Tuesday, May 12, 2026
MUD Day Postponed to 20 June
Monday, May 11, 2026
Upcoming Games: Al-Qadim (1994), The Odyssey (1993), Escape from Ragor (1994), Dungeon Arcade (1987), Pagan: Ultima VIII (1994), Warriors and Warlocks (1983), Ravenloft: Strahd's Possession (1994)
- Opinions about the game's RPG status. While applying your own definitions to such a discussion is fine, what really helps is if you apply mine. The FAQ (7th question) covers my definition.
- Tips for emulating the game
- Known bugs and pitfalls
- Tips for character creation
- Trivia
- Predictions for my reaction and/or the GIMLET score (without specifics that will spoil the game).
- Sources of information about the game from around the web, particularly obscure ones that I might otherwise miss during my pre-game research.
- Al-Qadim: The Genie's Curse (1994 | DOS | Cyberlore). My understanding is that this is a relatively simple action RPG, perhaps more notable for its D&D credentials than its RPG ones.
- The Odyssey (1993 | Macintosh | Independent): An iconographic shareware adventure for the Macintosh that uses classical themes. It looks competent enough.
- Escape from Ragor (1994 | DOS | Motelsoft): I've done poorly with Motelsoft's iconographic games, but better with its first-person games. This is a first-person game. It appears to me to be a single-character Dungeon Master clone.
- Dungeon Arcade (1987 | Atari 800 | Antic): Most of the games from the 1980s that are "unplayed" on my list are questionable as RPGs, but I watched some video of this one, and it seems solid enough. It's an iconographic game, but I can't tell from video whether its primary inspiration is roguelikes, early Ultima, or the Quest series.
- Pagan: Ultima VIII (1994 | DOS | Origin): This will be the first mainline Ultima game that I've never previously played, except for about five minutes. I'd say I was looking forward to it, but there must have been a reason that my previous attempt only lasted about five minutes. As for the famous jumping puzzles, I'm going to try to start with a pre-patch version
- Warriors and Warlocks: Scenario - Castle Myrhavell (1983 | TRS-80 | Random House): This one flew under the radar until Dungy discovered it and added it to MobyGames a couple of years ago. I gather it's a Wizardry clone, but it has some nice production values. It's iffy whether I'll be able to play it: I thought I had a working version when I added it to the list, but that turned out not to be the case. I'm looking for another one.
- Ravenloft: Strahd's Possession (1994 | DOS | DreamForge). Back when I used to read (but not play) Dungeons & Dragons modules, I thought that Ravenloft was the best I'd ever read. Years later, I found out that many people shared that opinion. I have no idea what to expect from the CRPG adaptation except a vague notion that if it were any good, it would be more famous. I know it uses the same engine as Menzoberranzan from later in the year. Video suggests that it blends elements of Eye of the Beholder and Ultima Underworld.
TELNET british-legends.com 27750
Friday, May 8, 2026
Game 577: Yendorian Tales: Book I
- The tavern is run by Donovan, who sells ale and wine.
- Neil: Works in the mines. Had a bad day. Everyone in my party can mine if we have enough mining tools. We'll also need a mining cart. If we come across a section of broken track, we can use mining tools to repair it.
- Garret: Wants me to buy him an ale. The governor is looking for people to enter the mines. I can find him in his house.
- Dean: Fights in the mines. They're becoming tough. Recently, he fought a bunch of giant rats.
- Tyler the Guard: Confirms the name of the town and says that the Athaneum is to the south. Tells me the laws of the towns: You cannot get drunk, attack or kill an innocent person, or enter a building while mounted on a horse. If you do any of these things, you'll be stopped and arrested when you try to leave.
- The blacksmith shop sells horses for 200 gold.
- A mining company store sells carts, mining tools, and torches. It will buy ore.
- Marcus: If I want a job, I should talk to the governor in the northwest part of town.
- Norma: Works in the mines with Osgood. One can find gold, Nuore, and other ores in the mines, which the mine shop will buy.
- Osgood: Works in the mines with Norma. They're full of monsters. Most of them die quickly. He can increase my charisma by 6 points for 2,000 gold pieces.
- Barton: Works in the mines repairing broken track. Mine shops will pay for fixing broken track.
- Zeke: Works in the mines. If I find something in a spot, I should move on, as there won't ever be anything else.
- The inn has rooms for 30 gold pieces. You can also ask for the BOOK, which takes the player to the main menu, where he can create characters and change the composition of the party.
- Arlo: Protects the governor. The governor is a member of the Council of Governors, which meets at the Athaneum to the south.
- Dewey: Governor's aid. Asks if I'm willing to put my life on the line to help the Governor and Yendor. When I say YES, tells me to go see governor.
- Governor: Annoyed that I'm bothering him until I speak to Dewey first. One of four governors on the Council. There are mines in the Northern Mountains, the Coastal Caverns, and the Eastern Mountains. Recaps the main plot of the game.
- Lynn: Can see into the future. For us, sees great battles, a big group, important people, a dark cave, and a celebration. She says that very soon we will "join with many people and witness a great tragedy," and that she and I will speak again.
- Alexander: Owns the weapon and armor shops, which are run by his sons.
- The armor shop sells wooden shields, copper shields, gold shields, cloth armor, robes, leather armor, ring mail, and steel shields +1. Each item has a minimum required strength.
- The weapon shop sells bolts, staves, daggers, clubs, hammers, maces, flails, knives, short swords, spears, hand axes, broad swords, morning stars +1, and cross bows +1. They have both minimum strength and dexterity requirements.
- Bailey: Looking for a flail to defend himself against thieves. There are several bands northeast of Saccate, "around the thieves' town."
- Warren: Guards the gates at the south end of the town and watches the horses tied up there. You cannot take horses into any of the shops.
- The game has only one save slot.
- I can't find any way to interact with things that look like they ought to be interactable, like chests and items in shops. (U)se only applies to inventory items; (L)ook just gives you a description; (P)ick up simply doesn't work. There's no command to search or open.
- You can rest and heal in the outdoors (in towns, you have to stay in the inn).
- There is no food system.
Wednesday, May 6, 2026
The Elder Scrolls: Arena: Summary and Rating
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| It's a good thing this is a single-character game, because three of these people would be fatally distracted in combat. |
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| This, for instance, is a "handcrafted" level. As far as I can tell, it may as well have been procedurally-generated. |
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| I meant to include this shot from Ebonheart in my last entry. That volcano is visible in the distance from everywhere in Morrowind. |
| Category | Assets | Liabilities | Score |
|---|---|---|---|
| 1. Game World | A detailed backstory with history and lore. An intriguing map with interesting place names. Evocative names and historical tidbits dropped into conversation, quest messages, title cards, exploration messages. | A laughable explanation of the game's name. Most of the name drops are just names; later games will flesh them out but Arena doesn't deserve that credit. Races in this early game are mostly fantasy archetypes. Outdoor areas completely wasted. Forced fast-travel. | 4 |
| 2. Character Creation and Development | Fun, Ultima-like character creation process. Character classes are well-differentiated and create unique gameplay experiences. Class-based roleplaying options for thieves and spellcasters. | Leveling is boring, involving a simple allocation of 3-6 attribute points with consequent increases in health and mana. Awful character portraits. No roleplaying options for fighter classes. | 4 |
| 3. NPCs | Towns are full of them and you learn a fair amount from them. | They're almost all randomly-generated with no personalities. | 3 |
| 4. Encounters and Foes | About 20 monsters with some strengths and weaknesses. I found the riddle doors a fun diversion but others will want to subtract more for that. | Monsters are a bit boring. No major variance in tactics necessary to defeat them. No other special encounters. | 3 |
| 5. Magic and Combat | Spell variety offers most of the tactics in combat. Other tactics found in use of terrain. | Combat is otherwise a bit boring. Different types of attacks don't seem to make any difference. Ranged combat under-developed. Most of the "use of terrain" tactics feel like exploits. | 3 |
| 6. Equipment | Lots of equipment slots. Easy to understand relative offensive/defensive value of items. Items mostly randomized in game world. Almost anything can be enchanted. Variety of potions serve as a money sink. Powerful artifact items. | Not quite enough variety in equipment to put in those slots, particularly for certain classes. Limited to one artifact item at a time unless you use an exploit. | 5 |
| 7. Economy | Several ways to make money: selling looted items, side-quests, thievery. Lots of things to spend money on. | Economy gets a bit generous by the halfway mark. Silly haggling mechanic. Treasure in dungeons weirdly limited to 99 gold pieces. | 5 |
| 8. Quests | Clear main quest. Artifact quests. Side-quests with various levels of complexity in each town. | Main quest stages are overly repetitive and predictable. Side quests are boring and don't reward enough to bother. No different main quest outcomes. | 4 |
| 9. Graphics, Sound, and Interface | Almost everything on the screen has a keyboard backup. Decent sound effects. Limited voice acting is good. 3D continuous movement. Nice automap and journal. | Graphics are good for the era but ugly by the standards of even 5 years later; do not age well. Dragging mouse to swing weapon in combat gets a bit old, particularly where precision isn't required. No ambient sound. | 4 |
| 10. Gameplay | Geographically nonlinear. Replayable to experience different classes. | Narratively linear. Otherwise not replayable. Repetitive nature of main quest process gets old. Game is a bit too long. | 3 |
| Other/Total | Lots of procedurally-generated content | Lots of procedurally-generated content. | 38 |
The game is impressive as a first effort. Most of the pieces of a good CRPG are there. What is needed now is a tightening of the code, a little polishing up of the basic engine, a little scaling back of the size, and the inclusion of some real role-playing elements . . . with a solid storyline. These are well within Bethesda's abilities, and their addition to future products would make The Elder Scrolls a dynamite series.
- The Unofficial Elder Scrolls Pages confirms what commenters contributed to my last entry: The original conception was for the PC to be the ward of General Talin Warhaft, leader of the imperial guards, also confusingly named "Talin." This explains why in the manual, Ria refers to the PC as "Talin" while the cinematic shows Talin Warhaft being captured along with the Emperor (and the original endgame cinematic shows him being returned). There's even a cut slide from the opening narration that explains this.
- I only experienced a small percentage of the types of random quests available. They include delivery, retrieval, and escort quests (which always take place in towns), and dungeon quests in which you rescue a captive, capture a criminal, or slay a particular creature. I didn't experience any of these and indeed questioned whether they existed. I suppose you could have fun with the game without ever doing the main quest. Although the times I was given were always generous, apparently you can be given a deadline that's impossible to achieve.
- If you fail a palace quest, for some reason the game changes the entire palace and ruler, with males always switching to females, and vice versa. Those are some serious consequences.
- There are plenty of people online who claim that if you're willing to put in the time, you can walk from one city to another. They claim it takes dozens of hours. I'd like to have some confirmation of this, but I'm not willing to put in the time.
- The full list of artifacts are Auriel's Bow, Chrysamere (two-handed sword), Ebony Blade (katana), Staff of Magnus, Voldendrug (hammer), King Orgnum's Coffer (gives gold once per day), Necromancer's Amulet, Oghma Infinium, Ring of Khajiit, Ring of Phynaster, Skeleton's Key, Warlock's Ring. They all appear again in subsequent games. I think Skyrim has them all except the Warlock's Ring and King Orgnum's Coffer.
- Bethesda began an expansion pack to Arena set in Mournhold in Morrowind. It morphed into The Elder Scrolls II before its setting was for some reason changed to Daggerfall.
- Unused or cut content for the game includes art for beholders and balrogs, a slave market, and support for up to four party members at once.
- "Resist Fire" lets you swim in lava. I suppose I should have guessed that, but I never tested it.
- Different classes have different casting costs for different spell types.
- The experience table in the cluebook goes only to Level 20. From what I read on various web sites, if you make it to Level 27, you get enough attribute points to max out all attributes at 100, which makes further leveling impossible because you can't leave the "level up" screen until you've distributed new points.
- There are apparently 16 annual holidays in Tamriel, each with effects on the local economy. For instance, on the New Life Festival (first day of the year), ale is free in the taverns. On Second Planting (7 Second Seed), temples heal for free. These are cute bits of world-building, but the odds that you'd be in town to enjoy the benefits of a particular holiday are lower than the likelihood you'd even need their benefits, given the generous economy. It's impossible to imagine a player saying, "Well, I need to buy a new sword, but I think I'll wait until the Merchant's Festival" (when all prices are discounted 50%). It's too bad that later Elder Scrolls games didn't implement them, though. It would have been fun to enter Whiterun or the Imperial City and find a different arrangement of NPCs, as Jester's Day would have required, or to find all NPCs mute, as Tales and Tallows requires.
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| Shots from the hintbook. The emblem on the cover reminds me of something I've seen before, but I can't place it. |
- Ultima Underworld (1992)
- Legends of Valour (1992)
Sunday, May 3, 2026
Game 575: Arena of Death (1991), Game 576: Darkhold (1987), and BRIEF: Buio! (1984)
Softdisk (developer and publisher); published in Loadstar magazine
- Stairs up or down.
- A monster (specters, basilisks, manticores, trolls, harpies, fire newts, dragons).
- A treasure chest.
- A healing fountain.
- 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.
- 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.
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| Wandering the hallways between rooms. The checkerboard rooms are unexplored; the ones with the blue wavy lines have healing fountains. |

















































