| The title screen from the original C64 version. |
Rivers of Light
United States
United States
An adventure that was created with, and accompanies, the Adventure Construction Set
Stuart Smith (developer); Electronic Arts (publisher)
Released 1984 for Commodore 64 and Apple II; 1986 for Amiga; 1987 for DOS
Date Started: 27 October 2010
Date Ended: 6 September 2015
Date Started: 27 October 2010
Date Ended: 6 September 2015
Total Hours: 13
Reload Count: 4 in this last session; wasn't keeping track in 2010
Difficulty: Moderate (3/5)
Final Rating: 34
Final Rating: 34
Ranking at Time of Posting: 66%
Raking at Game #437: 307/437 (70%)
It's rare that I return to a game that I've already abandoned and rated, but if any piece of software is worth some additional attention, it is Stuart Smith's Adventure Construction Set and its accompanying adventure, Rivers of Light. I blogged about it in my awkward, often-confused first year, when I still thought the primary purpose of my blog was to have fun personally. Looking at the posts now, I can't believe that 9 months into the project, my DOSBox screenshots still had title bars. What was I using to take the shots? ALT-PRNTSCR? Jesus.
I'm returning to the game not because I didn't fully document it--I made up for the part I didn't play with text and screenshots from a YouTube player's winning session--but because I didn't understand its historical context. I was playing Stuart Smith's last game without having played any of his prior ones.
Prior to Adventure Construction Set, Smith's series consisted of Fracas (1980), Ali Baba and the Forty Thieves (1981), and The Return of Heracles (1983; links to my reviews). Each of the games is reasonably enjoyable as an RPG, but there's something more--a certain zest, a joyful irreverence--that is difficult to describe in writing and in rating scales like my GIMLET. Part of their charm is their frenetic pace. You don't have a lot of time to pause and think in a Smith game--not with 40 thieves, Greek villains, or other potential enemies wandering freely through the landscape and attacking at any moment. Combat in the games is a true "fracas"--not much strategy, but lots of fun as you and your enemy exchange blows and are often interrupted by other NPCs deciding to join the battle. Death is frequent and often random, but the games are short enough that you almost don't mind. Plus, both Ali Baba and Heracles let you play multiple characters, either concurrently or consecutively.
A lot of other features characterize Smith's games: a foundation in classical mythology rather than Tolkienesque high fantasy (though this doesn't stop hobbits from appearing in Ali Baba!); cooperative or competitive multi-player options; rapid changes in scale from campaign level to room level; hidden, one-way, and otherwise often confusing portals between screens; and limited reliance on traditional RPG inventories and mechanics. In fact, it's hard to detect the influence of any previous CRPGs on Smith's series. Except for a few nods to the tabletop RPG genre in some of the attributes, you could easily imagine that Smith never played an RPG in his life.
Perhaps the most notable element of the Smith games is the way that they handle NPCs and monsters--which are essentially the same thing. There are no generic orcs or goblins in the games; each creature that occupies the world is named and has a specific set of equipment and statistics. Each belongs to a particular faction as well, and monsters of opposing factions will attack each other. Fracas allowed monsters to level-up by killing each other. I don't think the other two had this mechanic, but NPCs and monsters in all games can pick up gold and equipment. A few of them are confined to their starting screens, but a lot more have the run of the map. You could play the three games without fighting a single foe--instead, just watching as other NPCs wander along and mop up the enemies in your path.
Given how much Smith's games differ from traditional CRPGs, it's ironic that he would create the first graphical RPG construction set. (Technically, the all-text Eamon was first.) Numerous Internet pages claim that he was inspired by Pinball Construction Set (1983), but in a comment on my blog, Smith said that he'd never heard of that game; that instead, he was inspired by his previous work on an accounting program that would automatically write a report-generating program. However, in naming Smith's game, Electronic Arts was clearly referencing its previous title.
Adventure Construction Set came with two adventures: The Land of Aventuria and Rivers of Light. The former, written by EA's Don Daglow, is a set of mini-adventures that walks the player through the capabilities of the set. But Rivers of Light is a full-fledged game, based on The Epic of Gilgamesh, requiring some creativity and a good 8-10 hour investment. My previous attempt at the game ended after 8 hours, when--at least 3/4 of the way through the game--I came to an area called "Two-Hero Valley" in which you need--you guessed it--two heroes to open the way forward. I declined to roll up a second character and get him all the way to that point, although it later turned out that it wouldn't have been as hard as I thought.
I still don't know what other CRPGs or adventure games influenced Smith, but in the Rivers of Light, we can see him making some concessions to them, such as respawning of random creatures and a more standard set of RPG statistics and RPG inventory. Some monsters still roam freely across screens and attack each other (as well as you), but in a less frenetic, unpredictable way than in the previous games. There's a clear distinction here between monsters and NPCs; the latter are immobile and can't be attacked. They just wait until you walk into their square and then offer some dialogue on title cards.
Rivers of Light is stronger than the other games in its mythological basis. Ali Baba was loosely based on Arabian myth, and Return of Heracles was loosely based on Greek myth, but neither game was afraid to introduce characters and themes from other traditions. Rivers is more firmly in Mesopotamia, and as the character walks the path of Gilgamesh, he must contend with some of the same foes (Humbaba, Shedu), meet some of the same NPCs (Utnapishtim, Urshanabi), and solve some of the same puzzles, like using cedar poles to cross the Waters of Death.
Consistent with the era, a sword made of iron is fantastically rare and the best melee weapon in the game, and barley serves as the game's currency.
Prior to Adventure Construction Set, Smith's series consisted of Fracas (1980), Ali Baba and the Forty Thieves (1981), and The Return of Heracles (1983; links to my reviews). Each of the games is reasonably enjoyable as an RPG, but there's something more--a certain zest, a joyful irreverence--that is difficult to describe in writing and in rating scales like my GIMLET. Part of their charm is their frenetic pace. You don't have a lot of time to pause and think in a Smith game--not with 40 thieves, Greek villains, or other potential enemies wandering freely through the landscape and attacking at any moment. Combat in the games is a true "fracas"--not much strategy, but lots of fun as you and your enemy exchange blows and are often interrupted by other NPCs deciding to join the battle. Death is frequent and often random, but the games are short enough that you almost don't mind. Plus, both Ali Baba and Heracles let you play multiple characters, either concurrently or consecutively.
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| My character explores the Fertile Crescent in Rivers of Light. |
A lot of other features characterize Smith's games: a foundation in classical mythology rather than Tolkienesque high fantasy (though this doesn't stop hobbits from appearing in Ali Baba!); cooperative or competitive multi-player options; rapid changes in scale from campaign level to room level; hidden, one-way, and otherwise often confusing portals between screens; and limited reliance on traditional RPG inventories and mechanics. In fact, it's hard to detect the influence of any previous CRPGs on Smith's series. Except for a few nods to the tabletop RPG genre in some of the attributes, you could easily imagine that Smith never played an RPG in his life.
Perhaps the most notable element of the Smith games is the way that they handle NPCs and monsters--which are essentially the same thing. There are no generic orcs or goblins in the games; each creature that occupies the world is named and has a specific set of equipment and statistics. Each belongs to a particular faction as well, and monsters of opposing factions will attack each other. Fracas allowed monsters to level-up by killing each other. I don't think the other two had this mechanic, but NPCs and monsters in all games can pick up gold and equipment. A few of them are confined to their starting screens, but a lot more have the run of the map. You could play the three games without fighting a single foe--instead, just watching as other NPCs wander along and mop up the enemies in your path.
![]() |
| Rats ignore my character and decide to steal grain instead. |
Given how much Smith's games differ from traditional CRPGs, it's ironic that he would create the first graphical RPG construction set. (Technically, the all-text Eamon was first.) Numerous Internet pages claim that he was inspired by Pinball Construction Set (1983), but in a comment on my blog, Smith said that he'd never heard of that game; that instead, he was inspired by his previous work on an accounting program that would automatically write a report-generating program. However, in naming Smith's game, Electronic Arts was clearly referencing its previous title.
Adventure Construction Set came with two adventures: The Land of Aventuria and Rivers of Light. The former, written by EA's Don Daglow, is a set of mini-adventures that walks the player through the capabilities of the set. But Rivers of Light is a full-fledged game, based on The Epic of Gilgamesh, requiring some creativity and a good 8-10 hour investment. My previous attempt at the game ended after 8 hours, when--at least 3/4 of the way through the game--I came to an area called "Two-Hero Valley" in which you need--you guessed it--two heroes to open the way forward. I declined to roll up a second character and get him all the way to that point, although it later turned out that it wouldn't have been as hard as I thought.
![]() |
| A screen from the Land of Aventuria. My character icon is an axe. |
I still don't know what other CRPGs or adventure games influenced Smith, but in the Rivers of Light, we can see him making some concessions to them, such as respawning of random creatures and a more standard set of RPG statistics and RPG inventory. Some monsters still roam freely across screens and attack each other (as well as you), but in a less frenetic, unpredictable way than in the previous games. There's a clear distinction here between monsters and NPCs; the latter are immobile and can't be attacked. They just wait until you walk into their square and then offer some dialogue on title cards.
![]() |
| A late-game character sheet in Rivers of Light. |
Rivers of Light is stronger than the other games in its mythological basis. Ali Baba was loosely based on Arabian myth, and Return of Heracles was loosely based on Greek myth, but neither game was afraid to introduce characters and themes from other traditions. Rivers is more firmly in Mesopotamia, and as the character walks the path of Gilgamesh, he must contend with some of the same foes (Humbaba, Shedu), meet some of the same NPCs (Utnapishtim, Urshanabi), and solve some of the same puzzles, like using cedar poles to cross the Waters of Death.
![]() |
| Meeting the Sumerian Noah. |
Consistent with the era, a sword made of iron is fantastically rare and the best melee weapon in the game, and barley serves as the game's currency.
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| Rivers of Light begins. |
Rather than recap all my earlier posts, I'll just quickly summarize. In choosing the character icon, the player can select any of the game's tiles, including monsters, equipment, and terrain. After the player gives a name, the game randomly generates constitution, wisdom, strength, and dexterity statistics.
Missile skill, melee skill, armor skill, dodge skill, and parry skill are all attributes that increase as you successfully use them. This is not the first time we've seen that dynamic, but it's still pretty rare for the era. Encumbrance is an issue, with every item you carry reducing the length of your turn.
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| A character with a skeleton icon starts the game. |
There is an impressive variety of monsters throughout the game, some fixed, some random, including bulls, trolls, rats, asps, bandits, master thieves, ghosts, alligators, bats, and scorpion men. In one notable place, you have to fight a clone of your own character, equipment and all.
The game's action takes place between Mesopotamia and Egypt, in locations like Great Assur, Ashurbanipal's Great Library of Knowledge, and the great pyramid at Gizeh. As he explores, the player gets a number of clues and items necessary to solve puzzles in other areas. The game culminates on an island in the middle of the Nile river, where the player must use his assembled items, powers, and clues to pass through three gates and encounter the spirit of the god Osiris.
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| Preparing to cross the Sinai peninsula, Chester stocks up on water. |
As I said, I was mostly there back in 2010, but I got annoyed in Two Hero Valley, thinking I'd have to build up another character until he was strong enough to make his way across the Sinai Peninsula and join the primary hero. Some commenters alerted me to a "shortcut," but I still didn't think it was worth it and declined to return to the game.
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| Getting "Helper" over here took a trivial amount of time. |
Little did I know that the shortcut was laughably close to the start of the game. This time around, it took less than 2 minutes to create a character and bring her over to Two Hero Valley. There weren't even any combats on the way. I can't believe I gave up that easy in 2010.
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| Approaching the final area, Chester uses a "power" to quench the fire. |
Given that your goal is eternal life, the endgame text is a little disappointing:
You have found the "sealed thing in darkness with fire about it." The essence of Osiris himself rejuvenates you. You can feel a new body forming about your disembodied spirit, bringing your seven souls back together from their wanderings.Rapturously entertained by a chorus of your past lives giving a joyful rendition of your life and struggles, you are taken to a land of milk and honey where you are born again. Wiser now, you may retire with honor or move onward to more adventuring.
On the next screen, the character reappears in the Fertile Crescent and can run around fighting random combats or be saved to the disk for other Adventure Construction Set scenarios.
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| Better than the DOS prompt. |
I gave the game a 30 on my GIMLET back in 2010. Reading over my comments, I want to make a couple of adjustments. I gave it only 1 point for the economy, reasoning "there's not much to buy," but that isn't quite true. The game does a good job duplicating some quest items among the shops and giving you backups for weapons that break or are lost. It's still not a great economy, but it's worth at least 2 points. Gameplay, meanwhile, deserves a bump from 3 to 4; on my replay, I found it just about the right challenge and length. Moving NPC interaction from 2 to 3 would be more consistent with how I've rated things since then, and the quest deserves 3 rather than 2 points for its originality. That raises the score to 34, a couple points higher than The Return of Heracles, which makes more sense.
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| The game's approach to buying and selling items is a little odd and cumbersome. |
Aside from Rivers of Light, it's worth discussing how well Adventure Construction Set serves as an RPG maker. The answer is that while it serves reasonably well for 1984, it would have gotten outdated very quickly. The interface is quite bad, requiring (in the DOS version) the player to constantly hit the INS key to acknowledge messages and choose commands. (In the C64 version, the joystick serves as the sole input and is no less cumbersome.) The inventory system is under-developed: it has a single armor slot and a single weapon slot, the latter constantly switching between melee and missile weapons. The magic system is also bare-bones, with spells appearing as items.
But it was popular enough at the time. Ported to four platforms, the construction set generated enough enthusiasts that they formed a club, published a newsletter, and reviewed and traded adventures. It's hard to find many of them now. An ACS fan page that wants to catalog all user-created adventures has only 10 of them, almost all for the Commodore 64.
| Every ACS adventure starts with an introductory title card. |
I spent a little while on one of them: The Hobbit, by Neil Tiedemen. The description promises to replicate the book. It started predictably in the Shire, with Gandalf as a nearby NPC. I played for a while, but I was confused when I was attacked by another hobbit and had to kill him.
| Where are the dwarves? |
Later, I got trapped between a troll and a skeleton and I was killed. It seemed like it would have been a serviceable enough game, but I wasn't motivated to restart.
| This didn't end well. |
Contemporary reviews of the Adventure Construction Set were somewhat bad. The rudest comes from (naturally) a British C64 magazine called ZZAP!64, which made fun of the graphics and lack of sound and called it "a waste of time and money." The mystery of the review comes from the beginning of that sentence, which is, "Compared with programs already available for writing your own adventures...." What programs is the reviewer talking about that existed in 1985?
Much later, in 1989, Orson Scott Card wrote a Compute! article in which he called ACS's adventures "quite playable" but opined that the interface "was designed by the Kludge Monster from the Nethermost Hell." The best review comes from Scorpia, in the February 1989 Computer Gaming World, who extensively discusses the set's flexibility in things like graphic editing and monster behavior, but complains that even a simple project can take a long time to create.
Good or bad, Adventure Construction Set was all we had for a while. Barring some discovery based on the ZZAP!64 quote above, I think the next RPG creation kit was 1991's Bard's Tale Construction Set, followed by Forgotten Realms Unlimited Adventures (1993). If lists I can find online are exhaustive, there aren't really that many of them. That makes Smith's contribution all the more notable.
Unfortunately, it was his last game. Seeking financial stability, he moved on to other industries in the late 1980s. He left us a small but unique set of titles, and I'm glad I had the chance to play and talk about them all.











