Thursday, October 15, 2015

The Game of Dungeons v8 and Moria: Impasse

It appears that I've reached something of an impasse in regards to Moria and The Game of Dungeons.

Not that I've stopped playing them.  On the contrary, I'm progressing slowly but surely through both.  The problem is this: all of these PLATO games are incredibly front-loaded.  There's no plot progression, little in the way of interesting new places to explore, and no features that become available as you advance.  The games are what they are from the very beginning, and they don't change all that much as you progress.

Needless to say, this is a problem for a blogger trying to maintain a weekly schedule.  I've tried to have two games on the go at once to make sure that I'd always have something to write about, but currently I'm tapped out on both.  I've milked them dry.

So I'm probably going to abandon Moria for the time being, and focus my PLATO-time on finishing The Game of Dungeons (it doesn't feel like as much of a futile slog).  In the meantime, I'll move on to the next game on my list.  If I follow my list strictly chronologically, the next game is Oubliette, but that's another PLATO game.  I don't want to get bogged down in a third one of those.  There's also DND, written by Daniel Lawrence for the PDP-10 mainframe, but that seems to have been a port of The Game of Dungeons.  It got reworked and released as Telengard in 1982, so I'll pick up that thread when I come to it.

Given that I'm kind of burned out on these prehistoric RPGs, I think it's time to pick up another text adventure.  I have Adventureland on the list for 1978.  I see that it's the first text adventure game for microcomputers, and the first game from Scott Adams, so it seems like the perfect game to play next.

Friday, October 9, 2015

The Game of Dungeons v8: Widening My Scope

After a few weeks of focusing on one dungeon, trying to explore as deeply as possible, and dying repeatedly, I've changed tactics.  The Game of Dungeons has three dungeons, after all: Whisenwood, the Tomb of Doom, and the Caverns.  I've decided to broaden my focus, and explore all three dungeons in parallel.

This is working pretty well so far.  None of the three dungeons is more dangerous than the others, so there's no reason to avoid any of them.  After exploring the top levels of all three dungeons (and doing a decent amount of grinding) I have a 9th level character, with a decent selection of magic items.  If I proceed with the appropriate caution, I think that Geoffrey will do well.

Caution is the key word, as I'm taking very few risks.  I'm determined to grind until I'm perfectly safe on dungeon level 2 before I descend any further.  I've stopped reading magical books altogether, as there's really no protection against Explosive Runes.  I don't drink potions unless I know they're safe, and I don't open chests that I know have traps in them.  It slows my progression a bit, but not as much as starting over from scratch.

The Tomb of Doom and the Caverns aren't significantly different to Whisenwood, but I've noticed that they have their own quirks that make them more difficult to navigate.  The Caverns are loaded with areas that cause hallucination, while the Tomb has a lot of transporters leading up and down.

I've taken a look at the Hall of Fame to figure out what level I need to reach to finish the game.  The lowest level there is 68, and the highest is over 700.  The majority are around level 80, so I think I should be fine if I advance to about level 100 or so.

And now, a selection of things I've observed in the last week of gaming:

  • Once you get strong enough, monsters of low levels pose no threat at all.  My character, currently at 9th level, can't be harmed by monsters of 3rd level or below.  You can even set it so that your character automatically fights monsters below a certain level.  It's very satisfying to watch your character mow down enemies without ever having to press the Fight key.  In a smart move by the developers, auto-combat turns off for Rust Monsters and Eyes of Thieving.  Those enemies are best dealt with via magic, and fighting them is never a good idea.

Geoffrey is set to Auto-Fight monsters below level 3, and to ignore books.

  • Not only can you set the level for Auto-Combat, but you can turn some other options on and off as well.  I don't want to risk reading books any more, so I've turned them off: they don't show up at all while I'm exploring, and that removes any temptation to read them.  You can do the same with chests and potions, too.
  • I forgot to mention this, but during character creation you must choose an Order that your character belongs to.  The Orders have names such as Black Knights, Ruby Crown, and Ivory Tower.  My favourite is the Dead Moose Order.  As far as I can tell, this has no effect on gameplay whatsover, and I wonder why anyone bothered putting it in the game.  If you look at the Hall of Fame, the vast majority of characters there have chosen Emerald, which suggests that players are just automatically hitting 1 when the option comes up.  I like to choose my Order based on my character's stats and race; I can't resist the urge to do role-playing.


  • I had thought that the Cleric spell Dispell was the most effective against Eyes of Thieving, but for some reason it hasn't been working so well lately.  I've switched to the Pray spell, and it seems to be working better.
  • I haven't mentioned them yet, but sometimes you will randomly find Symbols.  Some of these will increase your stats, and there are ones that gives you more experience, money and hit points.  They take effect on you automatically.  There are a lot of negative symbols as well, but I haven't encountered those yet.  Apparently they don't affect you automatically, but there seems to be no way to avoid them except by chance.
  • Using the PG-UP and PG-DN keys, you can teleport up and down between levels, at the cost of 1 magic and 1 cleric spell.  This comes in very handy when you get lost, or fall down a chute, but occasionally it backfires and does the opposite of what you want.
  • Similarly, you can hit the P key to pass through any wall, at the cost of a magic spell.  It's another handy navigational tool.
  • You can use your Clerical magic to restore hit points.  Even better, the option is there to do it on the Open Chest menu, so you can heal yourself before risking a trap.

Thursday, September 24, 2015

The Game of Dungeons v8: Monsters

I've been splitting my gaming time (usually about an hour each night) between Moria and The Game of Dungeons, so I haven't been making a great deal of progress in either.  (Indeed, when it comes to Moria my progress has been backwards, as I died very stupidly and have to start from scratch.)  The majority of my time on The Game of Dungeons in the last week has been spent grinding for experience, which isn't the most interesting thing to write about.  Instead I thought I'd describe the various monsters, and their weaknesses.  Here is a screenshot showing every monster in the game:


Shadows: Rather than attacking your hit points, Shadows drain a point from your Strength on a successful hit.  This means that they don't pose much of a threat to your mortality, although they can apparently kill you if your Strength is drained to 0.  This hasn't happened to me yet, mostly because Shadows aren't all that difficult to kill.  The Cleric spell Light Candle kills them quite easily.

Rust Monsters: If a Rust Monster attacks you, it will eat your sword.  If you attack it, you will also lose your sword.  This isn't much of a problem if your sword is normal: you just have to go back to the surface to get another one for free.  If your sword is magical, that magic is gone forever.  The best spell to use on them is the Magic spell Eye of Newt; this turns the Rust Monster into a newt, allowing you to step on it (often with a satisfying "Squish!" message).

Mind Flayer: Mind Flayers drain your IQ rather than your hit points.  They're a little more difficult to deal with than Shadows, as I haven't worked out a good spell to use against them.  They are strangely susceptible to being charmed, though, and they're great to send into battle against Wizards.  My current character has a really low IQ, so I always get a little concerned whenever I have to fight a Mind Flayer.

Vampire: Vampires drain your experience points, which is just the worst.  If you lose enough XP your level will drop, and if they drain you below 0 you die.  This can be used to your advantage, though: if you gain a level and don't get many extra hit points, you can always get drained by a vampire and try again.  Like Mind Flayers, they're easy to charm, and the Cleric spell Holy Word is effective on them as well.  Apparently you can defeat them with a cross as well, but I've yet to find one. 

Dragon: Counter to most games, Dragons aren't all that difficult.  You just have to remember that the Magic spells Fireball and Flaming Arrow barely affect them.  I usually go with Eye of Newt.

Wombat: I live in Australia, and I've seen a lot of wombats in real-life.  Threatening they ain't, and I'm quite mystified as to what they're doing in this game.  Regardless, a Flaming Arrow spell is usually enough to kill them.

Death: Actually not all that deadly.  Their only special ability is that it's impossible to run away from them.  A Holy Word spell works well on them, as do the usual damage spells (Flaming Arrow, Fireball, Lightning Bolt).

Spectre: Thankfully, unlike in tabletop D&D, Spectres don't drain experience.  They simply damage your hit points.  A Lightning Bolt spell won't work on them, but Flaming Arrow and Fireball do, as does Holy Word.

Eye of Thieving: If you get into melee combat with an Eye of Thieving, there's every chance that it will steal one of your magic items.  It's chances depend on the difference between its level and yours.  The only way to avoid it for sure is to use magic, and I've found that the Cleric Dispell is the best against them.

Phantom: Strangely for an undead creature, it's resistant to Cleric spells like Holy Word.  I find that a Flaming Arrow works okay, or just plain melee.  I've had a lot of trouble with Phantoms; I haven't found a spell that's super-effective against them, and they seem to do a lot of damage in combat.

Warrior: It's almost refreshing to encounter one of these guys, and to know that you're just fighting a regular dude.  If they're 4th level or under a Sleep spell will defeat them, otherwise Flaming Arrow is good.  I find that Charm also works well, and will net you a versatile minion with a decent number of hit points.

Balrog: The first time a Balrog attacks you can be a bit scary, but any reputation they have from Tolkien hasn't translated to this game.  They're not all that tough, and a Holy Word or an Exorcise spell does well against them.  I'm pretty sure they're resistant to fire spells.

Wizard: Wizards are very susceptible to the Magic spell Mind Blast, and the Cleric spell Light Candle.  I don't think they have any particular special abilities, and I've never had all that much trouble with them.

Demon: Demons are resistant to fire spells, and most of them will be killed by an Exorcise spell.

You might have noticed that I didn't detail the various Slimes.  That's because it's quite difficult to figure out which type you've encountered.  You can see their icon from one step away, but to actually discover what type of slime it is you have to enter their square.  I've been blowing them away with spells where possible, so I haven't gone about cataloging their abilities.

(Oh, and while I was tooling around in the dungeon trying some things out for this blog, my 10th level character got blown up by a trapped chest.  Fuck this game.)

Thursday, September 17, 2015

The Game of Dungeons v8: The Death Spiral

I've been caught in something of a repetitive loop playing this game: create a character, grind until it's about 6th level, delve to the lower levels to do some mapping, die, start all over again.  I'm not quite sure how to break out of it, to be honest.  After 6th level, advancement slows considerably, and I don't feel as though the difference between 6th and 7th is all that significant.  Perhaps I just need to grind it out until I reach 10th level, or even higher.  It's just a matter of time, if I'm patient enough.  I just hate sinking time into a game and making no progress.

Currently I'm mapping the 4th level of Whisenwood Dungeon, but I don't really have much to write about that I haven't mentioned already.  In lieu of genuine content, here are my maps of the first three levels:

Whisenwood Level 1


Whisenwood Level 2

Whisenwood Level 3

As you can see, every dungeon level is the same size: 15x15 squares.  I should have marked it on the map, but your starting location on level 1 is always the square just south of the Excelsior Transporter (marked with a T).

The game is difficult to map accurately, as you can see from the arcane notations above.  I've used different colours to denote walls, doors and transporters.  The walls, of course are black, and the doors are brown.  The light blue borders are transporters that take you up a level, and the green ones take you down a level.  As in the earlier version of the game, when you go to a new level you appear in a random location.  This is part of what makes mapping the game difficult: you have to start by mapping little bits and pieces, because you won't always be transported to the same sections of the map.  Gradually the map can be pieced together, but until that happens it can be hard to get your bearings, and even harder to find a transporter that takes you back up.

(Luckily, there's a feature that's carried over from the earlier game: a spell that can teleport you up or down a level, by pressing SHIFT-PGUP or SHIFT-PGDN.  It uses up both magic and cleric spell slots, and it can also backfire and take you deeper into the dungeon, but it's vital for getting out of an unfamiliar level.)

The Excelsior Transporter that I mentioned earlier is great: you just have to step on it, type what level you want to go to, and it whisks you there instantly at the cost of a few hit points.  Also on the first level is an alchemist and a weapon store, but the prices are exorbitant; at this point I'm much better off converting that gold into experience points.

You may also have noticed a lot of arrows all over my maps.  If an arrow is pointing at a wall, that means the wall exists from one side, but not from the other; you can walk through in the direction that the arrow is pointing.  If an arrow is pointing at a transporter or a door, it likewise only exists from one side.  Sometimes the other side will be a wall, and sometimes it will be an empty space you can move through; I haven't figured out a good way to mark that on the map.  So the maps aren't 100% accurate, but they're good enough to tell me where I need to go.

Wednesday, September 9, 2015

The Game of Dungeons v8: Two Steps Forward...


As you may have gathered from the above screen shot, I've been dying quite a bit while playing The Game of Dungeons.  Like all the PLATO RPGs, death in this game is irreversible, but at this stage it's not such a major setback.  I'm currently mapping level 3 of Whisenwood Dungeon, which requires a character of about 5th or 6th level to explore in reasonable safety.  Reaching 6th level can be done quite quickly with a bit of grinding on the entry level of Whisenwood, so exploration has not been much curtailed by my frequent deaths.

Let's examine some of the ways that I've been dying.  The screenshot above is an extreme example of my own stupidity.  I had been exploring level 3 of the dungeon, when I was attacked by a  level 5 Spectre (there are a limited variety of monsters in the game, but they get stronger the deeper you explore).  I decided to hit it with a fireball spell, but the spell backfired on me (regular readers may recall that fireball and lightning bolt are the two most powerful spells in the game, but have a tendency to damage the caster).  Not only was I reduced to 18 hit points, I was also blinded.  While I sat waiting for the blindness to wear off, I was attacked by another monster.  Because I was blind I had no idea what type of monster was attacking me, so I decided to chance using the fireball again, as I wanted to make sure of killing it.  It backfired again, and killed me, resulting in the embarrassing screen shown above.  It was my best character so far, done in by a series of bungles and misfortune.  Such is life and death in the unforgiving RPGs of the 1970s.

I've had a few deaths caused by monsters, but not too many; a decent knowledge of the spells, and the addition of the ability to charm monsters, has served me well.  Most of my deaths have come from other sources: explosive runes from trying to read magic books, drinking potions of degeneration that drain hit points with every step, falling down chutes to lower dungeon levels and running out of spells.  It's a lot of the same stuff that was killing me in the previous version of the game, to be honest, but I would say that v8 is a bit less deadly on the whole.

The last thing I wanted to talk about was character progression.  In the version of The Game of Dungeons that I played before, character progression is constant.  So long as you survive your dungeon trips, you'll gain more hit points and items, and will steadily grow more powerful.  Version 8 is different.  There are Vampires that drain your experience points, Slimes that eat your boots, Shadows that drain your Strength, Mind Flayers that drain your IQ, and Eyes of Thieving that steal your magic items.  It's inevitable that these monsters will get you at some point, so the progress of your character won't always be upwards.  I spent a while building one character up to level 7, only to be drained by a Vampire and swarmed by Eyes of Thieving.  I escaped the dungeon, but I was back at level 5 and all of my magic items were gone.  It's frustrating, but there's nothing to be done about it but head back into the dungeon.  What else am I going to do, stop playing?

I don't mind these setbacks, because the game is fun.  The constant threat of losing things permanently, with no safety net, is a big part of the appeal of these games.  If you don't like the idea of playing without a saved game, then the PLATO RPGs probably aren't for you.

Thursday, September 3, 2015

The Game of Dungeons v8: Fun With Invincibility

Most of my gaming time has been devoted to Moria (because it's so damned big), but I've managed to fit in a few hours of The Game of Dungeons over the last week.  I've only lost four characters so far, which is quite good; I think that I might still have some residual talent for the game from when I played the earlier version.  My current character is an elf named Melf, who has reached fifth level by way of a huge treasure haul.  He's at the point now where he's basically invincible against all of the monsters on level 1 of Whisenwood Dungeon.  I can roam around without fear, killing everything in sight and never taking even a single hit point of damage.  It's quite gratifying after the caution required at the start of the game, and it's a great aid to mapping as well.

I found out the hard way, though, that you have a cap on the amount of treasure that you can carry.  The haul I mentioned above was a chest containing 100,000 gold pieces.  I was only able to take about 25,000, much to my dismay.  The limit is based on your Strength score and your race: Humans can carry the most, then Dwarves, Elves and Gnomes.  As an Elf with a Strength of 10, I can't really carry a lot.  I'll need to find a Bag of Holding as soon as possible.  (Also, the Help file states that you can only gain one level at a time, but I'm certain I jumped from 2nd level to 5th in one go.)

I've only mapped the first level of Whisenwood Dungeon, so my progress is somewhat slow.  There are a few things I forgot to mention last week though.


The game still features the same odd trash-talk.  Messages such as "Skewered!" and "Ribbons!" appear at the top of the screen whenever you kill a monster.  Above is my personal favourite: "What a Moose!", said while defeating a Phantom.  It's baffling.  Note also that my character in the image above has no sword: it got eaten by a Rust Monster.


There's an area on the first level that causes you to hallucinate.  My character above is seeing hallucinatory cobwebs and slime.  The doors aren't real either.  It was a bit disconcerting the first time it happened, and can really play havoc with your sense of place.  It didn't do my map any favours either.

I didn't mention slimes last time around, but they're a pretty major addition to the game.  There are seven varieties of slime in the game (including the cobweb pictured above)  Each slime affects you in a different way: some will do damage, some will eat magic items, and there are even ones that anesthetize you so you have no idea how many hit points you have left.  I've been wading through them and suffering the consequences, but just tonight I discovered that you can kill them from one space away by using magic.  You get the option of using Fire, Cold, Lightning of your sword.  Each type of slime has it's own particular weakness, and if you pick the correct one it will always succeed.  I haven't figured the various weaknesses out yet, but it's good to know now that I can get rid of the buggers.

That's it for this week.  It's time to send my character deeper into Whisenwood Dungeon, and hopefully by next week I'll have made some greater progress.

Friday, August 28, 2015

Game 6: The Game of Dungeons (aka dnd) v8 (1978)

Back when I started The Game of Dungeons, I noted that there were two versions on cyber1's PLATO emulator.  I played and finished version 6, but I said at the time that I would eventually revisit the game and play version 8.  Since Moria is becoming a drag I figured that now is a good time.  I'm glad I did, because version 8 is certainly different enough to merit some posts.


In version 6 of The Game of Dungeons, the goal was simple: find the Orb at the bottom of Whisenwood Dungeon, defeat the dragon guarding it, and escape back to the surface.  That goal remains in version 8, but the game has been greatly expanded.  There are now three dungeons: the aforementioned Whisenwood, the Tomb of Doom, and the Caverns.

Whisenwood Dungeon in this version of the game no longer holds the Orb.  Instead there's a fountain at the bottom that supposedly cures all ills, which is guarded by the Grim Reaper.  The Orb and the Dragon are now found on the lowest level of the Caverns.  There's another quest item in the game as well: the Grail, which is in the Tomb of Doom and guarded by "The Vampire".  Retiring to the Hall of Fame is done by claiming both Orb and Grail.


I've been playing version 8 for about an hour or so, and while the basics of the game remain intact, I'm also noticing some significant differences.  The most notable of these is probably character advancement.  Version 6 didn't have levels; instead, any gold you carried out of the dungeon was directly converted into hit points, at a rate of 1 hp per 4000 gold.  Now the game has levels, and your gold converts into experience points instead of directly into hit points.  It's difficult to figure out how much experience is needed to gain a level, because I can't find a screen that shows me what my current experience is.  You also gain experience for defeating monsters, which I'm pretty sure is new to this version of the game.

I've been exploring the top level of Whisenwood, and the layout is different than it was in v6.  It looks as though the levels are 15x15 squares, but I don't know how deep the dungeons go (Whisenwood had 20 levels in v6).  The Excelsior Transporter is still there (for the uninitiated, it can be used to quickly transport to any level of the dungeon, but using it costs hit points, and takes more the deeper you go).  The top level also has two new additions: an Alchemist and an Armory.  You can buy potions from the former, and magic weapons and armor from the latter, but the prices are steep.



There are new monsters in the game, and they do more than take away hit points.  Rust Monsters will eat your sword (and your icon changes to match, in a charming touch).  This makes you less effective in combat, but you can get a new one by making it back to the surface.  Shadows drain a point from your Strength score, while Vampires feed directly on your experience points (and yes, you will lose levels).  Mind Flayers feed on your Intelligence score.  As in v6, monsters have strengths and weaknesses against the various spells, which I'm still trying to figure out.

Character creation has a couple of new touches that makes things more interesting.  The first is your race.  In v6 this was never specified, but here you can be a Human, Elf, Dwarf or Gnome.  It's randomly determined, unfortunately, but at least it gives a small amount of differentation.  Elves are better at spellcasting, and have higher IQ and Wisdom.  Dwarves are better at fighting, always know what level of the dungeon they're on, and have higher Endurance.  Gnomes are more agile, better at running away, and also better at avoiding traps when opening chests.  Humans can carry more gold than the others.

Also, every character has an inheritance, and most of them will begin the game with a magic item.  My first character started with a +1 helmet, and others have had potions and amulets of ESP.  I'm a big fan of this, it makes each character feel unique.  It also gives some extra menace to the monster known as the Eye of Thieving, which often pops up to steal your stuff.  There's not much point to it if you don't have anything to steal, is there?

The magic system hasn't changed a great deal, except for one great addition: charm spells.  You can charm any of the monsters that attack you, and they will follow you around the dungeon and fight for you.  I don't think you can have more than two at a time, but it's cool to have minions to order around, and it does a lot for the survivability of low-level characters.  I've been getting a lot of use out of my meat shields.

You can see at the top of the screen that I have a charmed Vampire in my service.

There's more to The Game of Dungeons v8 that I haven;t mentioned yet, but I think I'll save it for future posts.  I'm having a blast getting back to this game: v6 was probably my favourite of the ones I've played so far in the blog.  It's certainly a welcome change from Moria.