Category Archives: Retro Gaming

Ultima VII, sixteen years late

Well, I’ve finally gone and done it. After years of being pestered nagged lovingly encouraged by a friend to play through the Greatest Computer RPG of All Time, I finally broke down. Using Exult to get it working properly on my non-DOS operating system, I finally installed and started playing Ultima 7: The Black Gate.

U7 is widely regarded as one of the high points in computer RPG history. (My personal pick for best computer RPG is Planescape: Torment—we’ll see if that opinion changes after getting through U7.) I can’t speak yet about U7‘s quality as a game, but I will testify that I have long considered it to have the coolest game box cover of all time:

ultima7

According to rumor, Ultimas 8 and 9 were originally intended to have matching covers in red and blue. Would that they had. Clean, simple, classy: this box art told the sophisticated gamer of 1992 that he was dealing with an RPG considerably classier than the luridly-illustrated competition:

krynn

I might also note that U7‘s cover was significantly classier than at least one previous Ultima cover, which was sufficiently demonic-looking to cause my parents to refuse to purchase it for me (and the mention of “astrological influences” on the back cover of the game box didn’t help):

ultima3

But I digress. What of U7? I’ve only put a few hours into it, but thus far it’s quite good. The graphics and interface are extremely clunky, but it’s amazing how quickly you get used to that when the game itself is really good—try playing the original Doom sometime and you’ll see what I mean. For the first ten minutes you’ll be marveling at the crude graphics; by the fifteen-minute mark you’re as hooked as you were back in 1993 when you first played it.

If there was a point to this post beyond aimless jabbering, I’ve lost sight of it. Excuse me; I’ve got Ultima 7 to fire up.

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Revisiting yesterday's dungeons

Here’s a real blast from the past: the Dungeon Craft project, which aims to perfectly emulate the SSI “Gold Box” D&D games of the late 80s/early 90s. Judging by the screenshots, the graphics look a bit sharper but in general the look and feel is straight out of the original games.

Don’t get me wrong—it’s a cool project, and I always love to see people celebrating the great games of yesteryear. Many of those games are still as fun today as they were back then, despite outdated graphics. But I have to ask: are there really that many people interested in replaying the Gold Box games?

They were great RPGs back in the day—I spent a lot of time playing Pool of Radiance and Secret of the Silver Blades (and who could forget Curse of the Azure Bonds, with the memorably impractical chainmail armor depicted on its box cover?). But thinking back about those games, I’m really hard pressed to think of a way in which they were not completely surpassed, gameplay-wise, by later RPGs like Baldur’s Gate.

I recall the time last year that I sat down to replay, for the first time in well over a decade, the original Final Fantasy on the NES. That was my favorite game for the old Nintendo system and ever since encountering it in high school, I’ve kept it carefully placed on the pedestal of nostalgia as one of the greatest RPGs ever designed. But when I tried replaying it recently, I could scarcely go for five minutes before being overwhelmed by the tedium—endless, repetitive combats, over and over and over, just while traveling from one city to another. Somehow that was an acceptable part of the gaming experience when I was a kid, but these days… not so much. Revisiting classic games is most fun, I think, when the original game has never been built upon by succeeding generations of games—games in unusual genres or styles that were never replicated. But when a genre has been continually tweaked, evolved, and improved over the course of years, it’s sometimes rather painful to go back and try playing through the earliest iterations, no matter how nostalgic it feels.

That’s how I feel about the thought of reliving the SSI Gold Box games. They were a lot of fun back in the day. But would I want to sit down and replay an exact, unimproved recreation of one of them today? What do they have to offer that their grandchildren Baldur’s Gate and Neverwinter Nights can’t handily beat?

But hey, obviously somebody enjoys this, enough that they’re using Dungeon Craft to design their own Gold Box-style dungeon crawls. More power to them. (And I enjoyed Devil Whiskey, a modern recreation of the old Bard’s Tale games, so I’m not really one to complain.) Game on, then, wherever nostalgia may take you.

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D&D Greatest Hits: the dungeon survival guide I want to see

While browsing the local bookstore the other day, I came across the Dungeon Survival Guide, a fairly new D&D release. (Yes, the wife and I periodically trade baby-care duties long enough to let each other take short sanity breaks at the local bookstore. Sooner or later the bookstore owner will realize that our book-buying money is now going entirely into the Baby Formula fund, and he’ll be less pleased to see us walk through the door.)

Where was I? Oh, yes: the Dungeon Survival Guide. Now this is a perfect idea for a D&D book, in my mind: a coffee-table style retrospective on 30+ years of great D&D dungeons. There are so many classic dungeons and modules in D&D’s history that you could easily fill a full-size book with lovingly nostalgic memories of them.

Unfortunately the actual Dungeon Survival Guide as published doesn’t seem to be quite what I would have hoped for it. But the idea is so fun, I just can’t let it go. Here’s what I would’ve done with this book had I been in charge of writing/editing it:

  • Pick 10-15 classic D&D dungeons, from all three editions of the game, to feature. Some of these would be chosen by the D&D team and others would be selected based on a poll of D&D gamers. I’d make sure that a few little-known gems were featured alongside the predictable classics like the Tomb of Horrors and the Temple of Elemental Evil.
  • Get designer’s notes for each dungeon (assuming the author is still alive and willing). What inspired them to create their dungeon? Was it to showcase a particular monster? Make use of a hitherto-unused environment or setting? Kill off as many adventurers as possible? I’d love to hear reflections and anecdotes about these dungeons straight from the creators themselves.
  • Get actual-play accounts from D&D players who actually played or GM’d each dungeon. What was memorable about playing through the dungeon? What off-the-wall tricks or strategies did their party use to survive? Or did their party get wiped out—and if so, by what?
  • Show us the cool parts of the dungeon! Give us details and stats for the most memorable encounters, scenes, or monsters from the dungeon. If space allows, give us the entire dungeon floor plan with key encounters described! Did the dungeon have a particularly memorable final boss battle? A really clever series of deathtraps? A bizarre environment with strange new monsters to go along with it? I wan to see ’em! I may never run my players through White Plume Mountain, but I’d love to see what encounters, traps, and opponents made it so classic—so I can borrow them or use them as inspiration for my own games. Guidelines for incorporating these encounters into the latest edition of D&D would be useful too.

The last item is the most important—as much fun as it would be to read accounts from the dungeon creators and players, what I’d really want to see is the specific encounters and dungeon elements that separated these classic dungeons from the hundreds of non-classics. I suppose what I’m describing is closer to a “D&D greatest hits compendium,” with a bit of flavor commentary on the side. Surely there are enough noteworthy dungeon elements from D&D’s long and colored history to make one heck of a useful grab-bag book for DMs.

Maybe the Dungeon Survival Guide does some or all of those things. I don’t know because the money I might’ve spent on it went into this week’s supply of Pampers. But if not, maybe somebody else will come along one day and make the D&D Greatest Hits book that I’m looking for.

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RIP, Angus McBride

I learned this week from the Ex-Teenage Rebel blog that Angus McBride, well known for his marvelous fantasy illustrations, passed away just a few days ago. He did a lot of different illustrations throughout his life, but I’m most familiar with his work for Iron Crown’s Middle-Earth Roleplaying Game, the RPG on which I cut my gaming teeth. His depictions of the people and places of Middle-Earth were enormously influential on the way I perceived Middle-Earth during my formative teenage Tolkien phase. To this day, his artistic style (much more than, say, Peter Jackson’s film trilogy) is the main filter through which I visualize the colors and style of Middle-Earth.

Here are my two favorite McBride Middle-Earth illustrations; the first is the cover of the Riders of Rohan module, and the second is from Gates of Mordor:

The gaming world is much richer for McBride’s contributions. Rest in peace.

(Both of the above images I found here, where you can browse many of his other excellent Tolkien illustrations.)

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Leave me alone–I'm playing Nethack

AngbandThis link is for my old pal pcg, who I believe loves Nethack and other roguelike games even more than I do: Roguelike Magazine, a magazine devoted to discussion of the roguelike genre. What a fun idea for a magazine–and the first issue is quite promising, especially the article about interface concepts.

If you’ve never played any of the roguelike family of games, you’re really missing out on one of the great gaming experiences; Nethack and its ilk are living proof that pure gameplay can make even the crudest graphics acceptable. My personal roguelike game of choice has always been Angband–I guess I like the (very, very loose) Tolkien connection–but they’re all good in my book.

At any rate, I hope the magazine does well, and that the roguelike community embraces it.

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Best. games. ever?

OK, maybe not the best games, but the most important games. A panel of game industry luminaries has put together a list of the ten most important games of all time. The games are:

Spacewar! (1962), Star Raiders (1979), Zork (1980), Tetris (1985), SimCity (1989), Super Mario Bros. 3 (1990), Civilization I/II (1991), Doom (1993), Warcraft series (beginning 1994) and Sensible World of Soccer (1994).

Seems like a pretty reasonable list–it’s interesting to try and identify games that were really important in advancing new gameplay ideas, as opposed to just ranking them based on popularity or nostalgia. (Although obviously most of the important games also happened to be popular ones.)

I see two possible holes in the list, however. One is that there really isn’t a full-blown computer RPG represented on the list–you could say that RPGs grew out of the adventure genre, but the computer RPG genre of the mid-80s and later really evolved into something unique. I’d nominate Ultima IV for the list–not only was it an enormously important RPG, but it was also one of the first games to successfully incorporate a coherent moral worldview into gameplay.

Secondly, and more debatably, I wonder if there shouldn’t be a graphic adventure game on that list somewhere. Granted, they evolved out of text adventures as did RPGs, but their use of graphics to enhance otherwise typical adventure gameplay had a big impact on later games and genres. I’d probably nominate King’s Quest I for that honor.

(But then, I guess nobody really asked me, did they?)

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Nostalgic gaming: a look at Iron Crown's 1983 Fellowship of the Ring

The hall closet in our apartment is, much to my wife’s dismay, stacked high with boardgames I’ve acquired throughout my sordid life as a gamer. Both of the adults in the family have degrees in archaeology, so perhaps it makes sense to view the tall stack of games in the closet as a sort of stratigraphy of my gaming life: the uppermost strata contain such recent artifacts as Arkham Horror and a few of the latest Axis and Allies releases; moving down the stack and back through time, one comes across Civilization, Gulf Strike, and Squad Leader; and buried in the bottommost layers are relics from my junior high and high school gaming days: B-17: Queen of the Skies, Battletroops, and other classics of yesteryear.

Today I want to reminisce about one of the games from the very earliest strata of that gaming pile–a curious and nearly-forgotten boardgame with which I was obsessed throughout junior high, and which eventually served as an entrypoint for me to the world of roleplaying games. The game is The Fellowship of the Ring, published in 1983 by Iron Crown Enterprises, and–like some of the Iron Crown RPGs I would later play–I loved it, although I didn’t always completely understand it.

Continue reading

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Free strategy games from the dark depths of the 80s

Ever heard of Dwarfstar Games? I hadn’t either, but it turns out they released eight rather quirky little strategy games in the early 1980s, all most of which are now available for free download. Most of them look like fairly short and straightforward strategy games, with an obvious wargame influence–the hexgrid maps and cardboard chits are a dead giveaway.

Downloading digital scans of the game maps and playing pieces isn’t quite as cool as actually owning the physical thing, of course, but for $10 or so at your local copy shop, you could probably recreate a fashionably old-school physical copy of the games. Might be a fun change of pace from all those new-fangled, high-production-quality games you kids are playing these days.

(More info and reviews of each game are available here. Spotted at Game It Yourself, which lists many, many other freely downloadable games.)

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Thanksgiving, King's Quest, and more rambling about my obsession with revisiting classic game franchises

It’s the week after Thanksgiving, which means a couple of things. Firstly, it means it’s time to re-adjust to actually working every day after a long and relaxed holiday weekend that involved… well, not a lot of work of any sort. And it means that we’re forced to come up with increasingly creative ways to incorporate large quantities of leftover turkey and cranberry sauce into meals. All this to say: welcome back, those of you who celebrated Thanksgiving last week; and I hope you had as enjoyable and reflective a holiday as I did.

My wife and I aren’t really “born shoppers” at heart; neither of us minds running out for groceries or occasionally swinging by the mall to pick up a few items, but we derive no special enjoyment from the act of shopping. And so we were a bit surprised to find ourselves suiting up last week Friday–the day after Thanksgiving, an infamous celebration of capitalism and the free market–to brave the holiday crowds and do some Christmas shopping. Off to the mall we went, bracing ourselves for the post-holiday shopping mayhem.

The mall was indeed crowded. And as usual, I reasoned with my wife that While we’re in the mall, I really ought to stop by EB Games, you know, just to see what all the kids are playing these days. Fair enough, she said, eager to be free to wander the Bath and Body Shop (or something like that) without a dour-looking husband trailing her silently through the aisles holding a scarf over his face so as not to be knocked unconscious by the choking, overwhelming potpourri fumes.

So I went to EB Games, and that, in case you’re wondering, is what this rambling post is really about. While at EB Games I picked up a Sims 2 expansion for my wife (she’s an addict), and while walking to the register my gaze fell upon something interesting: a King’s Quest anthology.

Could it be true? Indeed it was–the whole KQ series, updated to run on modern Windows versions and bundled for $20. Next to the KQ anthology were Space Quest and Police Quest collections as well.

This is exciting stuff. The King’s Quest games were second only to the Zork series as far as my childhood game influences went. The early KQ games, like a lot of Sierra titles from that era, were really well-written and clever. I played King’s Quest 2 almost incessantly on my parents’ old-school Macintosh in junior high. I remember wandering all over the game world, mapping my progress with good old-fashioned pen and paper, saving the mermaid, outwitting the witch, and escaping the vampire. And I’d spent countless hours discussing the more difficult puzzles and challenges with my friend Raymond, whose love for the Sierra adventure titles exceeded even my own.

I can’t believe it’s taken so long to get here, but it’s just a terribly good idea to bundle up the old Sierra adventure game series and sell them. Some have aged better than others, but the basic puzzle-based gameplay works well even today, and as I’ve said before, I think it’s really important and inspiring to look back at the great moments of gaming history and remind ourselves that good gameplay can make you overlook even the crudest graphics.

There are so many excellent games that deserve to be revived in this fashion–dug out of the archives, tweaked so that they’ll run on modern operating systems, and bundled up with their sequels. It’s a real shame that the Ultima series, Infocom titles, LucasArts classics, and countless excellent Interplay games are so difficult to find; even those that were released in anthology form back in the 1990s often require massive hacking to run well on modern computers. You’d think that the companies that own these franchises could earn themselves a bit of extra cash by hiring somebody to update their classic DOS titles and make them available for online purchase through their websites. Maybe the re-issue of the KQ and other Sierra series is a step in that direction, although I’m afraid they won’t stick around on store shelves for more than a few months before disappearing into whatever abyss awaits Games That Are More Than Six Months Old.

I should note that one company which is doing this very thing–taking old titles, updating them, and re-releasing them–is Matrix Games, which is renovating an impressive number of aging computer wargames in this fashion. They’re helped by the fact that unlike other genres, good wargames tend to age relatively well since graphics have never been their main selling point. But here’s hoping that other companies with the rights to classic game titles consider investing a bit of money into renovating the classics.

And back to the topic of King’s Quest, I would be remiss if I did not mention the fan remakes of several KQ and other Sierra titles over at AGD Interactive. That sort of project can at least tide us over until game companies get serious about making their classic titles available again.

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Insta-dungeon

Here’s a fun one: an automatic dungeon generator that creates not just a map, but also a complete list of encounters for a dungeon based on the parameters you set. The results are surprisingly game-able, in an old-school sort of way! File this one away for the next time you find yourself at the game table woefully unprepared.

No insta-generated dungeon could possibly be worse than a few of the completely-made-up-on-the-spot dungeons I’ve foisted on my players in the past. Of course, cobbling together random monsters and dungeon layouts is a time-honored D&D tradition, and is made easier by the fact that typical D&D dungeons tend not to be marvels of architectural logic. As long as the players think you know what you’re doing, it’s all good.

It would be a fun gaming challenge to auto-generate a half-dozen of these random dungeon maps and then play straight through them as one mega-dungeon, using the listed encounters as written and not worrying about internal consistency. I’d say that has about an equal chance of either being the most entertaining gaming experience of my life, or the experience that finally makes me consign my Dungeon Masters Guide to the flames and take up a normal hobby, like golf or LARPing.

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