Time Traveler
Krell Software (developer and publisher)
Released 1980 for Apple II, Commodore PET, and TRS-80
Expanded and released again as Odyssey in Time in 1981
Date Started: 20 February 2021
Date Ended: 21 February 2021
Total Hours: 4Date Ended: 21 February 2021
Difficulty: Partly user-definable but ultimately easy (2.0/5)
Ranking at Time of Posting: (to come later)
I rejected Time Traveler years ago, thinking it was so manifestly an adventure game that whoever categorized it as an RPG on MobyGames ought to have his account revoked. I finally sat down to BRIEF it today and discovered that I was wrong. It's not much of an RPG (but honestly, what was in 1980?), but it's certainly not an adventure game.
It is, specifically, a variant on The Wizard's Castle from the same year, where you explore a grid in which any square might hold encounters, traps, and treasure. Instead of a single map with multiple levels, there are 14 maps (each 5 x 4) in different eras of human history, ranging from ancient Egypt (1300 BCE) to World War II Germany. You play a time traveler visiting each era with a quest to retrieve a magical ring.
It's an interesting concept. A modern game could have a lot of fun with it, and the player could learn a lot about history while he plays, as I inevitably do every time I pick up an Assassin's Creed. In this case, however, the various "eras" just determine what text is inserted in various encounters, all of which otherwise play exactly the same. You can envision the programming as you play:
1950 PRINT A$; " ORDERS YOUR ARREST!"
Where A$ is set to "GEORGE WASHINGTON" in 1779 or KING RICHARD during the crusades. I don't want anyone to get the impression from these screenshots (as I originally did) that the game offered textual descriptions of various scenes in each era. It's nothing like that. You don't stroll past pyramids in ancient Egypt or get to foil Nazis in World War II. Everything that happens in the eras is purely mechanical. There isn't even a bit of flavor text describing the era when you first arrive.
I did learn one thing, however. As you arrive in each new area from the main menu, you immediately have to choose a "side" in whatever conflict they're experiencing. If you go to Denmark in 1000, it's the Vikings or the villagers. Japan in 1790 puts you between samurai and peasants. For 50 BCE Rome, you choose between Caesar and the "aristocrats." "England 1644" has you choose between "roundheads" and "cavaliers." I vaguely knew that the year would have been during the English Civil War, but I didn't know those were the terms, respectively, for supporters of parliament and supporters of Charles I. So that's something.
You face this same type of choice as you enter each era. |
After making your selection, you arrive in a random square on the 20-square grid. Each era has the same selection of potential squares: dock, house, arsenal, treasury, prison, barracks, market, field, [local ruler's] headquarters, cave, town square. Some of these have buildings which offer an additional set of encounters inside. You start each era unarmed and with 1,000 gold pieces; any weapons or wealth you amassed in your last era disappears when you leave.
The game tells you what you see in your current area, which can include any combination of the following: a crowd of commoners, guards, a sign, gold, weapons, or one of the rings. The latter three options only show up if your last action was to search. After seeing what each square holds, you have a number of potential options. I'm going to list them all out because I otherwise couldn't find a manual, and someone might come along needing assistance. Your success in all of these areas is influenced by a "difficulty" variable that you can set from 1 to 6 at the outset of the game.
- B)ribe: If there are guards in the area, this will make them go away. You want to do this to avoid them spontaneously attacking you, or to get them to stop blocking the way into a structure in that square.
- D)rop weapons. The only reason I can think to do this is that sometimes guards won't let you into a building if you're armed.
- F)ight. Gets rid of guards the old fashioned way.
- G)o. Leave the square by going any cardinal direction or IN or OUT of a building. If you're in a market square, you can also attempt to go to your time machine.
- I)nformation about what rings you've collected and which are still outstanding.
- M)ap
- P)ersuade. If there's a group of commoners in the square, you can try to get them to join you. Success depends on your "eloquence" skill (and maybe whether you sided with the "commoner" faction), which goes up if you pass and down if you fail. Once allies join you, they remain in your party for the duration of the era and make combat a lot easier.
- Q)uit the game.
- R)ead a sign. Sometimes you can't read it; sometimes it says "Keep off the Grass"; sometimes it tells you where to find the era's ring.
- S)earch. This is how you find gold, weapons, and the ring.
- T)ake anything that came up during a search. If you take weapons, the game will show you as "armed" from that point, and your chances of surviving combat improve. The same goes for your group.
- U)se the power of a ring. More on this below.
- W)ait. Causes a turn to pass. This happens automatically if you don't act within a few seconds.
There are a number of spontaneous things that can occur, too. You can experience a "time machine malfunction" that whisks you suddenly to a new era. An informant can turn up and offer to tell you the location of a ring for a certain amount of gold. Guards can demand half your wealth in taxes. The local ruler can spontaneously order your arrest (this seems less likely if you sided with his faction). Finally, guards can just decide to attack you for no reason.
That's gratitude for you. |
Combat is resolved automatically. As it begins, you're told how many people are on your side how many are on theirs, and whether either side is armed. The game automatically calculates a probability of winning based on these variables, generates the appropriate random numbers, and tells you the result. If you win, your "combat skill" variable goes up; if you lose, it goes down. Your "health" may also go up or down. If you win, generally all that you "gain" is that there are no more guards on the screen. If you lose, you might be imprisoned in the "prison" square and have to escape or fight your way free. You can also die, but the time machine rescues you and zaps you to a new era when that happens.
I hadn't picked up the weapons yet, so I'm unarmed with a low combat skill. My probability of winning is just 40%. |
Here, I have allies, weapons, and a much higher score. |
As you can imagine, your success in each era depends partly on strategy but a lot on luck. You might arrive in an era and immediately get approached by an information who, for 800 gold pieces, tells you that the ring is in a market. A market square is one move away from your starting square. You go there, search, find the ring, and immediately GO to your time machine and make your escape.
On the other hand, you might spend a dozen rounds manually searching each square, finding no allies, getting no informants or helpful signs, fighting off packs of guards ordered to arrest you, eventually defeated and imprisoned, stripped of weapons and gold, stuck in a loop where you can't seem to get free of the prison but the guards won't actually kill you.
The good news is that you can't die, so there's no way to lose permanently. Even on the highest difficulty, you just have to roll with the punches until you can start fresh in a new era, where you might get lucky. I found that a good strategy was to try to enlist allies as soon as possible and find weapons to arm them. That way, I could usually explore most of the map with a high probability of winning any combats that came along. The bad news is that there's no way to save, so you do have to win in a reasonable time if you don't want to keep the program running permanently.
Each of the rings has a useful power that you can invoke if you're carrying it, and you can carry up to three rings between eras. I admire some of the clever things that the author made the rings do within its limited mechanics:
- The Ring of Thoth (Egypt) ensures you can always read signs.
- The Ring of Hammurabi (Babylon) increases your eloquence.
- The Ring of Solon (Athens) speeds up healing.
- The Ring of Romulus (Rome) helps you locate other rings.
- The Ring of Joshua (Jerusalem) makes you invulnerable.
- The Ring of Rune (Denmark) lets you warp out of the era and back to the time machine from anywhere, with perfect success.
- The Ring of Paul (Crusades) does something called "anachrony." I have no idea.
- The Ring of Augustus (Italy) stops the other rings from disappearing. See below.
- The Ring of Alfred (England) lets you escape prison with 100% success.
- The Ring of Eagles (USA) increases your gold.
- The Ring of Gaul (France) slows time or something. I never tried it.
- The Ring of Jimmu (Japan) automatically searches as you move around squares.
- The Ring of Nevsky (Russia) lets you start each era with weapons.
- The Ring of Loki (Germany) makes you invisible.
The problem with carrying all of the rings is that there's a good chance that they'll disappear or get stolen and return to their own eras. Having the Ring of Augustus stops this from happening, I guess, but I always got nervous carrying the rings and generally found the best strategy was to deposit them in my time vault as soon as I could, ensuring I didn't have to replay their eras. (Once you deposit a ring, you can't pick it up again.) I won on a difficulty level of 3, and I suppose at a higher level, it might be necessary to make the rings a greater part of your strategy. Romulus and Rune would be a particularly potent combination: Warp in, find the ring, and immediately warp out. But without Augustus, you probably lose one or both of them in short order. Augustus with either Romulus or Rune might be better.
Unfortunately, nothing happened after I had found and deposited all 14 rings. I'm not sure if there was something else to do, as I never found a copy of the manual. I did inspect the code, and there's a line that tells the program to flash "THE GAME IS OVER," but my interpretation of the rest of the code is that you would never reach that particular line. Then again, my knowledge of even BASIC is only, well, basic. I can't otherwise find any winning text in the program, so I'm going to call it a win anyway. I'll score it as a 15 on my GIMLET, with 1s and 2s in all categories.
I got and deposited all of them. I don't know what the game wants me to do. (I think the asterisks mean that you don't to "Use" those rings; their powers are active as long as you possess it.) |
I didn't have a great time with Time Traveler, but it was almost . . . acceptable. With a few more variables, a little more use of the themes of the eras, and a little more complexity, this could have been a decent game. It perhaps was for 1980. A reviewer named Terry Romine covered it in the first issue of Computer Gaming World and gave it a medium-rare review, ultimately concluding that "after a person develops a strategy, the game will quickly become a series of stale replays." In the December 1980 issue of Dragon, Mark Herro says that when he started to play, he intended to "roast" the game, but later had some fun as he tried to figure out the best approach through the eras. Still, the idea that this game sold for the equivalent of $80 today ($24.95 in 1980) is mind-blowing.
We've seen New York-based Krell Software before, most recently with Sword of Zedek (1981). That game used a similar approach--grid-based exploration with a variety of potential encounters in each square, including the ability to P)ersuade groups of monsters to join as allies. The "Search" and "Take" functions are essentially the same between the two games, and combat is resolved similarly. I'm relatively sure they were programmed by the same author. The company was around only a short time (roughly 1980-1983) and never developed anything graphical. In 1981, they repackaged Time Traveler as Odyssey in Time, which offered 10 additional eras and a save feature for $39.95, or about $120 in today's dollars. I was unable to find it, but unless it offers a lot new, I'm not particularly interested in finding another 10 rings.
I had a major project due this week, so you might see another "easy" one before I get back into either of my primary games.