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With the title and the company name, it feels like the authors were playing off Doom by id Software. But Doom was released later in the year than the file dates for Blade. It's just one of those weird coincidences. |
Blade of Doom
Germany
UD Software (developer and publisher)
Released 1993 as shareware for DOS
Date Started: 11 March 2025
Date Ended: 12 March 2025
Total Hours: 4
Difficulty: Moderate (3.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
In broad strokes, Blade of Doom is a single-character Dungeon Master clone. You run around a dungeon, find keys, open doors, navigate teleporters, fight enemies in real time, collect inventory items, stave off hunger and thirst, and level up. Having just finished Walls of Illusion, I'm not particularly eager for another game of the same type, but there are some interface features that make Blade at least a little more interesting than the standard clone.
The game is little-known online, probably because surviving versions (or, at least, the two I found) are unregistered shareware. "UD Software" appears to have been a one-off partnership between Karl Schuster and Uwe Dörr of Walldürn, Baden-Württemberg (Dörr's initials serving as the name of the company). They asked 30 DM, or about 35-40 of today's dollars or euros. More on this in a bit.
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I don't know what's happening here. |
After an interesting title cinematic featuring a row of gravestones, a skull, a flash of lightning, some kind of spectral dude whose torso becomes a ribbon of light, and a few digitized words in German, the game brings you to a main menu, on which you can define a different hero for two saved games. I completely overlooked the "create character" option when I first started playing; I just kept hitting "new game" and I guess using the default character. It wasn't until I had this entry ready for publication that I realized there is a character creation process where you can assign bonus points among multiple attributes.
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Character creation. |
Once the game starts, it is instantly familiar to anyone who has played Dungeon Master or one of its derivatives. You have a compass/GTFO cluster that you can use for maneuvering, but thankfully it's replicated on the numberpad. Almost nothing else has a keyboard analog, which is too bad. When you meet enemies, you click the large attack icon in the lower-right hand corner. You start finding items and add them to your inventory while keeping a careful eye on your health, fatigue, hunger, and thirst meters. If enemies damage you too much, you camp for a while to restore hit points. Yada yada.
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The game begins. |
But Blades has a few surprises in its interface, if not its content:
- Confused about what a button does? There's a separate program (ANLEITNG.EXE) that allows you to click on each button and get a description of what it does.
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The game's description of the hit point bar. |
- The inventory screen has a paper doll on which you directly place pieces of armor. This is rare even for commercial games of the era.
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Slowly assembling armor pieces. |
- If you don't feel like going to the inventory screen, you can scroll through the items in your pack in a window on the main screen.
- The "eye" icon, which takes you to your inventory screen, starts to close as you get fatigued.
- There's no full on-screen automap, but you can get a map of the immediate area by clicking on the "scroll" icon on the main interface. Or you can go into the inventory screen and print an ASCII map of the dungeon level. Explored and unexplored areas, stairs, traps, teleporters, messages, pits, and secret doors are all symbolized.
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The game's printed map of (most of) Level 3. |
None of these features absolutely enthralled me, but I found them all at least notable.
Beyond that, we just have the variants on the standard Dungeon Master template:
- Magic seems to be taken directly from Dungeon Master. You combine two or three runes to make a spell, then select a power. You set up a particular spell in the book, then cast it from the main screen. I've only found one rune ("Reversal") so far, so I haven't been able to experiment much. I don't know whether there are in-game instructions for spell recipes or whether that came in a separate document.
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The spell creation interface. |
- Character attributes are speed, power, knowledge, learning, and endurance, plus offense and defense statistics based on the inventory. These values all start quite small (3s, mostly). You get to increase one attribute by 1 point when you level up.
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Reaching Level 3. |
- Combat takes place on the main screen like in Dungeon Master. It's real-time, and it involves clicking furiously on a large attack icon in the lower-right corner or casting a spell. There's a brief "cool down" period but no feedback on damage done. The enemy just eventually dies, or you do.
- Among the first three levels, there have only been five monsters: bats, spiders, lizard men, some kind of viney plant thing, and worms.
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One of the stranger enemies. |
- Enemies are reasonably well drawn and animated, but they always look like they're a square or more away from you. I suppose drawing them small was also cost-effective.
- All doors require keys to open. All keys look the same, but they're not. You need to find the specific key for the specific door.
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Opening a door with a key. |
- On the disk screen, the save/load buttons give you no feedback at all, so you just have to trust that they worked and click the option to close the screen.
- The demo game has no money, although there is a line for it on the character screen.
Level 1 was a large 40 x 30. Its primary purpose seemed to be to introduce the door mechanic. The level was full of doors, some with keys right in front of them, some with keys that I had to retrieve from distant parts of the level and walk back. There was one door for which I never found a key, making it impossible to complete the map.
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My partial map of Level 1. |
There were a lot of bats and a lot of items of food, though I learned the hard way that while mushrooms might be technically edible, you probably want to leave them alone. I found my first weapon, a knife, as well as a wooden shield.
A couple of messages talked about JUSTICE (GERECHTIGKEIT), and indeed that was a password to get past a magic mouth. A second one, just before the exit, took another password clued in an explicit message: EINTRITT.
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I thought we might be headed into Ultima territory here. |
I went from Level 0 to Level 1 after beating my first enemy, a bat. Bats were the most common enemy, including a whole swarm of them near the center of the map next to a message that warned me I was entering the Realm of Chaos.
The first level has at least three messages encouraging the player to buy the registered version of the game. One of them has a square after it that wounds you for half your hit points. I don't know if the two things are connected. Throughout the game, I suspected that other aspects were related to it being a shareware version, but there was nothing I could tell for sure.
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This message comes up frequently as you explore. That file isn't even in the package. |
Level 2 was about teleporters; there were about half a dozen sections that I had to map independently. Enemies were the same as on Level 1. I reached character Level 2.
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A teleporter. |
Level 3 introduced some new mechanics. The "Walk of the Attentive Adventurer" (as a sign announced) had some spinners that would ensure I kept walking forever if I didn't watch for them and spin myself back in my original direction. Elsewhere, there were pressure plates that opened wall spaces. I never found any illusory walls (the kind you find by bonking into them), but the map legend suggests they're possible.
Spiders and worms were introduced as enemies. As in Dungeon Master, worms drop food, but here it poisons and instantly kills you.
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A worm attacks. |
There was an odd puzzle in the southeast corner. "The nest is just what the hungry need," a message announced as I entered. It consisted of six lizard men guarding about as many eggs. In a nearby section are some alcoves with pressure plates, and I thought to weigh them down with eggs, for no other reason than that they were found nearby.
When I placed the eggs on the plates, they each spawned a ton of gear--swords, axes, shields, armor pieces, food, canteens—far more than I needed or could possibly carry.
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Somehow an egg turned into all of this. |
The northwest corner had a huge open area with a building in the center. Messages around the center building read: "Get out of here. I don't need a human like you down here. Or do you want to challenge me to a duel?"
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Sounds good to me. |
A locked door led into the final area, and I was sure I would meet a boss enemy behind it. I had to go far and wide, through some teleporters, to find the key, but eventually I returned and opened the door. The only thing behind it was another stairway upward.
I knew that the dungeon was only three levels based on the number of level files in the game folder, so I was surprised by this turn of events. However, going up the stairway just takes me to a random square on Level 3 that I already explored, so I guess this must be the end of the trial. I think I've explored everything else exhaustively, save a part of Level 3 that's past a square that straight-up kills me every time I step on it.
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The death screen. |
In the past, it's been my policy to BRIEF games that I couldn't fully evaluate because we don't have the full version. However, I suspect that in the present situation, there never was a full version. I base this partly on the fact that it doesn't seem to exist online now, and 1993 is pretty late for that to be true. There are also no reviews, no testimonials, no walkthroughs, and no maps on either current or archived sites.
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Two lizardmen attack at once. |
Second, there's this paragraph in the accompanying documentation for one of the versions I tried:
Mit Blade of Doom möchten wir der Gaming-Community professionelle Spiele zu einem fairen Preis anbieten. Dafür haben wir uns für diesen Weg entschieden und verzichten auf den Vertrieb über Softwarefirmen. Wir hoffen, dass dies durch zahlreiche Bestellungen für die Vollversion belohnt wird und wir diesen Weg weiterverfolgen können.
Now, maybe there's some nuance here that I'm not getting in translation, but it sounds to me as if they haven't actually completed the full version, and they're waiting to see if they get enough people interested before they take the time to do so. For the full version, the goal is apparently to collect multiple pieces of a set of arms and armor, including the Shield of the Golden Cross and the titular Blade of Doom. The authors promise that this adventure takes place over 50 dungeon levels: "as far as we know, the largest dungeon currently in existence." Well, yeah. There's a reason for that. If the full version does exist, let's be leisurely about tracking it down. I identified a couple of potential leads on the authors but I hadn't heard back at the time this entry was published.
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I think the authors are trying to tell us something. |
Since this seems to be the only version, I'll rate it at a 15 on the GIMLET. There is a lot of potential for it to go higher, but since I wasn't able to experience spells, or very much character development, or more than a few enemies, or more than a few pieces of equipment, I have to rate it as a much simpler game.
It saddens me that you are unable to, for instance, click on the sword button, your cursor changes, then you can just click on the enemies and have it be understood that you want to attack them.
ReplyDeleteThe developers could have simplified it to just clicking on enemies to attack, without needing to click the sword button first.
DeleteSpeaking of swords, that icon reminds me of the crossed sword icon in Warlords (used for diplomacy I think).
DeleteI would have preferred they map it to a key, like the SPACE bar.
DeleteThe way I read it, the devs just say they're hoping to get enough registrations to justify going without a publisher so that they can continue being an independent developer.
ReplyDeleteThere's a confusing German syntax rule by which the verb in a subordinate clause must come last, so "belohnt wird" related to "dies", not to "Vollversion".
I read it the same way, they state that the full version existed for people willing to pay the price, so that (repeating VK here) they can continue as independent publishers.
DeleteSounds like a scam, to be honest...
I agree with VK, as a native this reads as "We made this game, please support us making more games in the future". So I wouldn't call it a scam unless we know for sure that there was no full version ever finished (and no money ever taken without delivering).
DeleteI agree with Menhir and VK, to a native German the message reads more like "We made this game, if you liked it so far, please support us so we can stay independent from a publisher". The sad truth is, in the 1980s and early 90s some of the so-called "publishers" in the German games market had some, let's say, less than savory business practices - at least two German developers whose games were already discussed by the Addict (Olaf Pattenhauer, creator of Fate: Gates of Dawn, and Guido Henkel, who made Spirit of Adventure and the Realms of Arcadia cRPGs, amongst others) had by the early 90s already been quite vocal how they had been ripped off by their publishers (Softgold and Magic Bytes respectively, if I remember correctly) who had withheld payment and royalties before declaring bankruptcy. So I can totally understand how, by 1992/1993, hopeful bedroom coders from Germany would try and opt to go for the Shareware business model rather than entrust themselves to a German publisher that, at the time, weren't considered particularly reputable anymore (with maybe a few scant exceptions like RainbowArts, but they also wouldn't survive for long at this point). However, given the size of the market and the state of potential distribution channels in Germany at the time, I'd be really surprised if they managed to sell more than a couple dozen copies of their game that way, if any. So the full version of the game, if it ever existed in the first place, might as well be lost.
DeleteIn case of Guido Henkel that was Linel (a Swiss publisher, never heard of them) and mostly Starbyte. Which lead to them self-publishing the older Drachen von Laas and then Realms of Arkania. Not as shareware, though. (Hey, Doom was also Shareware - the coincidences keep coming ;) )
DeleteI don't think shady publishers were a German problem in particular, though the fact that these publishers were often very small, semi-professional operations might have contributed to that.
Well, if I misinterpreted the text, that's no surprise. But I still think it's highly unlikely that they ever finished the full version. What are the odds that a 50-level game was produced has no mentions online?
DeleteUnless it turns up or there's feedback from the developers, we'll never know for sure. If it existed, I wouldn't be surprised if the 50-level number was extremely padded, e.g. by implementing small level segments as separate levels with teleporters.
DeletePrintable maps is such a great idea. We need to send that idea back to the 80s in a time machine and popularize it
ReplyDeleteI played a DOS Rougelike back in about 1990 that had printable maps. The catch was that they had to be purchased with in-game currency (and they were VERY expensive).
DeleteI have long forgotten the name of the game, but I seem to recall that our host has covered it.
The Summoning (1992) also supported printable maps
DeleteAll Event Horizon/Dreamforge games allowed to print their dungeon maps, if I recall correctly. Coincidentally, they also had really large dungeons.
DeleteNo damage feedback is a cardinal sin in my book.
ReplyDeleteThe spell creation screen got me even more concerned, with those little lightning bolts looking exactly like the official SS-runes; there must have been a better way to depict this, especially for a German developer.
SS runes were far more "vertical" than the lightning bolts in the screenshot, and more importantly only had that meaning when there were exactly two of them (to the point that a fair number of typewriters in the Reich were fitted with a specific key to make both at once). A single siegrune meant nothing, nor did groups of two or more.
DeleteIn the day you would know whether save / load had worked, because you'd hear the disk grinding for the expected time, the stopping.
ReplyDeleteEven with hard disks you could guess, but now everything is silent. It's actually annoying me lately when I play Old World - I click on the shortcut, but sometimes there is no 'Steam game launching' method, and nothing happens for a few seconds until the game icon appears on the task bar.
Very peculiar to have a separate program to explain the interface like that.
ReplyDeleteThat plant monster looks like the sort of thing Erol Otus used to do in TSR modules and books.
Any game with cheese has to be worth a play.
An interesting SHORT (not quite a BRIEF?). The background you surface up here evokes Kickstarter demos - contribute if you want to see this become reality.
ReplyDeleteThere's no proof that the full version didn't exist, just as is there is no proof that it did exist. Besides, the shareware version looks like a finished product that is just missing a lot of levels. From my understanding kickstarter demos are usually much further away from completion.
DeleteNah, there would be a lot more stuff if there was a full version. Unless you're going to be boring and just use content you had in your shareware version, you need a lot more stuff to populate 50 levels, which is just as much work (if not more) as making yourself a working DM-clone.
Delete"Now, maybe there's some nuance here that I'm not getting in translation, but it sounds to me as if they haven't actually completed the full version, and they're waiting to see if they get enough people interested before they take the time to do so."
ReplyDeleteIt sound like an early access game. An Ur-Example?