Crypts of Terror
Canada
Inhome Software (developer and publisher)
Released 1981 for the Atari 400/800
Rejected For: Insufficient character development
Crypts of Terror is
an action game in which you control a little man with your joystick,
run him around a multi-screen maze, stab enemies, open chests, collect
gold, and try to find the Magic Ring of Power. I'm rejecting it
on the basis that its only statistic is a health meter, but at the
same time I recognize that it's not a million miles away from, say,
Sword of Fargoal (1982),
Sword of Kadash (1984), or
The Seven Spirits of Ra (1987). To argue that those are RPGs and
Crypts isn't
is a bit like arguing that chicken noodle soup is a soup but chicken
broth isn't—technically true, but still a bit unsatisfying given how
much the former depends on the latter. On the other hand, I'm also
unsatisfied with games in which you run around a maze with a joystick, so
between the two forms of dissatisfaction, I'll choose the one that gets
me out of having to do the other.
 |
| The opening screen, after I killed the first enemy. Enemies resurrect if you touch their corpses. |
Crypts is clearly based on Adventure (1980)
for the Atari 2600. It's basically what you would get if you added hit
points and more monsters to the earlier game. Other aspects are
identical; for instance, the character can only carry one item at a
time, so he spends a lot of time shuttling between the sword and the key
(both of which are always found in the first room). Since every room
has a monster and a chest, this gets annoying fast.
Combat
is also annoying. The character holds the sword in his right hand, so
you have to approach enemies from the left to kill them. If you approach
from any other direction, or they jump on you, the character's hit
points will deplete but the enemy's won't. Losing all hit points means
you lose one of three "men."
 |
| Trying to stab an enemy while the Tree of Life looks on. |
Chests
can have food (restores hit points) or gold, which the player can spend
at trees of life to restore hit points. The manual specifies that the
tree of life is also called the
Quabala, making it the first of two games I know of (cf.
The Return of Werdna) to use this element of Jewish mysticism.
If
this were an RPG, I'd be playing it for a while. Not only does each
game require the player to explore 50 rooms, but according to the
manual, to truly win it, you have to win at each of 11 difficulty levels, from "neophite" [sic]
to "ipsissimus." Each win provides a code word to unlock the next
level. Only by winning at the highest level is the player awarded with
"the ultimate secret," which "explains the first step towards unlimited
power." Fortunately, we live in an era in which we can just pluck that
secret out of the code:
Let it be known: That there exists an ancient Order of sages. This Order
has existed in the most remote times and has manifested its activity
secretly under different names. It has caused social and political
revolutions and proved to be the rock of salvation in times of danger.
It has always upheld freedom against tyranny. The truths of the universe
lie burried in a secrete system of study called the "OCCULT". The Truth
is thereby kept from vulger eyes by a veil of superstition and study.
The symbol to look for is a single eye! (check the american $1 bill!) [every misspelling in there is a sic].
So, in the end, it's like a prologue to Assassin's Creed.
 |
| The various levels. |
Crypts of Terror was written by Daniel J. Dorey, who also wrote Raidus! (1982) and Bugrunner (1985) for the same platforms. He died in 2022, aged 63.
******
Devil Dwell Dungeon: The Clearian Adventure
United States
Independently developed; published by Computer Age Software
Released 1981 for Atari 400/800
Rejected For: Insufficient character development
My definitions of an RPG require that a game offers character development in more than a single "health" meter and that it allows the player some choice into the nature and rate of that development. I included those criteria mostly to avoid an interminable series of Zelda clones in which the character technically gets stronger throughout the game, but only in health, and only at fixed intervals that every other player experiences in the exact same way.
I didn't anticipate a game that failed the second criteria not because the game occurs in fixed stages, but rather because what happens to the player is completely random. That's what we have with the awkwardly named Devil Dwell Dungeon. The player guides a generic (unnamed) character through a chaotic dungeon where good and bad things happen with every step. When the bad things outnumber the good things, the character dies and you get a final score. With the sole exception of what weapon you use in combat, there isn't a single thing that happens to the character that isn't the product of a random number. It would be just as entertaining to watch the computer play this one.
 |
| The beginning of the game—with another way to spell the title. |
Originally titled Ork Attack, and known in magazines by the shortened name Devil Dwell, the game's setup is that you've entered a vast labyrinth of caverns to find the Golden Septor (sic, but the game knows it because it refers to it generically as a "scepter"). After choosing a difficulty level from three options, the player begins in the dungeon with random values for strength, constitution, and dexterity (3-18), and random numbers of hit points, magic swords, normal swords, torches, rations, water, and arrows. He also has a bow. The random numbers for most of these assets are lower at higher difficulty levels. El Explorador de RPG studied the code and determined that strength isn't even factored into the game.
 |
| Collecting treasure is a secondary goal of the game. |
My favorite part of the game is right at the beginning, when it has you type either "C" for "coward" and then "be free of the dungeon," or "B" for "brave" and begin the quest. If you type "C," the game then has a message for you:
 |
| Making me call myself a coward on the previous screen took the sting out of this insult. |
Assuming you choose "B," you find yourself in a dungeon. It's a mix of corridors and doorways. The player controls the character through numeric commands, to wit:
- 0. See a list of commands.
- 1. Go forward.
- 2. Go left.
- 3. Go right.
- 4. Open a door or chest.
- 5. Commit suicide (the message you get is "Suicide Is Painless," the title of the theme from M*A*S*H).
- 6. Light a torch. In the first move of the game, and any time the torch goes out, this is literally the only move you can make. You can't even commit suicide in the dark. If your torch goes out and you don't have another one, you have to reset the computer, I guess.
- 7. Leave a room.
 |
| The game's response to anything other than "6" if it gets dark. |
The rest of the commands are combat commands and represent really the only choices the character has in the game:
- 8. Avoid the monster.
- 9. Shoot an arrow
- 10. Check the character's status.
- 11. Fight with a normal sword.
- 12. Fight with a magic sword.
 |
| Checking my statistics. There's a door to my right and a corridor straight ahead. |
Any time you make a move, enter a room, enter a corridor, or exit a room, any number of things can happen, including:
- A monster attacks. Monsters, in order of difficulty, are orcs, wolves, skeletons, and slimes. You can also get attacked by an "unknown" monster.
- Your torch goes out.
- Arrows randomly vanish.
- The magic disappears from magic swords.
 |
| I wonder if the dung caused that. |
- Normal swords suddenly dissolve.
- A thief steals all your accumulated treasure.
- Some kind of mist or fog raises or lowers attributes or hit points.
 |
| PCP smoke will do that. |
- Something spoils your food or water.
- A "flux" causes the dungeon to re-arrange itself.
In rooms, you can encounter chests or tunnels, which usually have some kind of item or treasure. Rooms occasionally also have a wall of buttons from 1-20, which you can push to get a random item or encounter.
As I say, the only real choices are in combat, where you have to decide what weapon to use, although I don't see any reason that you wouldn't just always use a magic sword unless you didn't have any. They don't wear out or break, at least as far as I could tell. Sometimes random encounters relieve you of them, but I never had anything happen to one sword (normal or magic) that didn't happen to all of them.
 |
| I am responding to the orc attack by using my regular sword. |
There's no point in trying to map anything, since every time you move to a new area, the game just randomizes what you see. You can't explore in any systematic way. You never reach the end of a corridor. The game isn't even capable of regenerating the previous area once you exit combat; thus, every combat victory is accompanied by a message that the battle somehow transported you to another part of the dungeon.
If you want a deeper analysis, I would direct you to
El Explorador de RPG, who either won the game or manipulated something to get the winning screen. I played honestly for a while, then started cheating with save states, but I never found the Golden Septor (it's supposed to appear randomly in a room), and I'm not willing to put in any more time trying. Whether you find the artifact or not, you get a final score based on how much treasure you collected, how many enemies you killed, and how much time you spent in the dungeon (the last one subtracts from the score). The score is translated to a title, from "Stable Cleaner, Class 9" to "Superlord of the Superlords." You can't save the game, so any achievements would have to be earned in one session.
 |
| "King's guard" doesn't sound bad, but it's only one step up from "stable cleaner." |
The game was written in BASIC by a Chris Clearo (given as "Clero" on some of the materials). I can't say for sure, but I suspect the author is John Christopher Clearo,
who died in 2004 at the age of 48. His obituary indicates that he would have been attending Catholic University in D.C. when or shortly before this game was published, and Computer Age Software was only about six miles away. He went on to serve as a captain in the U.S. Air Force, then retired and ran some kind of business in San Antonio.
 |
| Clearo's headstone presumably does not say this. |
My guess is that Clearo expanded on type-in games available at the time;
Devil Dwell suggests some DNA from
The Devil's Dungeon (1978) and
Quest 1 (1981), the former in the commands and the latter in the types of inventory and treasures available. It's an interesting idea, but it needed more player agency and less randomness.
******
Dungeons & Dragons: The Dungeon Master's Helper
United States(?)
Kinetic Designs (developer and publisher)
Released 1981 for Atari 400/800
Rejected For: Not a game
This one isn't even a game; it's a utility intended to assist dungeon masters playing tabletop Dungeons & Dragons. And it doesn't even do much of that. It has exactly two functions: a "character creator" that randomly rolls the standard set of D&D attributes (strength, intelligence, wisdom, constitution, dexterity, charisma) and then tells you what character classes you're allowed to choose; and a die-rolling function that just generates a random number between any two numbers you input. That's it. It doesn't save anything or help you at all with equipment, spells, or combat. Anybody reading this could probably write a more useful version of the program.
 |
| At least he's got charm. |
Curiously, one of the character classes is "normal man." Was there an edition of D&D that allowed you to choose this option if no class's prime requisites were met?
The "Kinetic Designs" referenced is definitely not the later United Kingdom company. A note in the code says that the program was "obtained by Ace through the Jacksonville [Florida] Atari Group," so it was probably someone's local label. I can't find any evidence that it was sold, which is probably a good thing, as I doubt that TSR would have been mollified by the copyright nod on the title screen.
Mark your calendars: 16 May 2026 is MUD Day!
On 16 May 2026 from 18:00-21:00 UTC (14:00-17:00 EDT in the U.S.), I will be playing the original
Multi-User Dungeon (1978), as hosted on
British Legends. (I will subsequently post an entry about it.) Create an account, join me, and help mimic the original multiplayer experience of this landmark game.
I'll put out a longer post about this during the first two weeks of April.
I feel you are in a generous mood today. Is the last one the first utility software you review? I think it is.
ReplyDeleteI'll try to be there in the MUD, provided I don't forget about it, because I will not physically mark my calendar :)
I'm not sure what came off as "generous." None of these were very good at what they purported to do, and they didn't have the excuse of being type-in games or British.
DeleteI gave a full review to The Dungeon Master's Assistant (1985):
https://crpgaddict.blogspot.com/2021/04/game-408-dungeon-masters-assistant-1985.html
But that had a bit of a game in addition to the utility.
There was also a BRIEF about Game Master's Guide, specifically its supplement Adventure #1: Rai'Morth's Hollow (1984) which you concluded wasn't a game you could play on the computer, but still rather a utility for tabletop gaming ("like a module on disk").
DeleteI'd be surprised if this was the first one where what happened to the player was entirely random, at least if you count the BRIEFs, given how primitive some of them were.
ReplyDeleteSounds like the more challenging fore-runner of Progress Quest!
Delete"King's guard" doesn't sound bad, but you've become a King's "gaurd", whatever that is [besides another typo] ;-).
ReplyDeleteAccording to El Explorador, the added "class" shows how high up you were within your category and thus how close to the next one, with a lower number meaning a higher 'rank'.
So a "Stable Cleaner, class 9" still has a bit to go to reach 'King's Guard' and a "King's Guard, class 12", as shown in your screenshot, is presumably even further from going up to the next category.
The job titles according to final score remind me of the retirement professions in Pirates!, ranking from 'Beggar' to 'King's Advisor'.
The made-up “titles” based on final score were also a staple of Infocom’s text adventures.
DeleteTried the original MUD via that website myself a while ago. Indeed it doesn't seem to make much sense alone. Will try to join if possible.
ReplyDeleteMUD day, huh? Suppose I need to decide if I'll take it seriously or make a joke account and screw around
ReplyDeleteWell, back in the day, would people have created joke accounts and screwed around?
DeleteI wasn't around back in the day, so I wouldn't know. Entirely depends on if RPers were a thing at the time, and even then the way I'd go about it is definitely more 2026 than 1978
DeleteBack in the day? Of course people did.
DeleteI signed up to the mud and was entirely bamboozled. I'm glad that the accompanying website has a description of the overall goal and a list of subgoals to get there because all I managed to 'achieve' was [ pyhoovat n ohaal enoovg gb qrngu jvgu n sveroenaq naq chggvat vg va n pbccre cbg ] and that just made me sad. I couldn't figure out how to cook, either.
DeleteI suspect anonymous is correct, so by all means, create a joke account and screw around. Make the experience authentic.
Deletemecha, I'll put out a longer post with some tips during the first couple weeks of April.
@mecha That's more than I achieved some time ago.
DeleteV sbhaq n enggyr gung fcnjarq (bs pbhefr) engf rirel gvzr jura hfrq, fb fhqqrayl gur jubyr ubhfr jnf fjnezvat jvgu gurz. Dhvgr na npuvrirzrag va cebqhpvat naablnaprf sbe bgure fhccbfrq cynlref bayl gurer jrera'g nal.
I should have phrased that better, of course I didn't expect there to be any other players than me in the first place in this historically preserved game.
DeleteFunny... I wrote a similar D&D utility on the C64 just a bit later (~1986). I think mine was (maybe) a little prettier and definitely had a few more functions built into it, but I know it never occurred to me to try to market it in any way.
ReplyDeleteCrypts of Terror: >...The manual specifies that the tree of life is also called the Quabala, making it the first of two games I know of (cf. The Return of Werdna) to use this element of Jewish mysticism...
ReplyDeleteThe names of the 11 difficulty levels are directly taken from the Grade structure of the 19th century occult order "Hermetic Order of the Golden Dawn" (where young Aleister Crowley was a member).
-> https://en.wikipedia.org/wiki/Hermetic_Order_of_the_Golden_Dawn
Sooo, Crypts of Terror is either shilling the Illuminati, or is telling us that the mighty secret of the universe is dollar bills?
DeleteHa. I confused games for a minute and thought you were saying that "stable cleaner," "king's guard," and "superlord of superlords" was the real hierarchy of a 19th-century order. I've seen weirder things.
DeleteThat’s pretty interesting they did that. The Kabbalah also comes up quite a bit in the various bits that Mr Crowley worked on; which is pretty much the first things people read up on when researching the occult.
DeleteIt’s all fascinating even though it pretty much is just incredibly rich people finding excuses to have orgies and do rituals. But there’s fun rabbit holes like the whole Jack Parsons stuff, which connects with both Scientology and UFO-ology. And also Twin Peaks.
I just hope the author of the game didn’t put too much belief in it all.
I kinda assumed when you were rich you didn't need an excuse.
Delete@Deano >>"I just hope the author of the game didn’t put too much belief in it all."
DeleteThat's what I was hoping for with the hints about UFO themes in the end credits of Star Control II.
BTW: Don't JRPGs sometimes make references to the Kabbalah?
"Normal man" is not a class in any edition of D&D. First edition had "zeroth level" characters which was meant for unimportant NPCs; third edition has the "commoner" class that can oxymoronically go up to level 20, although it has very poor stats so I'm not sure why you'd want to. It is also meant for unimportant NPCs; classes like "noble" exist for NPCs that are somewhat important; and actually important NPCs tend to use the same classes as player characters.
ReplyDeleteOf course, there have been online contests to optimize commoner characters. This can most notably be done with an optional ability to generate infinite chickens. No, really.
Not D&D, but since we're in between 'Star Trail' entries, the 1st edition of DSA had the 'Adventurer' class if you didn't meet the requirements for any of the other classes. I'm unsure whether you could pick a different class on level-up when you increased your attributes, but it would make sense.
DeleteYes, indeed, when the respective minimum requirements were met, the adventurer could became a warrior. With the expansion rules of the first edition, he could also become a rogue (="Streuner"), druid or priest (of one of the Twelve Gods). Even dwarves could become druids or priests.
Delete"Normal Man" is in BECMI D&D. 0-level was an AD&D thing.
DeleteI would guess that it let you generate non-adventurers because a Dungeon Master has a use for those, even though players don't.
Titus, are you talking about the 'Abenteuer Ausbau Spiel' (adventure expansion game) box or the 'Der Streuner muss sterben' (the rogue must die) module?
DeleteI'm wondering whether the rogue class was introduced in a stand-alone module before the 2nd edition?
@BESTIEunlmt: about the "Abenteuer Ausbau-Spiel" from 1985. The aforementioned classes and the class wood elf were introduced there. In retrospect, it is also curious that characters at that time had the option of retraining themselves into a magical class, namely druids.
Delete@BESTIEunlmt: The "Streuner" in this box is less a rogue than an eager-to-learn soldier of fortune/fancy-seeker with a bonus for skill increases compared to other classes; and according to the description, frequently visits temples of Hesinde.
DeleteFollowing up on Kish's comment, I believe Normal Man as a concept was introduced in the Moldvay Basic D&D version. That version came out in 1981, which would align with the release of the DM's Helper.
DeleteI'm guessing that Kinetic Designs used the Moldvay release as their reference guide. The list of character classes that DM's Helper would help clarify that.
Normal Men were in original D&D, to basically represent the rank and file soldier (and its equivalent, pretty much any humanoid of 1 Hit Die or lower). This was kind of a holdover from the Chainmail miniature wargame. Fighters got a number of attacks equal to their level when fighting "normal men", which is still present in the AD&D rules and made it into the Gold Box games. As Kish said, they're present as NPCs in the various Basic D&D lines of the 1980s.
DeleteIf you pick "normal man" for your whole party, then this clip plays if you ever get into a battle:
ReplyDeletehttps://youtu.be/lr_vl62JblQ?si=zvvV5juj0O19Cid5
Are there any expectations/preferences for the MUD day, or is it more 'interested people connect with whatever experience they may or may not have with it and see how it goes from there'? I have very little experience with MUDs so I'm not too sure what to expect.
ReplyDeleteMostly that, but I'll elaborate at some point over the next couple of weeks.
DeleteThere's a recent development that you might find relevant to your upcoming MUD playthrough:
ReplyDeletehttps://dec10.uknet.net/
This guy used to run the TOPS-10 system in the UK that hosted the original MUD in its later years, and he recently recreated the system with MUD running in its original state, as well as its successor MIST. However, the most interesting part is that he was able to find and resurrect ROCK, an early (circa '84-'88) MUD variant based on Fraggle Rock (?!) that's been completely lost ever since the original system was shut down 35 years ago and looks suitably deranged...
Interesting news. When writing about the original MUD, Jimmy Maher briefly mentioned Rock without explicitly naming it:
Delete"Bartle was now working earnestly on making the world of MUD, which he called simply The Land, into a place worth visiting. From its modest beginnings as a facsimile of Trubshaw’s parents’ house it would grow over the course of years to become an immense place, with some 600 rooms, encompassing everything from the expected Tolkienesque fantasy to an area based — without authorization, of course — on Jim Henson’s Fraggle Rock television program."
On MUSE's website are a couple more details:
"Rock was written by Phil Fox in 1983 and enjoyed perhaps 18 months of use until it was lost for several years. However, an ancient back-up tape (yes, tape!) was eventually found, whereupon it returned to life until Essex University's DEC-10 was switched off in early 1991."
I'm shocked at how thin the Dungeon Master's Helper was. Many of us tabletop D&D players with a programming background - i.e. most D&D players - made similar helper programs in that time period.
ReplyDeleteFor mine, I put in the entire AD&D Monster Manual, including the rarity and environment for each monster, then created a program to generate appropriate monster encounters based on dungeon level or outdoor location. It still was not a gigantic app.
I also wrote a character generator that created a decently-formatted text file for the character sheet. I still use some of the characters I "rolled up" that way.
Other players wrote programs that generated semi-random maps; such maps were popular in the late 70's and early 80's. And of course others created frameworks for adventure stories, including Scott Adams of Adventureland fame.
I agree; I've written a fully sortable database of wizard spells as a D&D tool!
DeleteThat "Orc Attack" screen reminds me of a local record store...
ReplyDeleteLooking forward to “Ultima Online day” when we get to 1997…
ReplyDeleteWhile I acknowledge the success Garriott had with UO and the pioneering work they did for the MMORPG genre I'm still bitter after all these years that Ultima as a single player franchise was essentially dead beginning with 8.
DeleteIt’s hard to say if the main series could have had a much different outcome had UO not existed. U7 had already disappointing sales, and the bad design decisions of U8 were likely an attempt to adapt to the changing PC gaming landscape.
DeleteUO did impact U9 development for sure, but it’s also unclear if it could have been a much better game had it received the proper attention and resources; Garriott had already cashed out to EA and his heart was quite clearly not in it.
@fireball, Diablo re-ignited interest in all things isometric and role-playing; I would argue that there was a window of opportunity to push Ultima 9 through, but I would argue that in order to pull it off one would have to keep the good parts about Ultima 7 (big world, nonlinearish quests, characters) and dump the bad parts (combat).
DeleteI also would argue that a sort of soft reset was needed, since the amount of lore accumulated over successive games got just a bit too much.
Hell, Sanitarium, of all things, managed to sell well in part because it "looked like Diablo", even if it was anything but.
"I would direct you to El Explorador de RPG, who either won the game or manipulated something to get the winning screen."
ReplyDeleteIn this particular case, when I was about to start looking for a way to modify the code for it, I just happened to find the scepter in the first room I visited in a test game (hence why I ended up with such a low score despite that), but it wouldn't be the first time I've been forced to modify a game's code in order to document an almost impossible ending.
It's not possible to meet Golthog in the dungeon. I wanted to say you'll meet him in Daggerfall, but I looked it up and that is actually Gortwog, no relation.
ReplyDeleteThe way Orcs progressed from monsters, to a more nuanced depiction, to playable race in Elder Scrolls mirrors the development Orcs made in the PnP Realms of Arkania series.