Showing posts with label permanent death. Show all posts
Showing posts with label permanent death. Show all posts

Friday, March 12, 2010

Game 10: AutoDuel (1985)

 
AutoDuel
United States
Origin Systems (developer and publisher)
Released 1985 for Apple II, Commodore 64, and Atari 8-bit; 1987 for DOS and Atari ST; 1988 for Amiga and Macintosh
Date Started: 12 March 2010      
   
I was really excited when I saw AutoDuel coming up on the list. I remembered playing it on my Commodore 64 over 20 years ago. I was looking forward to the ultra-tactical combat involving dozens of vehicles, in which you would pull your 24-person bus alongside the outlaw gang's tractor trailer unit, unload a volley of rifles, and then board it. Meanwhile, you'd accelerate your reinforced pickup truck to ramming speed and plow down the enemy's motorcycles. Good times.

Except, I realized soon after loading the game, that wasn't AutoDuel. That was Roadwar 2000. And come to think of it, it wasn't a CRPG anyway, so I don't know why I would have thought it was on the CRPG list. AutoDuel, it turns out, I've never seen.

The main splash screen nearly knocked me out of my chair. Lord British and Chuckles?! It turns out that AutoDuel is an Origin systems game, published sometime between Ultima III and Ultima IV. Based on a board game by Steve Jackson called Car Wars, it exists in a post-apocalyptic American northeast in which roving gangs of bandits prowl the highways in souped-up armed and armored vehicles. You start as an amateur car warrior buying and outfitting your first vehicle, and slowly improving your skills, fame, vehicles, and finances through random combat, arena duels, and courier missions.
   
The main character window

You begin in New York City. Like any good CRPG, there are a number of places to visit: a truck stop to buy armor and get a bus to another city, an assembly yard to buy and outfit your vehicle, a salvage yard to sell salvaged goods, a garage to repair and store your car, a weapons shop to buy weapon upgrades, a chapter of the American AutoDuel Association where you can get missions, Joe's Bar for drinks and rumors, the Gold Cross for healing and clone-making (more below), the FBI for God know's what, and an arena where you can fight duels.


The Big Apple is a little more compact than I remember

You start with hardly any cash, so generally you go to the arena where, on "amateur night," they will give you a car temporarily. Defeat four enemies and you win about $1500, enough when combined with your starting cash to buy your first vehicle.

Amateur night at the arena

Controls are with the mouse or keyboard. I found the keyboard counter-intuitive and the mouse only slightly less so. The main problem with AutoDuel is that the battles are frelling impossible. It took me four tries to win in the arena. Then I was killed almost immediately upon purchasing my first car.

Combat is based partly on statistics, including your scores for driving and marksmanship, but also partly on arcade-style hand dexterity. Unfortunately, I'm not very quick, apparently. But I don't think it's just me. The game screen isn't very big, and you don't really see enemy vehicles until you're practically on top of them. At that point, it's all too easy to accidentally run into them, destroying your armor and whatever weapon happens to be mounted at the impact point.

What makes the difficulty annoying is that AutoDuel is yet another game with permanent death. You can save your progress, but when it reloads it deletes your saved game. The only way around this is to visit the Gold Cross and purchase a clone who will take over for you if you happen to die. But they're awfully expensive.

When you defeat enemies, you can get out of your car and salvage stuff from theirs.

After dying probably 10 times I decided that the problem was I didn't have enough cash to outfit a good car. Prompted by a hint in the game manual, I took a bus to Atlantic City, where after playing blackjack for a good two hours of real time, I had about $16,000. (I was about to say that this qualifies as the first mini-game in a CRPG, but actually I suppose the Ultima TIE fighter battle takes that prize.) With this, I returned to NYC and outfitted a van with armor and several different weapons.

How much extra for some sudden, uncontrolled acceleration?
   
I had enough left to buy a clone but forgot to do so. I hit the open road, fought and won a couple of battles and then encountered a hotrod which in about two seconds obliterated my rear armor and killed me.


   
My six hours is up, and I'm tossing in the towel. I know I'm opening myself up to accusations of half-assing two games in a row, but AutoDuel was about the least fun I've ever had with a CRPG--and to be honest, I'd debate applying that label to this game. In any event, I can't find any evidence that there's a main quest or a way to "win" AutoDuel, so all it's doing is keeping me from The Bard's Tale. [Edit: As commenters have pointed out, there is a way to win. Later, I did.]

If you want another point of view, this YouTube poster has loaded a five minute video along with a couple of paragraphs of gushing commentary. The video shows him winning the first arena duel, buying his first car, and heading out on the open road. I sympathize with one of his commentors, who says, "i like it [but] 2 hours later i cant do anything but die & die again."

At least I got to hone my blackjack skills.

****

Further reading: Unsatisfied with this brief coverage? I don't blame you. It was early in my blog, and I didn't have much of a work ethic. Six years later, I revisited the game and won. Read my updated coverage.

Saturday, March 6, 2010

Telengard: Pointless Fun

I might have mentioned this game is a little hard.

Telengard
United States
Microcomputer Games (developer); Avalon Hill (publisher)
Released in 1982 for Apple II, Commodore PET, and TRS-80; 1983 for Atari 800, Commodore 64, and FM-7; 1984 for CP/M, PC-88, and PC-98; 1985 for DOS
Date Started: 5 March 2010
Date Ended: 6 March 2010
Total Hours: 6
Difficulty: Moderate (3.0/5) in the sense that there's no winning condition and you're meant to die
Final Rating: 25
Ranking at Game #413: 190/413 (46%)
   
Well, Telengard has some interesting--perhaps even unique--features. For a while, I assumed there was no reason not to just hang around the stairs to an inn, since every square held the potential for random encounters and random treasure every turn. It turns out the dungeons are full of interesting--and generally deadly--things. Some things I've discovered since my last post:

  • Pits that sometimes give you the option to climb down, sometimes just unceremoniously toss you down
  • Teleporters that send you to random locations
  • Monsters that do what they typically do in D&D-derived games. Dragons coat you with fire, ghouls immobilize you, vampires sap away your hard-won experience points, and so on. Not all monsters kill you, though. Hobbits and skeletons (?) occasionally steal your stuff, and more than once I met an elf who, disturbingly, healed me to full strength because he "liked my body." A nice dragon gave me a sword +2.
  • Chests with buttons of four different colors. You have to figure out the appropriate pattern--getting zapped every time you get it wrong--for the chest to open. Goodly amounts of treasure inside those.
  • Holy altars. Give them enough money and they cast beneficial spells on you. Give them too little money, or no money, or try to walk on by them, and they call you "dirty pagan trash" and summon undead to kill you.
  • "Scrolls of rescue" that return you to inns. I thought these were going to be my salvation, but they take away all your gold which, since gold is one of the primary ways to build experience points, is very bad.
  • Fountains that alternately contain healing waters and poison.
  • "Jewel-encrusted" thrones that give you the option to (r)ead runes, (s)it on them, or (p)ry the gems, with randomized chances of different things happening depending on what you do. Once, when I read the runes, I got +1 wisdom. A second time, I somehow brought about the return of the "ghoul king," who promptly slaughtered me.
Would any adventurer worth his salt hit (i) right now?

These different things make the game fun and fast-paced and, I admit, slightly addictive--at least, once you get your hero up to level 3 or 4 and stop dying every step.

Telengard isn't really a game you play for a long time, since there's no way to "win." Instead, it's a game you blow an hour or two on here or there, perhaps competing for highest score or fastest leveling with a friend. The manual actually encourages this with several suggestions for "multi-player" games: "see which player can advance his character to the highest experience level in a given time period"; "see who can map the most dungeon spaces of a given dungeon level" (this is followed by the helpful suggestion to "use graph paper").

Lacking any friends who are likely to want to play Telengard, I don't really have any reason to keep going with it. It might be fun to see if I can get to level 10 or level 12, but death can strike any time, and it's discouraging to have to keep starting over. In six hours of gameplay and probably 100 characters, the highest I was able to climb was level 8 (alas, forgot to take screenshots). After that character died, I gamely tried again. Helped by a ring of regeneration +4 that I found early on, I managed to get Arturos up to level 6. Then I found a "misty box" that asked me to enter a random number. I did, and found myself teleported to a much lower fathom of the dungeon, where I was immediately slain by a level 25 fighter.


Next game.

*****

Further Reading: As I progressed in my chronology, I found that Telengard is a commercial version of a long line of games stretching back to a 1975 PLATO game called The Game of Dungeons or dnd. Daniel Lawrence, the creator of Telengard, copied elements from the PLATO titles and developed Dungeons & Dragons (c. 1977) for DEC mainframes, then later tried to commercialize it as Telengard (1982). Other games in this line include Dungeon of Death (1979), Dungeons and Dragons for Heathkit DOS (1981), The Standing Stones (1983), Caverns of Zoarre (1984), and DND (1984).