Showing posts with label Wizard's Castle. Show all posts
Showing posts with label Wizard's Castle. Show all posts

Monday, February 25, 2013

Game 90: The Wizard's Castle (1980)

The Wizard's Castle
United States
Independently developed; published as code in the July 1980 Recreational Computing
Date Started: 24 February 2013
Date Ended: 24 February 2013
Total Hours: 3
Difficulty: Easy-Moderate (2/5)
Final Rating: 19
Ranking at Time of Posting: 61/247 (25%)

Wizard's Castle is similar to Dunjonquest in that when I originally blogged about it in 2010, I didn't quite give it the attention that it deserved. I wrote about it as part of my "backtracking" series--a group of games that I covered very quickly in the spring of 2010, after I realized that Wikipedia's list wasn't comprehensive and I'd missed a bunch of games. Because of that, I didn't give the game an official number, didn't try to win it, and didn't bother to rank it in my GIMLET sheet. I'm returning to it now to make these corrections.

Wizard's Castle is a landmark game in its own way. It's often called a "roguelike," but it's not, really. (And it doesn't appear on Wikipedia's list of them.) Instead, it's the progenitor of a small line of games that include Amulet of Yendor (1985), Leygref's Castle (1986), Mission: Mainframe (1987), and Bones: The Game of the Haunted Mansion (1991). The games are "roguelike" in their permadeath and bare-bones graphics, but little else. The key feature of the Wizard's Castle variants is the organization of the multi-leveled dungeon into discrete rooms, in which the player finds treasure, items, special encounters, or enemies. (And only one of these possibilities in each room.) There are a fixed and equal number of rooms per square level, with no corridors between them, and enemies do not pursue you from room to room.

The original game doesn't even keep a map on the screen. You have to keep checking where you are with the (M)ap command. At initial levels, the command helpfully lists the encounters you'll find in each of the level's 64 rooms, so it's relatively easy to avoid encounters with monsters. On higher levels, you see question marks in place of those annotations, and you need a flare or lamp to see the contents of the rooms adjacent to you.

A Wizard's Castle level, arranged into 64 rooms. The letters represent various encounters. "G" is gold; "P" is a magic pool; "C" is a chest; and "M" is a monster.

An analogous screenshot from Leygref's Castle (1986)

And from Mission Mainframe (1987)

The quest of Wizard's Castle has to do with the retrieval of the Orb of Zot (also called the Orb of Power) from the depths of a dungeon in the Kingdom of N'Dic. The player can choose between an elf, dwarf, man, or hobbit PC, each of which has certain default starting attributes, supplemented at the player's discretion from a pool of 8 points. You then allocate 60 gold pieces to a choice of armor, weapons, and flares before heading into the dungeon.


The dungeon has 8 levels with 64 rooms per level, most with some encounter or object. The levels wrap, so if you go east from the eighth column, you end up in the first column, and if you drop into a sinkhole on the eighth level, you end up on the first level. The game supports a fairly limited selection of commands: Movement, drinking from pools, viewing the map, lightning a flare or lamp, opening chests or books, gazing into orbs, and teleporting with a runestaff.

I don't suppose it was possible to find a game developer in the 1970s who just hated Lord of the Rings.

Combat is a very rote affair which only gives you options to attack, retreat, bribe, or (for characters with intelligence above 15) cast one of three spells: web, fireball, and death. Spells deplete your attributes, though, and the "death" spell runs a high risk of killing the player. There are no "hit points" in the game; instead, monsters directly damage your attributes (most often strength), and you die if any of them fall to 0.

A quick combat with a kobold.

Killing monsters does not result in any experience or level increases, but you still have to do it because one of the creatures in the dungeon carries the "runestaff," an artifact that allows you to teleport. You need the runestaff to teleport into the room containing the Orb of Zot, which is disguised on the map as a "warp" room. Since warp rooms normally teleport you randomly throughout the dungeon, it's a bit annoying to have to test each one if it contains the Orb. If you find a crystal ball, gazing into it has a chance of showing you the correct location of the Orb, but it can also deplete your strength.

Gold plays a strong role throughout the game because you occasionally encounter vendors who will sell you weapon and armor upgrades, flares, and potions that increase your attributes (18 is the maximum for any of them). You also find artifacts that prevent various bad conditions, like blindness or a book stuck to your hands by super glue, from ruining your adventure.


Although death is relatively frequent and random...


...the game is winnable with just a little patience. Because of the randomization of the dungeon, it's entirely possible to find the runestaff and the square containing the Orb of Zot among the first levels, with only a handful of combats in between the outset and victory. But even without such luck, if you maneuver carefully on the first levels, making intelligent use of magic pools, finding treasures and chests, and using your gold to increase your attributes, you can have a strong character in just a few minutes, then begin systematically taking on monsters and testing warp locations for the Orb. A character with 18 strength and dexterity is very hard to beat, even by the game's tougher monsters.

The first step on the road to winning.

Once you have the runestaff, you can start avoiding monsters and just systematically test "W" locations until one of them sends you only one square away instead of entire levels away. That's the location of the Orb of Zot. There are a lot of levels and squares to test, so you can try to take a chance on gazing into crystal orbs to find the location. There's only a chance that they're correct, and the orbs can sap your strength, but perhaps it's better than taking the time to work through every level.

This time, fortunately, it was accurate.
 
Once you have a bead on the Orb, you can use the runestaff to teleport there and acquire it.
 
Why am I even including screen shots? I should just print the text.
 
After I found the Orb and got back to the entrance, it took me a while to figure out that the way to exit is to go (N)orth from this square rather than (U)p. Since going north from the top row usually wraps you to the bottom row, it was a little counter-intuitive, and I nearly used (Q)uit instead, which would have been a monitor-smasher.


Winning took me about 7 tries and about 2 hours. The game manual stresses its replayability, since the dungeon is randomized every time. I can't say it wasn't a fun diversion. The "flares" addition gives it a nice edge, and there's real tension--especially after you find the runestaff or the Orb--as you slowly creep along, trying to find your way to the next goal without encountering too many nasty foes. The game throws little atmospheric notes at you--"You hear a faint rustling noise!"; "You smell a minotaur frying!"; "You hear a scream!"--as you move along.

In a GIMLET, I'd give it:

  • 1 for the game world. There isn't much there.
  • 3 for character creation and development. It's surprisingly rewarding to use a variety of tactics to get your attributes to the maximum.
  • 0 for NPC interaction. There aren't any.
  • 2 for encounters and foes. The enemies aren't anything special; they're just distinguished by name. But the various books, orbs, chests, treasures, and such do provide "encounters," and while you can't role-play them, they are tactical in nature.
  • 2 for magic and combat. There aren't many options in combat, and to me the disadvantages of spells outweigh the advantages. But there is a sort of meta-tactical dynamic to the game as you plot your route through the various combats and encounters. Rather than take on two monsters at once, for instance, you might want to hit a monster, then a chest, then use the accumulated gold to buy a strength upgrade, then take the second monster.
  • 2 for equipment. There are various pieces and special items, and keeping enough gold to buy a backup weapon or armor if a dragon destroys one is part of the tactics of the game.
  • 3 for economy. You need gold to replace destroyed weapons, buy flares, and buy attribute upgrades. There aren't many huge hauls in the game, so like everything else, plotting a method to accumulate gold with minimum risk is part of the strategy.
  • 1 for the quest. There's not much to it.
  • 1 for graphics, sound, and interface. There aren't any graphics and sound, and while the keyboard commands are intuitive enough, having to constantly call up the map was a little annoying.
  • 4 for the gameplay. It's brief, brisk, challenging but not too challenging, and replayable.

The final score of 19 is perfectly respectable for the 1970s. The lineage of Wizard's Castle came to an end 20 years ago, and it's hard to detect its influence on other CRPGs, so it was worth investigating this small, stunted branch on the CRPG family tree.

The original Recreational Computing instructions.

The story of Wizard Castle's development is interesting, and is covered by Matt Barton in a 2007 article at Armchair Arcade. Briefly, the author, Joseph Power, had been inspired by a 1970s mainframe game called HOBBIT and wanted to program his own. [Later edit: As this comment notes, and the Armchair Arcade also covers, the ur-example of this type of "grid" game seems to be an all-text, mainframe-based Star Trek that dates back to at least 1971.] Lacking a computer on which to do it, he got permission from the owner of an East Lansing, Michigan store, New Dimensions in Computing, to write the program on their Exidy Sorcerer (a short-lived PC from 1978) when there wasn't a customer using it. Consideration for the store's kindness led to the designation of the kingdom as N'DIC.

Some of the game's code. It took 340 lines (numbered up to 3,390) and fit in 16KB of memory.
    
[Edit from 13 December 2025: Jason Dyer blogged about Hobbit (1975) on his "Renga in Blue" blog and showed that The Wizard's Castle is a close copy of the mainframe game, down to the "Orb of Zot." His entry clearly demonstrates the link between Star Trek (1971) and shows that this branch of quasi-RPGs is one of the few that does not trace its heredity to tabletop RPGsrather, ti was an attempt to introduce Tolkienesque themes to Star Trek.]
 
The program proved so popular with teenaged customers that the store sold several of the machines based on it. After an aborted attempt to have the game published commercially through the software division of Kilobaud magazine, Powers eventually published the source code in the July/August 1980 issue of Recreational Computing. From there, it was ported to a host of other platforms, including the DOS version I played. Barton's article also includes an interview the a programmer going by the handle "Derelict" who created a Windows version with better graphics but the same basic gameplay.


Unfortunately, Joseph Power joins a selection of other programmers from the same era who didn't stay in the CRPG game beyond their original creations. I suspect they didn't find it financially viable. They were unfortunate enough to have gotten into the game while personal computing was a rare hobby, and they missed--by inches--the era in which ownership of microcomputers would explode and game developing could be a lucrative enterprise.

Because my ill-formed "DOS Only" rule when I began my blog, my first posting was on Akalabeth. With this posting on Wizard's Castle, I have caught up on all the commercially-released RPGs, for any platform, that preceded it. (At least, all the ones that I can identify.) It's been an interesting tour, and perhaps it's better that I made it with a few years of blogging and game-playing experience, rather than right at the outset of my blog, when I didn't have the same sense of history. I'll still try to pick up some additional games from the early 1980s that I missed on my first pass, but for now we'll return to the "present" with Keef the Thief.

*****

Further reading: Check out my my posts on two games that "adapted" The Wizard's Castle: The Yendor's Castle (1986) and Leygref's Castle (1986).

Monday, July 26, 2010

Backtracking: Amulet of Yendor (1985) and Leygref's Castle (1986)

Note from the future: When I wrote this entry about 6 years ago, I didn't know what I was talking about. I recommend ignoring it and reading my full posts on The Yendor's Castle and Leygref's Castle instead.

Amulet of Yendor and Leygref's Castle are both remakes of Wizard's Castle (1981) which I reviewed a couple of postings ago. They are both roguelikes from the mid-1980s, and neither of them have aged very well, especially compared to the 1985 remake of Rogue that I played many months ago.


Amulet of Yendor (this is the MobyGames name; in the game itself it seems to be called Yendor's Castle) involves a quest to retrieve the Orb of Power forged by the elven wizard Yendor. It takes place on an 8-level dungeon with 64 rooms (8x8) each. As in Wizard's Castle, the rooms contain various monsters, pools, chests, books, treasure, vendors, and other assorted items. You have to fight monsters to find an artifact called the Runestaff which teleports you to Yendor's Orb. Winning the game involves leaving the dungeon with Yendor's Orb in your possession, at which point you are given a score based on the treasure you've collected and the monsters you've slain.

After an equipment buy, you're off to the dungeon. Mapping and exploration are complicated by random teleporters ("warps") and sinkholes which toss you about the dungeon randomly. In my first time out, I got warped to Level 4 before I knew what was happening, and I was killed in short order by a dragon. My second time out, I literally made one move from the entrance and got tossed down to Level 8 by a warp/sinkhole combination.

The "map" only displays for a couple of seconds, even when I slow DOSBox down to a crawl; I don't know if this is a deliberate game design or a technical issue.

Every time the game starts up, it takes you through six screens of instructions which are apparently inescapable, meaning dying sucks more than it did in Wizard's Castle.

I played six times but never lasted more than about 25 turns thanks to the balrogs and dragons the game cheerfully throws at you even on Level 1.


Leygref's Castle is essentially the same game but with much more tolerable graphics and gameplay. You are once again after an Orb of Power, this time forged by the elf wizard Leygref instead of Yendor. Other than the name change, the instructions are word-for-word identical to those in Amulet of Yendor (although this game helpfully gives you the opportunity to bypass them). Improvements include a map that remains in front of you throughout the game and more information about your status and inventory on the screen. There are a few other tricks introduced by the game, including a mysterious jerk called "The Phantom" who shows up and steals your stuff and the chance of going blind (I was never able to cure this). The author of this one, a Frank Dutton of either Texas or Louisiana, deserves a lot of credit for this version, and if you're really eager to play one of the Wizard's Castle derivatives, this is the one I'd recommend.
Both games randomly regenerate the map when you start a new game, allowing (in theory) an infinite number of variations in the game. But both keep Wizard's Castle's baffling conflation of strength and hit points. As shareware games, they're an amusing diversion.

Wednesday, July 21, 2010

Backtracking: Wizard's Castle (1980)



I had to look up what "esurient" meant. It means" hungry."
        
[Edit from 25 February 2013: Almost three years after I posted this, I gave this game a longer review, won it, and scored it on the GIMLET scale. I recommend that you just jump to that one.]

We needn't spend a lot of time on Wizard's Castle (1980), even though it shows enough promise to be slightly addictive if I gave it a chance. It is an entirely text-based game, similar to the earliest versions of Rogue. As Matt Barton says in Dungeons & Desktops (2008), it is notable less for what it is and more for how it was released: it was printed as 5000 lines of BASIC code in the magazine Recreational Computing. I'm not really sure who I have to thank for the DOS executable version I'm playing.

I don't know if you can read the screenshot above, but the setup is that:

Many cycles ago, in the kingdom of N'Dic [yes, really], the gnomic wizard Zot forged his great ORB OF POWER. He soon vanished, leaving behind his vast subterranean castle filled with esurient monsters, fabulous treasures, and the increadible ORB OF ZOT. From that time hence, many a bold youth has ventured into the wizard's castle, as of now NONE has ever emerged victoriously! Beware!!

In the following character creation screens, you can choose from an elf, a dwarf, a man, or a hobbit and then choose your sex. You start off with points allocated to strength, intelligence, and dexterity (based on sex and class) and a pot of 8 additional points you can distribute as you wish. You then buy some starting equipment with a limited pool of gold pieces.



You control your character through a series of text commands, primarily moving one of the four cardinal directions through the game map. The (M)ap command brings up a "map" of the level, which is an 8x8 grid. Each of the "squares" in the grid contains either nothing (represented by a period) or an encounter (represented by a letter). The encounters are varied, including (M)onsters, (V)endors, (T)reasure, (B)ooks, and stairs (U)p or (D)own.




In combat, you have three options: (A)ttack, (R)etreat, or (B)ribe. I'm not sure what the mathematics are behind the attack. I dispatched a bear and a troll handily enough but then was slain by a balrog--quite a challenge for the first level! Oddly, you don't seem to have any hit points; getting hit depletes your strength.


 
An interesting game, and one that again shows some influence on Rogue (the character creation process is frankly more advanced in Wizard's Castle), but not one I'll be playing until the wee hours of the morning.

Nope, not nearly foolish enough.
       
Barton praises the game for its coding efficiency but concedes that it is "a fairly simple game, with no graphics and only a meager story." Keep in mind that Richard Garriott was selling Akalabeth the same year, which featured actual graphics in two different perspectives. In that context, we might view Wizard's Castle as the last gasp of the pre-commercial CRPG.