballing a dragon.
   
Overall gameplay is more annoying in this variant than in the others. There's an obnoxious pause between every action you take, and cranking up the CPU speed in DOSBox doesn't do anything to solve it. Moving around the dungeon is torturous, since every time you move into a new square, the game rolls to determine if you have an encounter with a monster, treasure, or items in the square. As soon as one encounter is resolved, it rolls to see if you get another one. You might spend several minutes stuck in a single square, dealing with multiple monsters, chests, piles of gold, potions, and so forth. Between all these encounters and the various pits, teleport traps, and elevator traps that can move you around and between levels, it's virtually impossible to systematically explore the entirety of a single level.

There are two things the game does well with numbers. The first is to adjust the maximum level of enemies as you move downward, not the minimum or average level. This means that you might still find a Level 2 skeleton on Level 50. Wherever you end up, there's a decent chance that you can survive at least some encounters. I wish most games that had level-scaling adopted this approach instead of always jacking up the minimum level (cf. Oblivion). The second has to do with finding equipment. When you choose to pick up a sword, shield, suit of armor, pair of shoes, cloak, or ring, it replaces the one you were already carrying. To determine the "+" of the item the game rolls a random number using your current dungeon level as the average. So if you already have a sword +20, you're on Level 2, and the game asks if you want to pick up a sword, the answer is almost assuredly no. If you get the same question on Level 20, you're taking a gamble as to whether you'll get a better or worse sword.

Winning the game is pretty hard, not because of the enemies--you can always just reload--but because of the associated probabilities. Since the vault containing the Lord of the Heathkit Dungeon isn't at a single location, you can't just explore exhaustively until you find it. You have to keep opening random vaults. But before you can even open them, you have to have the passcode and magic word. The passcode, consisting of 3 digits, you find randomly on bits of "refuse" that occasionally appear as random encounters. "Refuse" might appear in 1 in 20 random encounters when you move or stand still. If you find it, there's a chance it's trapped. If it's not trapped, there's a chance it has nothing on it. If it has something on it, there's a chance it's "gibberish." If it's not gibberish, there's a chance that it just tells you the current level. But if you manage to pass all these probabilities, you get one digit to the vault. Since the digits are always between 1 and 4, if you can find two pieces of refuse with the correct digits, you'll have a 1 in 4 chance of guessing the third.

The magic word comes to you through mystical whispers that you get from random encounters. But fighting undead runs a high risk of making you forget the password. So you have to struggle to keep that in memory.

Then, if you're lucky, you find a vault. If I read the game's code correctly, as long as you have the magic word and are on a level higher than 5, there's a 1 in 10 chance that the vault contains the Lord of the Dungeon and a 9 in 10 chance that it contains some treasure: gold, a magic lance that drives off dragons, increased statistics, or a "Scroll of Entry" (no idea what that does). But even if it's the Lord of the Dungeon's vault, there's a 50% chance that he's "on vacation" and you get nothing from the vault.
   
This screen was responsible for the destruction of many Heathkit keyboards.
     
Regardless of what's in the vault, the game automatically generates a new passcode, so now you have to sit around looking for pieces of refuse before you can open another one. All in all, you're looking at dozens--perhaps hundreds--of hours trying to stay alive long enough to find bits of refuse, assemble the combinations, and find vaults.
    
Guessing on the vault combo before I knew that the digits were always between 1 and 4.
   
Not willing to spend that much time on such a limited game, I took a different approach. It turns out that the game stores your character data--including the combination to the next vault that you'll open--in a moronically simple-to-interpret plain text file. You don't even need a hex editor to open it and adjust your statistics. I used it to avoid having to keep finding pieces of refuse. The next time I found a vault, I saved the game next to it, consulted the text file for the code, and opened the vault. If I didn't get the Lord of the Dungeon, I reloaded and tried again. After about 8 tries, I got the final encounter. It turns out you don't fight the guy or anything: he just welcomes you.
    
   
Like Telengard, the game does pretty poorly on the GIMLET. There just isn't enough RPG substance: no story, no NPCs, limited character development, limited combat tactics. It has a smaller variety of non-combat encounters (like altars and thrones) than Telengard, but they're all based on random probability, so it's hard to regard them as fun or challenging. It's final score is 19 to Telengard's 25.
    
What I thought was going to be the last of a line turned out to be an early variant instead, and it was really Caverns of Zoarre and 1984's DND that closed the chapter on this series--at least until the remakes began in the 1990s. The true history of DND probably died with Lawrence, but perhaps some associate or co-developer out there will one day be able to confirm my hypothesis about Lawrence's authorship of this mis-named "Heathkit DND." 

Wednesday, March 18, 2015

Game 180: DND (1984)

The opening screen from the 1988 version. The original version lacks a title screen.

DND
United States
Bill Knight (developer); published as shareware
Released 1984 for DOS; version 1.2 released 1986; version 2.0 released 1988 and re-titled Dungeons of the Necromancer's Domain
Date Started: 14 March 2015
Date Ended: 15 March 2015
Total Hours: 8
Reload Count: 9 characters; 15 reloads on "winning" character.
Difficulty: Hard (4/5)
Final Rating: 18
Ranking at Time of Posting: 32/182 (18%)
Ranking at Game #431: 106/431 (25%)

Here's another mid-1980s offering that deserves an official number and GIMLET, something I didn't give when I offered a few paragraphs on it as part of my "backtracking" series in 2010. I recently did the same with Caverns of Zoarre, where I covered the history of the DND line.

Briefly, DND goes back to The Dungeon ("pedit5") and The Game of Dungeons ("dnd"), two of the earliest known RPGs, created by students at the University of Illinois at Urbana-Champaign in 1975. It was adapted (or plagiarized, as some have it) to a variety of other systems by Purdue University student Daniel Lawrence in the late 1970s, and many of the people exposed to it decided to try a hand at their own versions, including C. Gordon Walton's Dungeons of Death (1979), Daniel Lawrence's Telengard (1982), Bill Knight's DND (1984), Thomas Hanlin's Caverns of Zoarre (1984), and another DND from 1985 sometimes called "Heathkit DND." What we're notably missing is Lawrence's pre-Telengard versions; most were discarded as potential copyright violations when Telengard was published by Avalon Hill.

Inspired (of course) by Dungeons & Dragons, the games all feature limited mechanics, rapid random encounters with both enemies and special objects, and death that is quick, frequent, and usually permanent.

All of them feature thrones that you can sit in or pry jewels from, but I'm not sure where this started.
        
This version was developed by Bill Knight of R O Software in Plano, Texas, in 1984, after he found some variant of Lawrence's DND kicking around on a DEC computer at work. In 1988, he re-released it as Dungeons of the Necromancer's Domain after some legal threats. The source of the threats is a bit cloudy. In Dungeons & Desktops (relevant chapter offered online here), Matt Barton says of the dispute:

The game was successful enough to attract Lawrence's attention; he saw it as unfair competition and did what he could to prevent its distribution. For his part, Bill claimed that he had done enough work cleaning up the "spaghetti code" of the original game that he had in fact created a new product. In any case, Bill updated the game and rereleased it as Dungeon of the Necromancer's Domain in 1988, which he claimed was a "ground-up rewrite" in an effort to avoid future conflict with Lawrence.

While I have no reason to doubt Barton, I haven't been able to find any primary sources to corroborate this history. Slightly contrasting Barton's account is an account from this site (which is otherwise absolutely riddled with errors) in which the author claims to have corresponded with Bill Knight and that Knight didn't even know the name of DND's author until the time of the correspondence (which seems to have been in the mid-1990s).

In an e-mail to me, sent about a month after this post was originally published, Knight said that the legal threats came from "the folks that market the DND board game," by which he might mean TSR itself. It's thus possible that the change to Dungeons of the Necromancer's Domain had nothing to do with Lawrence.

Whatever the case, no one's hands are perfectly clean here. I don't have Lawerence's DND to compare against Knight's, but it's clearly similar enough that it was a bit unethical for Knight to sell it, no matter how much code-cleaning he'd done. On the other hand, it was disingenuous of Lawrence to try to stifle other versions, given that he himself had copied DND from Gary Whisenhunt and Ray Wood's PLATO original. (While Lawrence may not have threatened legal action against Knight, there's evidence that he did against many earlier DND derivatives.) In a 2007 interview with Barton, Lawrence claims he wasn't aware of the PLATO game and feebly offers that "some of my play testers may have well been giving me suggestions from their experiences elsewhere." Given the similarities between the Game of Dungeons and DND derivatives like Telengard and Bill Knight's game--let alone Lawrence's original--I believe that Lawrence was lying or at least significantly mis-remembering. I don't think the original PLATO dnd was available on Cyber1 yet, so he may very well have been counting on the fact that no one could really compare the two games. In any event, Lawrence died in 2010, so we can't get his clarification on any of this.

Ironically, Bill Knight's DND might be the most faithful recreation we have of what Daniel Lawrence's DND looked like on the Purdue mainframes, and it clearly shows many elements--a main quest involving an orb; "excelsior" transport between levels; use of WAXD for movement; magic books that increase and decrease attributes--that go all the way back to dnd on PLATO.

Combat in version 1.2 (1986).
Combat in version 2.0, redubbed Dungeons of the Necromancer's Domain. The entire line offers minimal combat options, supplemented with spells (for some classes).

Both of Knight's versions play roughly the same, meaning I'm going to decline offering two separate posts about them. DND is more graphically primitive, using all ASCII characters, and even the 1986 version has all but two of its dungeons listed as "under construction." Necromancer updates the names of the dungeons (curiously, one of the original DND dungeons was called "Telengard") and doesn't indicate that any are incomplete. Necromancer also has more thorough in-game documentation where DND relies primarily on external files.

Character creation in the 1988 version. I admire how Knight pulled the dungeon names from the fathomless depths of his own creativity.

I like the original game's dungeons a bit better; they have more defined rooms and corridors; the Necromancer version's dungeons are more maze-like. Finally, the original DND offers more experience for battles than Necromancer. In the latter game, you hardly ever level up from killing foes, and the focus is on gaining experience points through accumulation of treasure. The first edition is better balanced this way.

In both versions, you can play a fighter, cleric, or magician. There's a selection of 24 spells for the latter two classes (in DND, clerics only get 16 spells), and fighters can find magic wands that give them spell-like capabilities. Unlike most DND derivations, this one has a reasonably complex inventory system, with the ability to spend accumulated gold pieces on weapon and armor pluses; magic items like Rings of Regeneration and Elven Boots; maps of the dungeon levels; and "transportation" among the different dungeons.
       
A cleric selects from a variety of spells.
     
Exploration is classic DND: as you move around--or even stand in the same spot--you encounter monsters, piles of treasure, and magic items. Fixed encounters include thrones, fountains, chests with buttons to push, altars, arcane books, and magic mirrors, and generally--like in most DND derivatives--the outcomes of fiddling with these things is completely random. You might gain treasure, find yourself in a difficult combat, take damage, get healed, lose attributes, get older, gain experience or an experience level, and so forth. Each level has an up and down staircase and an "excelsior" transport between levels. Pits, teleporters, and elevators move you up and down involuntarily.



Some of the game's many random encounters.

Monsters are drawn from the Dungeons & Dragons mold, and include trolls, vampires, giants, dragons, dopplegangers, dwarves, and harpies. Like the character, monsters all have a level. Moving downward in the dungeon adjusts the maximum or average level of the monsters you face but not the minimum; you might still meet a Level 1 ogre on Level 12 of the dungeon.

Hit points don't regenerate when you move, but it's not long in the game before you find a Ring of Regeneration to take care of this. Other magic items include shields, armor, weapons, and boots, all with a plus level between 1 and some distant maximum. As with the typical DND game, death removes the character file from the disk and forces you to start over.

This message is quite common at early levels.

The Knight versions have some elements I haven't seen in other DND titles, although of course I can't be sure which ones he invented and which he adapted from one of Lawrence's versions. For instance:

  • When you return to the surface, gold both converts to experience and remains in a stored inventory so you can spend it on goods.
  • Rather than spell points, the game uses a spell "slot" system similar to Wizardry. Spell slots regenerate slowly while still in the dungeon.
  • There are "magic torches" (as well as various light spells) that reveal the encounters in the squares around the character, not unlike the flares in the Wizard's Castle variants.
  • The game allows you to purchase level maps of the various dungeons. When you purchase one, it actually creates a text file in the DND directory with the name of the dungeon and the map level. Unfortunately, the maps are extremely expensive and don't annotate special encounters or stairs, so they're of limited utility.

In the shop. I guess it'll be a while before I can purchase this map.

The output of a cheaper map purchase.

As with most DND games, staying alive is very hard for the first few character levels. After that, it evens out, and a cautious player can stay alive effectively indefinitely (while rarely advancing, however). I had the most luck with a cleric character, who I managed to get to Level 9 in about 4 hours of gameplay, making liberal use of the "Hold Monster" spell on dragons, balrogs, and other nasty monsters.

This dragon is "helpless" from my "Hold Monster" spell, meaning I get to attack him for a while without retaliation.

Needed experience points double between levels, plus the game awards you fewer experience points for slaying monsters below your level, so advancement is very slow after around Level 7, and it's basically dependent on hitting lower dungeon levels and returning to the surface with huge treasure hauls. I think the maximum level in the game is 999; the help file says that will require 190,272,000 experience (about 1,000 times more than I earned in 4 hours). If you ask about Level 1000, the game says "you should be so lucky!"

The introductory help file has some text that suggests a main quest in the game:

The legend that holds the most interest for fools--I mean adventurers--such as yourself is that of the orb, an enormous eye-shaped gem which, if gazed into, grants its finder immortality. They say it was created and hidden by a mad wizard long, long ago and still waits deep in the musty tunnels and dank caverns, guarded by enormous dragons and, er, well, never mind.

I assumed the orb exists in all 5 dungeons and on the bottom level of each of them, and I decided to cheat just to document the endgame. After my Level 9 cleric died, I created a new character, a magician, and started using backups of the game file to make sure he survived. When he reached Level 9, I used the transporter to go directly to dungeon Level 20 (the highest level) and started scouting for the orb. I was there far too early, and I had to restore the character file very frequently (I think someone playing with permadeath would have to grind up to Level 20 or higher to survive "for real").

This is a pretty awesome spell description.
      
Eventually, I found the ORB in some corner on the level. I picked it up and headed back to the transporter, only to find that the transporter didn't work. I sighed and started the long search for stairways to climb up 20 levels to the surface. Fortunately a random teleporter on Level 17 took me immediately out of the dungeon. However, the game gave me absolutely no indication that I'd escaped with the Orb and won. So that was kind of lame.

The closest I can get to a winning screen.
   
DND scores only 18 on the GIMLET, hurt by a lack of any story and NPCs. It does best (3s) in the variety of special encounters, "magic and combat" (mostly for its spells), and the economy. I'd call it slightly better than Caverns of Zoarre but not as good as the wacky Telengard.

I destroy a Level 4 vampire with a spell.

The DND games are fun diversions, but their fundamental problem is that they depend too much on randomness and too little on skill. It's not surprising that the line didn't survive the 1980s while roguelikes--which offer much more complexity and creativity--did. I'll offer a quick post on the Heathkit version in 1985, but otherwise I'm not sorry to be leaving this early branch of CRPGs behind.

*****

In list news, if anyone wants to see me play John Carmack's Wraith: The Devil's Demise, someone is going to have to help me out with an Apple IIgs emulator. The only one I could find for Windows, KEGS32, is impenetrable in its instructions. I managed to get a ROM file working with it and to (I think) mount the disk, but none of the regular Apple commands seem to work right, and there are no helpful menus or auto-launching options the way some emulators offer. Moreover, the emulator doesn't have a "save states" option, so I'll need to ensure that the game, if I get it running, is properly saving to a blank disk. Until I figure it out or some help comes along, I'm listing it as "NP."

*****

Further reading: Posts on the entire DND line: The Dungeon (aka "pedit5," 1975); The Game of Dungeons (aka "dnd," 1975); Dungeon of Death (1979); Telengard (1982); Caverns of Zoarre (1984); and the Heathkit DND (1985). For a discussion of Lawrence and plagiarism, see this account by one of The Game of Dungeons's original authors.

Saturday, July 24, 2010

Backtracking: DND (1984), Caverns of Zoarre (1984), and Heathkit DND (1985)

Note from the future: Writing from March 2015, I see several inaccuracies in this quick "backtracking" post. First, the "excellent web site" I mention in a minute actually has numerous inaccuracies, particularly as regards the dates of the games. Second, I say that Daniel Lawrence's DND is "not the same as the PLATO dnd," when in fact I later discovered that they're very much the same game. You can read more about the history of this line in my postings on The Game of Dungeons and Dungeon of Death as well as a full posting on Caverns of Zoarre and DND.

Note from further in the future: And now in April 2016, I've discovered that there is no such game as "Heathkit DND" and that the game given that title is from 1981, not 1985. Read my updated posting. Basically, you just want to skip this posting entirely.


Before I even begin my review of DND, I want to recognize an excellent web site.

http://www.digital-eel.com/files/dndpage_files/DND.htm

The owners of this site have meticulously cataloged each version and outgrowth of DND, including the developer's earliest BASIC code as written on mainframes in the 1970s (unfortunately, by the page's own admission, it's questionable whether you could actually get these to run anywhere). The site has all the playable DOS variations released in the 1980s as well as some modern tributes and remakes, including one--Realms of Quest--made by one of my frequent commenters. More pages like this would make my work a lot easier.

The author of the original DND (which is not the same as the PLATO dnd, perhaps the earliest CRPG) is Daniel Lawrence. I haven't been able to find much about him, but regrettably it appears that he died in Lafayette, Indiana, just last month, at the age of 52.

In Dungeons & Desktops (2008), Matt Barton covers some of the history of the game and its variations. As I said, Lawrence developed the original version in the 1970s and for almost a decade ported it from one computer system to another, leaving various versions in his trail, some of which were picked up and tweaked by other developers. By the time Lawrence decided to commercialize the game, there were any number existing on servers all over the place. In 1982, Avalon Hill published Telengard (the name of one of the dungeons in DND), which I already reviewed. Around the same time, another developer (all of my references call him "Bill" but don't provide a last name; a little sleuthing determines it is William M. Knight, Jr., whose company is still around) modified the source code and created a shareware version called DND through R.O. Software and ended up in a legal conflict with Lawrence and Avalon Hill. Caverns of Zoarre (1984) and Heathkit DND (1985) are also variations of the original DND created by different developers.

DND (1984)

The upside to all of this is that I'm not playing the original DND, but the version created by "Bill," complete with an exhortation to send $25 to R.O. Software in Plano, TX. The version comes with five dungeons, but only two are listed as "ready for exploration."


In the game, you play a single character. You begin by rolling the standard six D&D attributes and choosing from fighter, magician, or cleric classes. You name your character--for some reason, the game also asks you to give a "secret name"--and boom, you're in the text-based dungeon, where you wander around, fight monsters (only two options: attack and evade), collect treasures, find random encounters like teleporters and thrones, gain experience, and--quite often--die. Almost everything I wrote previously about Telengard is true of this game, only with more primitive graphics. It's still slightly addictive, but not enough for me to linger. I got my character up to level 3 and was reasonably rich when I died for the last time.



Caverns of Zoarre (1984)



Caverns of Zoarre was developed by a Thomas Hanlin III of Springfield, Virginia. (This is getting eerie; I have friends in both Plano and Springfield.) He wants $25 for the instructions to the game, but I largely figured them out for myself. After rolling random stats (no wisdom), you choose from a fighter or sorcerer, decide whether you want a "freen" (yeah, no idea) and head into the eponymous caverns. As in DND, as you wander you enjoy random encounters (although less often) with monsters and treasures. The graphics are a little more advanced, at least in terms of your own character and the walls, but there are no graphics for monsters and other encounters. As with DND and Telengard, it's pretty tough to survive for very long.


  
Except for the freen--clue me in, someone, please--and the presence of "uruk-hai" and "ugluk-hai" monsters, there's nothing terribly original here. [Later edit: Again, please check out my updated post on this game, including a winning screen shot.]


Heathkit DND (1985)


That's what MobyGames calls the game, anyway. As far as I can tell from the splash screen, it's just "DND," although set in the "Heathkit Dungeon." I have no idea who developed it; there are no clues in the accompanying readme file or online.

The game adds color graphics and, like Telengard, forces you to play in real time, so if you're trying to write a blog entry at the same time, you keep getting attacked and dying.

The game also adds a quest. The objective, the manual says, "is to find the Lord Master of the Heathkit Dungeon" who is located in some kind of vault. You discover the combination to the vault piece by piece as you progress through the game. You can save your character in this one--death is not completely permanent.


Beyond that, the gameplay is again remarkably similar to Telengard in the nature of foes you encounter, objects you find, and commands to navigate around. It even has altars that call you "pagan trash" if you gyp them with too little gold! As the first game with an actual "main quest" since I started backtracking, I'm tempted to try to finish it...but I'm more anxious to get caught up to where I was before I discovered the existence of these extra games.

So that's my whirlwind review of the DND "franchise." In many ways, this has validated my original (albeit unknowing) exclusion of these games. I had already played their best exemplar in Telengard. They're not bad, exactly, but Caverns of Zoarre came out a year after Ultima III, and Heathkit DND is the same year as The Bard's Tale. The age of viable shareware and freeware CRPGs was coming to a swift (but temporary) end.

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Further reading: Posts on the entire DND line: The Dungeon (aka "pedit5," 1975); The Game of Dungeons (aka "dnd," 1975); Dungeon of Death (1979); Telengard (1982); Caverns of Zoarre (1984); DND (1984); and the Heathkit DND (1985).