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Wednesday, March 24, 2021
BRIEF: The Tomb of Drewan (1982)
24 comments:
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Huh. I admit I was surprised by the last sentence, when you mentioned the author's name was Trevor Pitts. Given the title "Tomb of Drewan", I was fully expecting the first name of the author to be Andrew... (Maybe that's his middle name?)
ReplyDeleteSame. It strikes me as the typical thing 80s RPG designers did. And he picked Drewan because Werdna was already taken
Deletestrong possibility: Andrew is Trevor's little brother and/or nemesis at school. "I'll show you!"
DeleteAre you sure it's not Trebor's little brother and/or nemesis?
Delete"I'll show you! I'll make you a powerful, benevolent lord who strove heroically to protect the world from evil! Take that!"
DeleteHm... not sure I agree that's all that strong a possibility...
By the way, I think there might be a slight error? You mention a "Time Lord" who can resurrect you, but the screenshot calls him a "Tomb Lord".
ReplyDelete(I made this a separate comment so you can delete this comment after making the correction.)
This is a rather nice typ0. IIRC there were indeed episodes were the Doctor saves his companion from death or at least near death with his powers by sacrificing one of his resurrection, could remember wrong though.
DeleteGiven the Addict's interests, I'd think for him "Time Lord" would bring to mind Ultima III and VII before Dr. Who...
DeleteNot that it matters much, but Time Lords are also a nasty monster in Might and Magic II.
DeleteThat seems a nice game mechanically, apart from the non-char development aspect. While that's not my favorite model of RPG structure, there's a definite fun puzzle aspect to hard-math combat mechanics. I thought right away that I'd gladly play a modern day version of this (that would make a nice casual mobile game, hmmmm that could be a fun summer project with my kid).
ReplyDeleteThen I remembered that something like Druidstone (2019, from the Grimrock devs) was exactly that: fixed damage, movements points, inventory-based with minimal char dev, solving each "room" was essentially an optimization puzzle, and they even started development by wanting to make rooms randomized, but ended up returning to pre-desinged levels to have a more coherent story/campaign aspect. Their #1 influence was Into the Breach, but you see an "RPG" pedigree of this going back to games like this one.
Fun, thanks for the report.
Hmmm, I loved Into the Breach, but I couldn't get into Druidstone (though I barely started). Are the enemies predictable enough to make them similar? With Into the Breach, they had a wide choice of possible moves, but how they would act on a given round was flagged, so you could logic out the best tactics.
DeleteMy only issue with the games that are pure-math is when it's possible to get into a situation where there's nothing you can do to win. I guess that's technically possible in a lot of games, but when the mechanics are obscured, it can at least feel like you have more of a chance vs having to enter a fight that you know you're going to lose.
DeleteYeah Into the Breach is a great exercise for the mind and when you mess up you really know it was a mistake not just random luck.
DeleteInto the Breach is a fantastic little gem (I'm 50+ hours in) and can be played perfectly with touch on a surface tablet. Druidstone was also very good - the similarities somehow escaped me until now!
DeletePlay "Tower of the Sorceror", it's freeware.
DeleteHaven't played Druidstone but the bug thing in Into the Breach is learning it's okay to take a hit to meet an objective, haven't got into a place though where I just couldn't win at all
DeleteDid saved games actually go onto the tape? That seems like it would risk overwriting the game data...
ReplyDeleteWhere else would they go?
DeleteI just figured that games on tape implicitly couldn't save progress.
DeleteThere's no reason why they can't. The biggest issue would be recording it right so it can actually be reloaded later, because from my understanding tapes can be annoying to get working right
DeleteEject game tape. Insert save tape. Write to tape. Eject save tape. Return game tape.
DeleteMuch the same as with early disk systems with zero or limited onboard HDD.
The Commodore computers had a counter on the tape player/recorder, and it was quite common to see instructions like "fast forward to 187 and press Play". It's possible that some space on the tape was reserved for a save.
DeleteOr the save space was on side B, or as GregT says, you used a separate save tape.
As I said in an entry recently, I tried to save games on tape a lot in the 1980s, and I've tried quite a few times with emulated "tapes" in the last 10 years. Out of dozens of attempts, I don't think I've had it work successfully even once.
DeleteThe left/right facing is so strange for a top-down game. I had to check it in the manual on mocagh. It's a very nice manual for the time, lots of detail on the mechanics, and the back doubles as a quick reference card, which is a very modern touch.
ReplyDelete