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The party solves the first quest. |
In the first entry, we saw that Realms of Darkness is an eight-character, first-person, turn-based dungeon crawler in the spirit of Wizardry, but with a little influence from other games. Without any real backstory, my party started in the town of Grail and got a quest to find an ancient king's sword in a nearby dungeon. On Level 1 of that dungeon, we learned that the sword had been broken into two pieces by a sorcerer, and we found one of the pieces.
At the beginning of this session, we moved down to Level 2. It turned out to be an oddly-shaped level occupying 11 x 32 coordinates. Unlike the first level, I'm sure about my orientation with this one, as the game explicitly told me at one point that an adjacent square with a river was to my south.
That river has to be crossed twice. The first time, I got across with WADE. The second time, I needed to pay a ferryman 20 silver to take me over. A message earlier in the level had said, "Don't pay the ferryman," but I couldn't figure out any way to cross without paying him. It didn't seem to have any negative effect.
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Even Charon is subjected to the invisible hand of inflation. |
Later in the level were a couple of messages that don't mean anything to me yet:
- "The rogue alliance: When you want to maim and plunder, look us up."
- "Bored? Restless? Nothing to do? Visit your local bowling alley today."
On the body of a Copan fighter, I found a "blueberry beret." I wonder if Copan fighters are related to Wizardry's "Garian Guards."
A sword embedded in a wall opened the way to the next level when I typed PULL SWORD.
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Just a reminder that there's a text parser. |
Enemies were naturally a little harder. There were some tough individual enemies, like giant worms and giant slugs, but they usually attacked alone. They often missed their first turn, and my party could usually take them out before they attacked again. What was a lot harder were groups of the same enemies we faced on Level 1—goblins, goblin guards, attack dogs—but in much larger packs.
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I never like punny enemy names. |
Lacking programming skills and knowledge about graphics technologies in general, I'm not entirely sure how the graphics work. When you enter a square in which an encounter is going to take place, I think the game takes an image of the wall pattern and then composes a new image with the enemy in the forefront and the wall pattern in the background. I don't think the game is capable of showing an enemy "sprite" (?) on top of the existing vectors (??) used for the walls.
One result of this mechanism is that, unconstrained by the other elements on the screen, the artist can really make some of the monster graphics pop. Many of them are somewhat workaday in quality, but the way a few of them fill up the whole screen is a little intimidating.
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This guy is coming right out of the monitor. |
As I finished up the second level, I started to get annoyed with the trek back to town. No fast travel option has yet emerged, and my party has many hours of gameplay in front of them before the sorcerer's "Teleport" spell becomes an option. Because of the small size of the levels and the central elevator, no square in Wizardry's dungeon is more than about 30 moves from the town level. In contrast, to get from the inn to the Level 2/3 ladder here, a player is looking at about 140 moves. That's a long way to stretch a party, and a lot to risk if you stretch yourself too far.
My party hadn't made character Level 3 on dungeon Level 2, so I was reluctant to send them forward, but I also didn't want to waste a lot of time grinding when I could be mapping. My concerns came to the forefront shortly after I arrived on Level 3. The entry chamber opened into a large room with a red ceiling, green walls, and a blue floor (as told in a text message, of course). Three doors led to rooms with buttons of those colors, and each button teleported us to a different part of the dungeon. Suddenly, I was without a tether.
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For the Gambia, our homeland . . . |
It turned out that every arrival point had a nearby door that took us back to that central chamber, but I didn't know that at the time. Thus, the game offered that terrifying Wizardry feeling when your resources are dwindling and you're lost.
The level was also a real pain to map, since the game offers no coordinates or even (usually) directionality. After I had completely mapped the destination areas from the three buttons, I had to piece the different sections of the level together into a coherent map.
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From the first battle on Level 3. |
I ended up having to return to town twice during my explorations of Level 3, but the battles offered so many experience points that the characters soon hit character Level 3. This happened at 2,000 experience points, and Level 2 had happened at 1,000, so I figured that we'd be leveling up every 1,000. But we didn't reach Level 4 at 3,000, so I guess not. Anyway, leveling comes with more hit points and spell slots, and some of the characters gain new abilities at certain levels. For instance, my friar got the "Flying Kick" ability at Level 3. Characters do not gain attributes as in Wizardry.
There were a lot of "Copan" enemies on the level (warriors, knights, adepts), plus sorcerers and a new enemy called a "sparks."
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Your guess is as good as mine. |
The spellcasters were the most difficult of them, and having to heal from their damage sent me back to town a couple of times. I used "Act Friendly" and "Run Away" a lot to avoid taking too much damage.
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They aren't really "monsters" then, are they? |
One of the buttons led to an area with two key encounters. We met a goblin who begged us: "Please! Don't hurt me anymore!" When we talked to him, he whispered: "CLXVII."
CLXVII is, of course, 167 in Roman numerals. But it was also the answer to the next encounter. We found a library and a desk with a librarian. She asked what book we wanted to read. After trying a couple of random things, I fed the number into the parser, and she gave us a book that said to summon Vulcan, we needed to shout "MAGMA."
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Sure, this makes sense in an ancient ruin full of monsters. |
A second button led to a maze-like area in which we found the second piece of Zabin. There was also a weird encounter with 10 Copan knights and a Copan lord. I thought the game was over—that I'd be facing my first full-party death—but they were curiously unable to hit us. When I finished wiping them out, the characters got single-digit experience rewards, and some of them got 0. I have no idea what that was about.
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This fight seems a bit unbalanced. |
The third button led to an area with Vulcan's forge, as signaled by an engraved "V" burned into the rock. There, I shouted "MAGMA" and Vulcan appeared to reunite the pieces of the sword.
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We ended up returning it to some random guard. I hope that was close enough. |
The level ended up being 24 x 16 with only one square of unused space. It was thus the least irregular of the three levels, though that single unused space bothers me.
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You can bet I'll try to "Teleport" there when I have the ability. |
We made the long trek back to town and returned Zabin to the guard. He rewarded us with a few hundred silver pieces, a few hundred experience points, and a lead on our next quest: "There's a widely traveled nobleman dining at our local tavern."
When we went to the tavern, we found the man pacing out front. He explained that he had inherited a crystal ball from his father. The ball had driven his father insane, and the man worried that he'd be next. He asked us to break the curse by taking the ball to the ruins southwest of the city. We said yes, of course.
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I suspect there's going to be more to it than that. |
Miscellaneous notes:
- There have been essentially no equipment upgrades. All the stuff that I've found in the dungeons has been the same non-magical gear found in the shop in town. And I've already bought the best stuff in the shop. Thus, my characters are still making do with daggers and padded armor. Even the odd-sounding stuff doesn't appear to be magical.
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How many of those do you imagine are in circulation? |
- If a character gets hit with "Sleep" in combat, the condition may last for a few minutes outside of combat. Sleeping characters get no experience at the end of the battle.
- While I was exploring Level 3, I got a message that Palliata's food was low. I had completely forgotten that food was a thing. Fortunately, there's a quick command to "equalize food," and that was enough until I got back to town.
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Our starting ration lasted a long time. |
- The levels offer a lot of one-way doors and walls, but rarely in any places where they pose a real puzzle or challenge.
I had a couple of close calls this session, and I wanted to know what the stakes were if I suffered a full-party death, so I backed up the game disks and started mapping the next dungeon, intending to let the party get wiped out there. I ended up mapping most of the level and earning enough experience points that I lost my nerve. Maybe next time.
Sorry for the short entry this week. The closing weeks of the school year are always a nightmare for me, and I've been struggling not to have to take a break from the blog. Hopefully, in a few days, we can continue our explorations of "darkness" with the next game, and I'm sure many of you this week are exploring a place beyond which no waking eye may see.
Time so far: 9 hours
On the body of a Copan fighter, I found a "blueberry beret."
ReplyDeleteIs there a Prince to return it to?
Nah, it's just the kind you find at a second hand store.
DeleteHa. I had to look up that reference. It would have been a great caption.
DeleteAs a relatively new reader of your blog, I have to say that you do a great job coming up with joke captions for your screenshots. In this post, I particularly appreciated the Gambian flag reference.
DeleteYou don't pay the ferryman until he gets you to the other side.
ReplyDeleteGiven the existence of a blueberry beret, those might just be pop music references.
Yes, that‘s what I thought, too.
DeleteYup, coming here to either make a joke about that or explain the reference to Chet.
Delete("Don't Pay the Ferryman" was a pretty big 1982 hit for Chris de Burgh, or at least it was on the radio enough that its chorus popped into my head unbidden as soon as I read those words. Given the Journey incident i kinda doubt that Chet knows this song, but you might try playing past the square with the message when Irene is in the room and seeing if she bursts into song.)
Yeah, didn't know either of those songs, but I appreciate the explanations. I'll have to watch out for further references.
Deletea place beyond which no waking eye may see.
ReplyDeleteI thought it was a metaphor for "sleeping", as last Sunday was Easter and in many countries there are school holidays, so one can sleep longer in the morning, but it felt off.
To make sure, I checked, and I found out it is a quote from "The Elder Scrolls 4: Oblivion", that was re-released a few days ago (I just learned that).
I was wondering when the first reference to the remaster would pop up here, either in an entry or a comment, and if it will affect the blog schedule ;-).
DeleteGood luck with the end of the school year, hope it doesn‘t get too bad.
It's not a reference to Pathways into Darkness being a game with heavy Lovecraft themes? Beyond the Walls of Sleep is a common reference to Lovecraft, which is the title of one of his stories. I guess dead but dreaming was a bit too morbid...
DeleteThe whole purpose of the subtitle was to set up a separate section at the end of the entry where I offered my thoughts on the remaster, but I ran out of steam at the end. I might offer something next week.
DeleteGiven this, I hope it"s also OK to mention for those enjoying JRPGs that 25 years after its initial release (on PSX), an enhanced PC port of Breath of Fire IV is now officially available to buy since today.
Delete(The original version is on the Master Game List, but won't show up here until at least the blog year 2000.)
My first association for „Copan“ is the Mayan site in modern-day Honduras. Definitely worth checking out for the steles alone if one is in the area. The image shown of the Copan Lord doesn‘t look very Mesoamerican to me, though. And quite different from the later C64 implementation shown in Abacos‘s Strategy Wiki entry.
ReplyDeleteThe screenshot looks like there are two groups of 10 Copan Knights which would make it appear even more unbalanced.
Since the graphics are just static, you could just paint the dungeons walls and then paint the monster graphics on top of them. The animation in the intro is a different story, though.
ReplyDeleteOn the menu screen, the game mentions that it uses Graphics Magician by Penguin Software (https://en.wikipedia.org/wiki/Graphics_Magician), which would store images in a vector graphics-like language and offer routines to draw them, including layering and animation support.
In any case, as far as I know on the Apple II this all had to be done in software (with some ROM support for drawing lines and shapes, but these were supposedly rather slow).
To the best of my recollection, Applesoft Basic had very limited drawing commands. You could draw a point or a line. If you wanted draw anything more complicated, then you had to figure out how to do it yourself with points and lines. It was VERY slow. I once wrote a program in Basic for drawing circles. When it executed, I would watch the computer gradually trace out a circle pixel by pixel not because I'd set up some sort of timer-based animation but because the Apple IIc my family owned just couldn't go any faster when running Basic. (It was obviously much faster when running non-Basic and especially assembly programs.) You could see the same sort of thing in, for example, very early Sierra games, the ones predating King's Quest. You'd go to a new room in whatever adventure you were playing and then watch as the computer slowly drew the room. I don't know whether those games were written in a language other than Basic or Ken Williams was just a better programmer than I was when I was twelve, but he achieved fill speeds that I could only dream of.
DeleteKing's Quest was not written in BASIC, but in AGI (Sierra's proprietary Adventure Game Interpreter) that in itself is written in C.
DeleteNote how C is a compiled language whereas BASIC is an interpreted language (at least, it was back then). This is why BASIC is comparatively much slower.
just to flesh out John's remark a bit, Sierra's pre-King's Quest, pre-AGI language was Ken Williams' ADL (Adventure Development Language) used for their Hi-Rez Adventures series starting with Mystery House. It was I'm sure quite slow and crude, but at the same time probably somewhat zippier than raw Apple BASIC. By and large BASICs are about being easy to write, not about getting decent performance out of the end product.
DeleteFascinating. I did some googling, and it turns out someone did a research paper on Mystery House, and its ADL was written in Assembly.
DeleteApplesoft Basic also had "shape tables" that could be scaled and rotated. An impressive feature for the time, if slow.
DeleteMy guess is that the AGI version for the Apple II was written in assembly, too. Compiled C code on an Apple II in 1984 stikes me as very unusual.
DeleteBASIC compilers existed in the mid-80s, but I think compilers were not good enough back then to produce memory- and size-efficient code for an 8-bit machine, at least when it came to resource-hungry programs like games.
Well, the point of C is that it's easily portable to other systems, which is a good business proposition for Sierra. Also, Sierra has released their source code (and extensive interviews on the topic), so we know that AGI was written in C.
DeleteC compilers exist for the Apple II, such as this one: https://en.wikipedia.org/wiki/Aztec_C; I don't see what's so unusual about that?
BASIC compilers also exist, of course, but John (above) was talking about his experiments in non-compiled BASIC. I see no reason to assume that mid-80s compilers were "not good"; given how very much harder it is to write assembly, I'd expect most mid-80s games to be written in a language like C or BASIC or Pascal. I wonder if MobyGames has stats on that.
I don't have any hard facts. My gut just said that compiled C for game development (that part got lost in my comment above...) in the early 80s on an Apple II would be unusual, and my (very brief) search supported that. C wasn't as widespread back then outside the Unix world as it became during the late 80s/early 90s. It was very easy to write non-portable C code, especially in the pre-ANSI C days. And I don't think in the early 80s compilers matched hand-written assembly when it came to performance, memory usage and code size.
DeleteThe only AGI source code release I am aware of is the one from the Space Quest 2 master disk blunder, but that is from 1987 and a DOS version, and that is 50% C and 50% assembly. I think it's entirely possible that it was rewritten in assembly for the Apple II. I can't rule out that they compiled C code for the Apple II - apparently Ken Williams worked for a compiler developer before founding Sierra, so he had some background there. If there's any source that talks about the Apple II versions, I'd be very interested in those.
I'm very interested in the tools and languages used for game development in the 80s and early 90s, but the information seems to be mostly bits and pieces. I wish a lot more games would be preserved in their source code form.
I only mentioned the BASIC compilers in response to the Anonymous comment. I'm pretty sure most BASIC games ran on an interpreter.
It would be interesting if we could get our hands on an Apple II executable to analyze. Opening that in a hex editor can reveal all kinds of interesting things about its origins.
DeleteI've just checked, and turns out that several popular C compilers from the mid-80s (e.g. Lattice) were available on multiple platforms but NOT the Apple. Surprising.
From memory (I don't have hard data), early-80s DOS games tend to be either Pascal or assembly (or BASIC if made by a hobbyist), and in late-80s or early-90s DOS games tend to be written in C++; and that's easy to find out with a hex editor. FWIW. There's always exceptions, e.g. platformer Abuse was famously written in LISP.
I'm pretty sure I heard somewhere that Wizardry was written in Pascal, but my sense of things is that by the mid-80s most graphically demanding commercial games for the Apple II were written in assembly for performance reasons.
Delete"the point of C is that it's portable" is a thing that was way less true back then than it became later.
DeleteI don't think you'd expect to see a lot of compiled basic in the 8-bit era even if it's possible, because the main reason BASIC was used for things was that the interpreter was part of the hardware (I know on a few of the properly weird early systems, even if you were writing in assembly, you had to pop back up into BASIC to access OS features because that was just how the API worked).
Wizardry was written in Pascal, as told by Robert Woodhead himself (e.g. here https://toucharcade.com/2024/05/23/an-interview-with-robert-woodhead-co-creator-of-wizardry-the-remake-mms-ninjas-and-more/ - he also talks about the trouble they had rewriting the code so that the compiler would get it to run on 48k machines).
DeletePrince of Persia on the Apple II was written in assembly as late as 1989.
Ultima IV would be interesting as the PC version was apparently written in C. But the PC version was released two years after the Apple II version, so it was probably a rewrite of the original.
I guess even back then C was much more portable than BASIC or Pascal, which had their fair share of incompatible dialects.
I have some history with the Apple II and Pascal myself. Back in the 80s, I typed in a small Pascal program in Apple DOS and wondered why I got syntax errors. :P
1. As somebody who lived and programmed in that era, compiled C on a bit machines would have been very surprising at that time, and very inefficient and wasteful. Just because some other game later had an AGI or ADL interpreter written in C has no bearing on this.
Delete2. C being portable meant something else than today - it didn't mean you could take the source and just compile it and it somehow worked, it meant that large parts of the program could quickly be ported, without having to completely rewrite it.
3. The point of having AGI or similar syystems (which were very common at the time) was that you could write an optimised assembly version, or else, for each platform, while needing minimal or no changes to the game itself. It effectively also was some form of compression.
4. The reason why you had pascal more commonly used on micros was that pascal itself was an interpreted (and compiled) language. And similar to z-machine and agi interpreters, that meant that all you had to do was to write a p-code interpreter for a target machine, and usually had pascal up and running (graphics routines of course were platform-specific still).
I can confirm that Wizardry I for the Apple was written in Apple Pascal. I actually managed to launch Wizardry I from the Apple Pascal desktop, although it did not work very well from there.
DeleteAh, using the Penguin Software graphics library makes sense. I'd wondered why the graphics looked so much like the classic Apple II adventure game Transylvania. It was also by Penguin and I'd heard mention (probably on Digital Antiquarian) that they created their own graphics engine for it. Back in the day, *text* used more disk space than graphics and they had to be very sparing with it. Graphics weren't bitmapped, but were a set of commands saying how to draw the scene with lines and filled polygons, so you could often watch them being drawn.
DeleteI quite like the graphics in this game — at least for nostalgia. They are very classic Apple II graphics from its most mature years. They are also reminiscent of the other classic RPG/parser game — Shadowkeep — which Chester has played and may also have used this graphics library.
https://www.mobygames.com/game/25042/realms-of-darkness/cover/group-238605/cover-609971/
ReplyDeleteRogue Alliance is the Japanese title for this game.
That's an important bit of trivia! Thank you. The title doesn't really make much sense, though.
DeleteI understand (based on Abacos's notes) the 'Rogue Alliance' will continue to show up further down the road in the game. Maybe its meaning will become clearer then.
DeleteAs to the reason for the name change in the Japanese version, the Trivia section on mobygames gives a possible explanation.
There are not nearly enough librarians in CRPG games. I am happy to see that this game tries to remedy that deficiency.
ReplyDeleteIt looks like the guy in purple with the green codpiece is making fun of us for not wanting to fight by making the L for loser sign.
ReplyDeleteAnd the Copan Lord looks like he no longer has a left hand. His facial expression suggests to me he cut it off himself by accident due to stupidity and is now confused / surprised by that.
Delete(OK, maybe I'm reading too much into some pixel art that's close to 40 years old ;-).)
Sadly, I ran into the same issue I had back when Oblivion was released: my PC is too old to run the remaster.
ReplyDelete"Don't pay the ferryman," but I couldn't figure out any way to cross without paying him. It didn't seem to have any negative effect.
ReplyDeleteI wouldn't put it past the game to have that negative effect be later. I have no evidence to support this, just observing typical design choices of the age.
The Sarogoth is probably a Lovecraft inspired creature. Not a direct copy, but similar to something he would write.
There have been essentially no equipment upgrades.
I wonder if this is a reverse of the issue in Warriors of Legend, where people theorized that the game was modified at a rather late moment to give the player OP weapons, and instead they gave you underpowered stuff for longer than you should?
"Sarogoth" is my name for my sorcerer, not something the game came up with.
DeleteI'm persuaded by earlier comments that "Don't pay the ferryman" was a song reference and there really is no way to get across the river without paying the ferryman, but we'll see.
Maybe the librarian also sells cakes?
ReplyDeleteOnly when you walk in for the second time because you might have forgotten something.
Delete"This happened at 2,000 experience points, and Level 2 had happened at 1,000, so I figured that we'd be leveling up every 1,000. But we didn't reach Level 4 at 3,000, so I guess not."
ReplyDeleteIt probably goes 1000, 2000, 4000, 8000, &c.
It's a little weird that in many RPGs, going from 2nd to 3rd level requires the same amount of experience as going from 1st to 2nd, and only THEN do the experience requirements start doubling. It would make more sense to go 500, 1500, 3500, 7500, &c. Sure, the numbers wouldn't be as round, but once you got to 15500 you could probably just round that off to 15000....
Managing the exact pacing of the first few levels is important. Bringing in Level 2 too soon means you don't spend much time at Level 1 and thus don't get the full feel of leveling up being an accomplishment. Make Level 3 take too long means you stay incredibly fragile for a longer period of time than strictly necessary. XP curves are a curve for a reason, and shaping that curve is tricky.
DeleteMaybe it'll be Fibonacci leveling: 1000, 10000, 2000, 3000, 5000, etc.
DeleteChris De Burgh had a pretty killer song called Don't Pay the Ferryman. I had thought his only song was that limp Lady In Red.
ReplyDeleteOops, shoulda read the above comments as that's already been mentioned.
DeleteSomething very funny about an RPG where you go on a whole quest to repair a legendary sword and then you just give it away and continue your quest. It'd be funny if throughout the game you kept on getting messages about the epic quest someone else is going on with Zabin while you're rooting around in crypts.
ReplyDeleteOoh, I'd love to hear your thoughts on the remaster. I just want Oblivion with a different leveling system (Skyrim's is fine imho), and haven't heard if they'd added an option for that (or anything that isn't make the game painful unless you don't level). Sure the world's more detailed and the faces aren't potatoes, but it also seems more brown and less distinct.
ReplyDeleteMy understanding is that they did make changes to leveling.
DeleteJust wanna say I greatly appreciate and admire the effort you‘ve put into playing all these games over the years. Cheers and thank you!
ReplyDeleteI work in a public library. "Ancient ruin full of monsters" is not far off from a fair description some days.
ReplyDelete