Saturday, November 30, 2024

Game 532: Idol of Monterey (1985)

 
"Tough. There isn't any."
        
Idol of Monterey
United States
MicroSPARC (developer and publisher)
Released 1985 for Apple II
Date Started: 27 November 2024
Date Ended: 27 November 2024
Total Hours: 2
Difficulty: Easy-Very Easy (1.5/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later) 
      
Idol of Monterey isn't an RPG by my definitions, but it took me less than a couple of hours to master and win it, so what the hell. Here's a full (if short) entry. I didn't play The Great Ultizurkian Underland this week because it requires a numberpad, and I didn't have it with me for most of the week.
   
Monterey is a simple game that has your unnamed character wander a single randomized 30 x 15 screen looking for treasure in general and the titular idol specifically. You start with 3000 "strength points," which are basically just hit points, and as you acquire treasure, you amass "treasure points." When the game ends, it tallies your defeated foes and collected treasure and gives you a final score.
 
Starting on a fresh map.
        
Every square has a random chance of five things:
    
  1. Nothing
  2. An unguarded treasure
  3. A treasure guarded by a monster
  4. A whisper on the wind that tells you the direction of the idol
  5. A trap
       
Zowie!, indeed.
       
About 50% of the squares have #3. When you encounter a monster, the game tells you what treasure it's guarding. You can fight, bribe, or run. If you fight, you have to spend a number of strength points against the enemy. If you don't spend enough, you die. Through trial and error (the game plays quickly), I figured out the minimum number of points, in increments of 25, necessary to beat each foe:
   
  • Cyclops (50)
  • Harpy (100)
  • Troll (125)
  • Griffin (175)
  • Goblin (200)
       
That's pretty much the definition of "death."
      
  • Minotaur (200)
  • Skeleton (200)
  • Wyvern (325)
 
Defeating a wyvern.
      
  • Basilisk (375)
  • Dragon (500)
   
Since you have a limited pool of strength (although slain enemies occasionally deliver a strength potion), you naturally want to get to the idol as quickly as possible. Whether you find the idol or not, the game ends when you die, quit, or walk off the screen. The last option is the only way that you can preserve the treasure that you found and gain points for it.
     
Final statistics for a winning game.
     
The idol is guarded by a dragon. If you make it off the map with it, the game says that "the dwarves declare you their hero," which must refer to a backstory that perhaps accompanied the game, though it's impossible to imagine a game this simple having a "manual."
     
       
Five more notes:
   
  • Monsters occasionally guard "treasure eaters" instead of treasure. If you slay the monster, the treasure eater takes some of your treasure points.
  • Bribing never worked for me. Enemies just took the money and I had to fight them anyway.
  • The idol can spawn in areas completely closed off from the rest of the map by trees (X), which you cannot pass.
  • The game asks if you want sound at the beginning and then, as far as I can tell, has no sound.
  • As you move across the screen, the game replaces periods, indicating open spaces, with colons, indicating that you've been there.
         
The idol in this game is in the closed-off area of the northwest.
      
There isn't a lot of fun to be had here, nor challenge, and the game thus earns a 6 on the GIMLET, with 1s in a few categories.
    
The game is credited to a Glenn Archer, who also wrote a version of Concentration (1984) for SoftSide magazine. It was published by MicroSPARC of Lincoln, Massachusetts, which is more famous for publishing Nibble magazine from 1980 to 1992. They released a dozen simple software titles during that period. The only version of the game that I could find came on a compilation disk that the company published in 1986; other games included Will 'O the Wisp (1980), a text adventure; Castle Riche (1984), a graphical adventure; and Adventure Construction Set (1985), a writer of simple text adventures.
    
I don't know what to make of the title. My best guess is that the author was going for something along the lines of "Maltese falcon." The only other mention of the phrase that I can find occurs in the May, June, and October 1947 issues of Guernsey Breeders' Journal, in which a bull named "Don's Idol of Monterey" is said to be owned by Howard J. White (1884-1963) of Monterey Farm in Middletown, Delaware. His son, Howard J. White Jr. (1920-2010) earned a PhD in chemistry from Princeton University and was the executive secretary of the International Association for the Properties of Water and Steam. Man, there's an international association for everything.
 
 

Wednesday, November 27, 2024

Betrayal at Krondor: Right to Roam, Part 2

Travels last session (yellow) and this session (blue).
         
Well, that was unpleasant. Sorry for the long silence. I'll resist the temptation to let it delay my progress with some kind of "special topics" entry and just get right back into Betrayal at Krondor.    

As the session starts, the party is in Tyr-Sog contemplating roads to the north and east. The northern route makes a greater loop and takes us through Sar-Sargoth, where I figure I might meet Delekhan and put a premature end to this whole thing. (I know that won't actually happen, of course, but I'm curious how a premature visit to the Moredhel leader will play out.) Unfortunately, the game won't let me go in that direction. A soldier named Finn stops us, just as he did in Chapter 1, and tells us the pass is closed by a landslide set off by a Moredhel explosion.
         
Setting out.
       
We thus head east, into a deep valley between two mountain ranges called the High Wold and the Teeth of the World. If none of the northern passes are open, it's a fairly straight shot east through Eldpoint, Highcastle, and Dencamp before turning south to Kenting Rush and our ultimate destination in Cavall Keep.
    
We had tried to go this way in Chapter 1 only to meet certain death at the hands of a party of six Moredhel assassins. The bastards are still there, but they're a lot easier now. We're soon looting their bodies.
       
What am I actually supposed to do with this?
      
In the comments to my last entry, a reader wondered why I was having so much trouble in combat. Combat certainly has been getting easier, but there are four primary reasons that I lose battles:
  
1. Many enemies do not appear in the environment before they pounce on you, so you can't click on them to ambush them first.
          
i.e, this happens.
        
2. Even if I see enemies in the environment and click on them to prepare an ambush, at least half the time the ambush doesn't work.
          
i.e, this happens.
       
3. Even when it does work, all the advantage I ever get is that James gets to go first. The enemies otherwise act before the other two characters can go.
   
4. Enemies invariably target Owyn and chase him around if he tries to evade them, ensuring that he can never cast a spell (he can't cast if an enemy is in an adjacent square). By the time I whittle the enemies down to the point that they leave Owyn alone, I usually don't need him anymore anyway.
   
If any of those points indicate that I've misinterpreted something or am doing something wrong, please let me know.
    
On the way to Eldpoint, we discover:
    
  • A barn with a drunk man sleeping it off. 
  • The Temple of Dala. High priestess Risa asks us to try to find some bags of grain, as their stores are running low.
     
Once again, the flame in the center of the temple is cold.
     
  • Two fairy chests: "Black when bought. Red when used. Grey when thrown away" (COAL). "It is too much for one. Two it is meant for. But it no longer exists when two becomes more." I've heard this one before in other forms: (SECRET). I get most of the answers by thinking about the riddle while fiddling through the knobs to see what combinations I can make. My right brain is exercising creative thinking while my left brain is trying a systematic approach. I rather like it. One of the chests has a couple of Tsurani crossbows. Bows sell well, and I always try to keep extras if I have the room.
     
Cha-ching.
      
  • A trap that's a bit easier than the one I encountered last session. I just have to push two spinning diamonds in front of two cannons.
  • A woman who asks for our help opening a stuck barn door. We do it, and she gives us some food.
  • I notice a pile of dirt that looks out of place. Investigating it, we find a bunch of treasure, including a magical "Goblin Sticker" sword.
       
Coincidentally, we later find some goblins.
       
  • An abandoned house occupied by a terrified family of squatters. We leave them be.
  • Shortly after this, I find myself so overloaded with equipment that I run back to Tyr Sog to sell some.
        
Just west of Eldpoint, we run into our first of what will turn out to be, conservatively, six thousand battles with trolls. I originally wrote that I didn't even know trolls existed in this setting, but then I remembered Pug defeats a couple of them early in Magician, the first manifestation of his skills. Their strength and speed make them tough opponents, and they soak up a lot of damage before they go down. If there are only three of them, I can usually keep them away from Owyn long enough for him to disable them with "Fetters of Rime" and "Despair Thine Eyes." If there are four, I usually have to reload and buff with potions or weapon enhancements, or summon a couple of hounds with the Horn of Algan Kokoon, before trying again.
     
Using hounds to tie up trolls so that in later rounds, I can cast spells.
     
Eldpoint has a shoe shop where we buy a second pair of Weedwalkers (increases stealth), a general store, and an inn. Owyn's skill is such that he's making about 30 sovereigns each time he plays these days. 
    
I have a couple of screenshots of fairy chests encountered somewhere between Eldpoint and Highcastle:
   
  • "Kingdom soldiers will look like it, when the headsman gives them a lop. For then, like it, they'll have a neck but not a head on top." I'm grateful for the second sentence because I wouldn't have gotten (BOTTLE) based on the first alone.
  • "What is the thing with fingers long, that grips our deadly swords so strong?" The obvious HAND was impossible because it had eight letters. So it has to be something you wear on the hand (GAUNTLET).
     
That bastard SHUETSEC is always gripping my sword.
        
  • "Six legs, two heads, two hands, one long nose. Yet he uses only four legs wherever he goes." It's amazing how often THIS REALLY WEIRD GOAT I FOUND works for these types of riddles. This one took me a while, but I was helped by the fact that the default scrambling of letters had four of the last five set correctly (HORSEMAN).
    
Outside Highcastle, we knock on the door of a house and meet Sara Halfgate. She has a couple of bags of grain (which we need for the Temple of Dala), but she says her husband will be angry if she gives them to us, unless we help her find a present for him: a pair of leather leggings. We say we'll keep an eye out.
       
We reach a major crossroads.
            
Highcastle is at the top of a major crossroads with roads going in all directions and a large loop of buildings and other encounters in the center. The city features prominently in A Darkness at Sethanon, where the inept baron refuses to believe that Moredhel are about to attack, and he consequently loses his life. The city serves as the major bastion against the enemies to the north (Moredhel and goblins), lying south of Cutter's Gap, one of the few passages through the Teeth of the World mountains.
     
I've heard you have a Man up in here.
    
We're exhausted by troll battles when we arrive, so we head right for the city. It has a tavern, fortunately, and a shop that has some excellent weapons and armor, any of which we could afford individually, but it would be the only thing we bought. We do pay a lot of money for a skill book called Chapel's Rmur n Whepuns which, despite its spelling errors, increases "Armorcraft" and "Weaponcraft."
    
There's supposed to be a passage north from the city, but Baron Kevin warns us that a bridge is out. We try anyway, and the game says we have to turn around after three days. I make the mistake of not believing the game when it comes to the passage of time and click on the exit a couple more times to remind myself what the text says, not realizing that I'm running out of rations. The party dies the second we exit the city.
       
Starving isn't pleasant.
     
West of Highcastle is another road to a mountain pass. We fight two battles with trolls (four each) and one with four goblins. I don't think we've fought goblins before. They're not hardy, but they're accurate with their slings. One of the goblins has a note on his body--an unsent letter to Delekhan. The letter indicates that the goblins have been spying on Highcastle at Delekhan's behest. They think they can use the trolls in the area to disrupt supplies. They also report that many of the city's defenders have been wounded in recent raids, and there have been problems with payroll shipments, causing some grumbling within the castle.
      
Intercepted communications. Are "last" and "months" supposed to be emphasized?
      
James refuses to take the road north ("we would be walking straight into the enemy's hands"), so we return to Highcastle to sell our loot, recover from the battles, and see if Baron Kevin has anything to say about the note. Kevin appreciates the intelligence and gives us 200 gold. 
   
The road south from the crossroads goes to the Dimwood Forest. I've been skirting around the perimeters of the forest the entire game, and I think that, despite the title of this pair of entries, I'll leave it for another time. So we head east towards our final destination at Cavall Keep, via Wolfram, Dencamp-on-the-Teeth, Northwarden, and Kenting Rush. Encounters along the way:
    
  • A locked chest has a 100% suit of Standard Kingdom Armor, 2 herbal packs, and 5 restoratives.
  • A four-troll ambush leaves Owyn near death.
  • A couple of violin-playing sisters are looking for a tuning fork. We happen to have one, which we trade for a pair of leather leggings. We take the leggings back to the crossroads and exchange it with Sara for a bag of grain--but that's only one of two that we need. It takes up 4 inventory spaces, so I don't like having to lug it around until we find the second one.
     
Just a reminder that to find all of these things, I have to go back and forth across the road and around every hill. It takes a while.
      
  • In a tent south of the road, we find the decomposing body of a man surrounded by mining tools. We loot some gold and a shovel. 
  • A dead tree trunk seems to stand out graphically, so I click on it and find a Moredhel brooch inside. How many other tree trunks have I overlooked?
       
That stump just pops.
       
  • The village of Wolfram has the usual selection of abandoned houses, villagers of no consequence, and a tavern. Owyn makes 35 sovereigns barding, which we immediately lose to a dwarf in a card game. In the Arms of Dala, we find some Dragon Plate armor at half the cost as it was in Highcastle and buy a set for Gorath.
       
A villager of no consequence.
      
  • A Moredhel/goblin ambush is waiting when we enter one house. This turns out to be illusions conjured by a magician named Patrus to protect his house. He apologizes, in his own surly way, and gives us 200 gold to get our wounds tended at a nearby temple. 
      
This is like settling with an insurance company for a lot more than you were willing to accept.
       
  • The Temple of Tith is just outside of town. Tith is the god of war. The patriarch is more informed about the movement of armies in distant Kesh than about the Moredhel plans just to his north: "All the messengers I have dispatched to check have been killed."
  • A ransacked house where Gorath surmises the family was killed by trolls.
  • Dencamp-on-the-Teeth has the usual selection of abandoned houses, villagers of no consequence, and a tavern. There is a magic shop called the Grumbling Magician. It sells numerous intriguing items with nebulous descriptions whose prices discourage experimentation. It also sells three spell scrolls I don't have: "Dannon's Delusions," "Bane of the Black Slayers," "Nightfingers." I buy all three.
      
I know what a few of these things are.
       
  • A spur road leads to a house occupied by a group of armed men. They demand a password that we do not have.
  • Three goblins attack outside of town. They're standing over a body with a flask of Coltari Poison, which the game tells us cannot be applied to weapons but must be secreted in something the victim will eat or drink. I can't even imagine a mechanic for doing that in this game.
          
Now I'm hearing Dean Martin.
       
  • Six trolls attack in a loop off the main road. It takes everything I have--buffs, hounds, spells--to defeat them, and even then it's with most of them fleeing (as opposed to being killed), Owyn at near-death, and the other two at half-health. I use a bunch of restoratives and herbal packs on Owyn and hope for the best.
  • A widow named Halfgate is trying to impress a soldier at Northwarden and wants to learn how to repair weapons. We show her a few things in exchange for a crossbow.
  • There's a cave in the hills between Dencamp and Northwarden, giving us a reason to use a torch for the first time since the Krondor sewers. I'm wary about exploring it with Owyn in such bad shape, so I leave it for after we visit Northwarden.
       
Haven't seen one of these in a while.
      
  • We run into a trap outside the cave and another just east of there. I'm coming to enjoy these a bit. Each one is a logic puzzle that requires you to do a combination of blocking cannons, using cannons to destroy pylons, and stepping in the right places. Once you understand how the pieces work, they tend towards the easy side.
     
This one just required me to push the hollow crystal (prompts cannon fire but does not block it) in front of the cannon, causing it to destroy the gem on the pylon you can't see in front of Owyn, then walk between the pylons.
      
  • The second trap is blocking three fairy chests: "It doesn't live within a house, nor does it live without. Most will use it when they come in and again when they go out." Easy: (DOOR). 28 rations. "This side of a wolfhound has the most hair." Seven letters. I immediately see that it's a joke (OUTSIDE). 21 rations, a rope with 10 uses, and 8 restoratives. "She has tasteful friends and tasteless enemies. Tears are often shed on her behalf, yet never has she broken a heart." (ONION). It takes me a minute. Didn't we just have a riddle with that answer? 35 rations. I won't be needing rations for a while. 

The party now has 141 rations. I feed Owyn herb packs and camp until he loses his "near death" status, then head back to the cavern. We get over a pit with our rope (though it takes me a while to figure out how), defeat two trolls, and find two fairy chests in a large cavern.
         
From later in the dungeon. I could not defeat this party.
       
The first: "Neck, but no head. Arms, but no hands. Waist, but no legs." We just had a neck-but-no-head riddle; except for the second part, BOTTLE would work again. I get it by fiddling with the letters (JACKET). That was clever. It has a wyvern's egg, which seems like a quest item, though not to any quest I've been given yet.

The second: "A carpenter left some wood, would not take it back. I saw some dust where he left it, but couldn't find his stack." What is this even asking? I have to leave without opening this one.

We find some dead bodies, one with another wyvern's egg, behind a locked door. The final room has six trolls. I make one attempt to fight them, die, reload, and leave the dungeon for whatever chapter it's actually relevant in. As I leave, I reflect that it's too bad that more of the game doesn't take place in dungeons, though. The engine seems better for dungeons than for outdoor areas, which it basically treats as dungeons.
       
Maneuvering through dungeons feels a more natural use of the engine.
          
An intersection has roads leading south to Cavall Keep and north to Northwarden and points beyond. Naturally, we head north. There are corpses of Moredhel on both sides of the road as we approach the city, a mystery we never solve. It's a good thing we didn't wait to get to the fortress to heal Owyn, as it offers no services, just the palace and an odd encounter in which we find 2 sovereigns in a hole. Baron Gabot tells James about the "secret projects" they have going on, including an explosive powder made in part from pig's urine. Delekhan's forces have learned of the weapon and have kidnapped a few dozen pigs. Gabot's spies have seen siege weapons under construction and have reported Quegian mercenaries passing through the town.

Gabot also tells us that both Locklear and Duke Martin (a major character in the Riftwar trilogy) are in the area, scouting the hills. Gabot's magician, Patrus, "is off working on a few tricks of his own to counter any Moredhel spellcraft," he notes, explaining our earlier encounter. James serves a shift on guard duty and uses it to observe the behavior of the guards; afterwards, he tells Gabot that the guard schedules and assignments are far too predictable, leading to instances of note-passing and theft. In reward, Gabot gives us a suit of Euliliko Armor, which we give to Owyn.
       
James outlines the keep's weaknesses.
      
A road leads north to a pass, but James predictably wants nothing to do with it, so we turn and head south, our open exploration coming to an end. We fight five Moredhel, including two spellcasters. We defeat them, but not before one of the spellcasters nails Gorath with something that wipes away half his health and Owyn sacrifices much of his regained health for a couple of "Flamecast" spells. 
     
Look at that clustering. It was too tempting.
      
North of Cavall Keep, we come to the Temple of Kahooli, the god of Justice. The lector has a lot to say about the Nighthawks and our main quest. Apparently, in the quest for justice, the Temple often hires Nighthawks as assassins, but the lector (the head of the temple) has become disgusted with the Nighthawks' recent actions. Still, he can't betray their identities because of a holy oath that he swore when he allied with them. We'd have to become members of the temple by first studying with a prelate who lives nearby.

This seems like main quest stuff, so instead we use the teleportation system (for the first time) to go back to the Temple of Dala, figuring we'll look around the area more for that second sack of grain. It turns out that one sack is fine. The priestess offers us a blessing that will increase the defensive abilities of the person we choose, and we choose Owyn.
        
For 128 sovereigns, we probably should have just walked.
      
We then walk west and south, spending three or four nights on the road, plus multiple days traveling between screens, just to go back to Questor's View, enter Babon's Hostel, and tell the Tsurani joke we'd learned to Grimm. (See "Part 1" from a few weeks ago.) He cracks up laughing and his companions give us 80 sovereigns. It was not quite worth the trip.
        
Guess we'll have to call him something else.
              
Miscellaneous notes:
   
  • Why do so many enemies carry spoiled or poisoned rations? Are they trying to get revenge on anyone who kills them? Did the rations somehow become spoiled during battle? 
  • Crossbows seem to have the highest resale value of any looted weapons and armor.
  • Trolls almost never drop anything, which is a mixed blessing: no overloaded inventory vs. skill increases being the only benefit of combat.
  • I have a lot of specialized keys that never seem to open anything.
        
What are these all for?
       
  • Sometimes when I attack and miss, the sound effects play a "Ching!" sound. What does that mean? Something to do with enemy armor?
  • The most annoying thing about the game is the way some enemies become obsessed with Owyn and chase him all over the battle map, never letting him get a spell off.
  • I got a note at one point that Gorath's "Strength" had increased. I think this might be the first time that I've been notified of an attribute increase (as opposed to a skill increase).
            
Cool. Why?
       
Speaking of skill increases, time to do a little accounting and see what we got from all of this wandering. The figures below show, for each character, the score they had at the end of my "Hand and the Cloth" post from 22 October, and the score they have now after nearly 12 hours of roaming. These are from both regular increases and equipment.
        
FYI, this is the "Aptos" font. It is my new favorite font.
           
So the exercise was both valuable mechanically and thematically, although leaving me with plenty of room to grow.
   
At this point, I've explored all of the game world except for the northernmost loop, Dimwood Forest, and the area immediately around Cavall Keep. I always enjoy (for a while) the part of a game after I've explored most of the world, and I know that the rest of the game will mostly involve filling in the details. It's akin to finally visiting all of the major cities in Skyrim or talking to all the obvious NPCs in an Ultima game. You know the pace is going to pick up from here. I'm looking forward to seeing what this betrayal is all about.
   
Time so far: 36 hours


Thursday, November 7, 2024

BRIEFs: Dragon (1984), Shadowfire (1985), Enigma Force (1985), La Foresta Dimenticata dal Tempo (1987)

 
      
Dragon
AKA "Drachen"
Germany
AWO Software (developer); Roeske Verlag (publisher)
Released first as type-in code in the June 1984 Computer Programmert Zur Unterhaltung, later on cassette for Commodore 64
Rejected for: No character development
       
There isn't exactly a high bar for cassette games for the C64, but Dragon manages to absolutely bottom out any expectations. It is almost baffling in its moronic simplicity. Your "character"--and I use that very loosely--wants to join the Dragon Knights of the Round Table, which requires him to enter a labyrinth and kill a dragon.
     
Moving through the map. I'm wasting time because I know where the dragon is.
       
The "labyrinth" is a relatively small map of interconnected rooms in which adjacent traps (instantly-fatal pits) are marked with a blue dot and the dragon's presence in an adjacent room is marked with a red dot. You move through it with the joystick, losing a little strength with every move. The dragon is randomly placed; he might appear (as he did twice for me) immediately in an adjacent room when the game begins. You enter the dragon's chamber and hold down the FIRE button to expend your remaining strength trying to kill him. If you fail, you get a "game over" screen; if you succeed, you get a "congratulations" screen and can enter your name as a new Dragon Knight.
       
There's the dragon.
 
And there's the "won" message.
        
That's it. Win or lose, the game takes about 1-3 minutes. Who possibly had any fun with this?
       
******

        
Shadowfire
United Kingdom
Denton Designs (developer); Beyond (publisher)
Released 1985 for Commodore 64 and ZX Spectrum, 1986 for Amstrad CPC
Rejected for: No character development
      
The purpose of a BRIEF is for me to document RPG-adjacent games long enough to at least get a sense of them before rejecting them. Sometimes, I end up liking the game well enough to play it to the end, which is why there are so many "Es" (for "exception") in my master game list with a "won" annotation. Other times, I can't bring myself to do much more than confirm it's not an RPG. This is one of those times. I don't think I'd play it even if it was an RPG.
   
The game is set some time in the future where ships can jump between star systems using hyperdrives. Someone has drawn up plans for a ship called Shadowfire that can jump directly to a planet's orbit, which apparently has significant military implications. Someone named Ambassador Kryxix had the plans surgically embedded into his spine, but he's been kidnapped by the evil general Zoff and is being held on Zoff V. It won't be long before the plans are discovered. An elite team of six humans, cyborgs, insectoids, and robots is dispatched to rescue the ambassador, capture Zoff, and destroy Zoff V. The manual says you can do these things in any order, but it seems to me that logically that can't be the case. Anyway, you have 100 minutes.
         
One of the characters. Two of the icons in the lower right look the same to me. None of the ones in the upper left look like they mean anything.
      
Each character on the team has values (or, more specifically, a status bar) representing strength, agility, stamina, and weight. You accept them as they are; you don't get to create or name them. The values don't develop or change during the game, which makes it a non-RPG by my definitions. Even the game's manual calls it a strategy game.
   
And that's about all I can tell you. The game commits too many interface transgressions for me to see it any further. A lack of keyboard commands for a PC game is bad enough, but its worst sin is treating the joystick as a mouse. You control things by joysticking around to the various icons on the screen and then hitting "fire" to activate them. That is a solid dealbreaker. Why wouldn't you just have the inventory pop up with an "I" or the combat menu with a "C"?
      
But my problems with the game aren't just ideological. Even if I could bring myself to control Shadowfire the way it's meant to be controlled, I'm not sure I could ever get to the point where I understand what's happening or what to do about it. I find the graphics utterly baffling. Many of the icons look identical to me. Others don't look like anything to me except for blobs. The tiny game map is individualized for each character, so you have no sense of the overall game space. Even watching this video, I couldn't figure it out.
      
*****
      
The title and opening screen.
       
Enigma Force
United Kingdom
Denton Designs (developer); Beyond (publisher)
Released 1985 for ZX Spectrum, 1986 for Commodore 64
Rejected for: No character development
      
War has broken out between the empire and the forces of General Zoff. The Enigma Force is escorting Zoff to the emperor when he uses his psionic powers to crash the ship on an unknown planet. Four of the team members survive and set out to find Zoff.
    
The developers dealt with some of my objections in this sequel. It has a proper adventure screen--using a "studio view" (from the side)--rather than individualized maps for each character. All of the icons are arranged on the main screen instead of nestled in sub menus. But you still activate them by using the joystick to move a cursor around the screen and click on arrows. That's like driving a car by attaching robotic arms to the steering wheel and controlling them with a xylophone.
      
No.
    
Anyway, again the classification is MobyGames's fault. The manual calls it an action-adventure, which seems more appropriate. The individual team members have strengths and weaknesses, so you have to hustle them around to solve the puzzles that only they can solve. I guess the whole thing can be won in about six minutes, but I still don't have the patience to try.
    
This is my third encounter with Denton Designs. They produced the bugged Sonderon's Shadow the same year. I shouldn't see them again; they were around until the mid-1990s, but MobyGames classifies everything else they made as action or sports.

*****
       
I'm guessing these objects are not to scale.
      
La Foresta Dimenticata dal Tempo
Italy
"The Forest that Time Forgot"
Independently developed; published with Load 'n' Run magazine #43 (November 1987) 
Released on cassette for ZX Spectrum
Rejected for: No character development
      
I was rooting for this one, as the earliest Italian RPG that we currently know about is Time Horn (1991) from a few years later. Alas, I can't call it an RPG. It's instead a Wizard's Castle variant with fewer mechanics than even the original game. I was prepared to win it anyway, but there's something about it that I can't figure out.
 
La Foresta appeared in BASIC on the cassette tape that accompanied Load 'n' Run issue 43, a Spanish magazine that had Portuguese and Italian releases. It was published from 1984 to 1989. The game is credited to Stefano Reksten, who I confirmed is Italian. I couldn't find any other games attached to him, but he did contribute a couple of utility programs in other issues.
       
Lost in the forest, I face two centaurs with a jewel as my reward.
        
The game throws you in the middle of a forest--I'm going to go out on a limb and say that time forgot it--guarded by a dragon. The dragon has demanded that you collect a certain number of treasures of various types and then return to the castle. Most of the treasures are guarded by monsters, and against them you have only a limited pool of forza (strength) and several spells.
       
My mission.
        
You get several options during setup, including the mission number, whether to use large or small tiles, whether the map adjusts to keep you at the center, and the overall difficulty from "difficult," "a little more difficult," and "almost impossible." Finally, you choose from three characters: Kloin the Elf, Korleth the Dwarf, and Ankus the Giant. Kloin starts with less strength and more spells, Ankus the opposite.
     
Choosing a character during creation.
    
The game generates a random forest map and starts you in a square, usually with an initial encounter. As you enter each square, you generally find a random treasure (jewels, coins, crowns, shields, treasure chests) guarded by one or more monsters (centaurs, harpies, specters, minotaurs, chimeras, skeletons). You have to decide how to beat the monster from three options: physical combat, spells, and bribing them with the accumulated points you've gained from defeating other monsters. Success or failure is resolved instantly; a wrong move kills you.
       
Options when fighting a couple of harpies.
       
Combat asks you to wager a certain number of points of strength against the enemies' strength; I found that at the "difficult" level, you have to wager about 150% of their strength to ensure beating them. Spells are "Sleep," "Levitation," and "Invisibility." All of them, if successful, work as if you'd simply defeated the creature. I didn't get all the nuances, but I can tell you that "Sleep" and "Invisibility" don't work on specters. 
     
Both strength and spells go fast. Strength also depletes by 10 for every move that you make, and even Kloin only starts with 4 of each spell. The map is seeded with inns that can restore strength and temples where you have a chance of finding a chest that restores spells.
     
The dragon just sometimes ups and kills you for no reason.
      
The rest of the map is an illusion. I determined with save states that the game figures out what treasure and creature you're going to encounter next, and you get that encounter no matter what direction or distance you move.
     
Once you figure out the basic rules, the game isn't so hard except that there doesn't seem to be enough time. There are three missions. Mission 1 is "Forest Surrounded by a Wall." You have 30 days to find all the treasures in a forest that you couldn't leave if you wanted to, because it has hard borders. Mission 2 gives you 40 days, and it occurs in a larger forest that wraps. Mission 3 is titled "Save the Realm," and I didn't explore it long enough to figure out the parameters.
      
Here, I ran out of time.
      
Anyway, Mission 1 typically asks you to find around 30 treasures, and you only ever find one treasure per square. You could thus only beat the mission if you found one in every square (and you don't) and if you never entered a temple or inn. I don't know what I'm missing. 
    
But I still got on the leaderboard!
      
Anyway, if you die or if time runs out, the dragon appears to kill you, and you get to enter your name on a leaderboard based on the total points you accumulated. After this happened a few times, I decided that continuing with the game and figuring out its mysteries wouldn't be a great use of time. There are still two Italian games for me to check out--Buio! (1984) and L'Isola dei Segreti (1985)--so we'll see if either of them are RPGs.