There's an entire generation out there--maybe even two generations, depending on how you define it--who have always had computer games and have always had RPGs. People who were born the same year Fallout was released are eligible to vote; those born the same year The Elder Scrolls came into existence can now drink. You could have no original memories of Gold Box games and yet have children of your own, on purpose. It's hard for me to imagine what it must be like to always remember a computer in the house, a live Internet connection, and as many games as you had time to play.





I think I can remember the specific day--although it's possible, 30 years later, that I might be conflating more than one occasion. I was grooving on my friend's sister's friend at the time (he was a bit older than me; she was my age), and during a planned sleepover at his house, I had it on my agenda to make some kind of move. But he showed me the game, and those plans went out the window. I spent all day and night playing the game--I remember he got pissed at me at one point--and it would be six more years before I kissed a girl.

The main menu with the odd legal notice.

Monsters are mostly original creations rather than deriving from Tolkien or D&D.

Monsters are resistant to some weapons and particularly vulnerable to others.

There's an extensive gambling system with three different kinds of games.

Not all weapons and armor are available at the outset of the game; higher-order items become slowly available over time.

Character development is largely based on plot developments rather than traditional experience and leveling.

A bit of the backstory as the game begins.

All there is to character creation.

Fighting a Woods Ogre. Different monsters appear depending on what terrain you're standing on.

I thought I once heard that a one-l lama is a priest.

Bribing a guard to talk to his prisoners.

Actually, with no "split" or "double down" options, the odds might be worse than 50/50.

Roulette offers the best odds.

Double-or-nothing is the easiest way to build your finances, but it comes at a price.

It would not be a good idea to annoy the guards in this town.

Visiting a cathedral. Donating money at the altar gets me holy water in the room to the northwest.

Playing the skeet-shooting minigame.

And reaping the rewards!

This was right where I remembered it.

I guess I shouldn't have opened that chest.

My character at the end of this session.

When you enter the altar room of a cathedral, it warns you that "sinners" aren't welcome. I'm not sure how the game determines that you're a "sinner." I hope killing guards isn't considered a sin, because that seems almost inevitable.

"Rob" is another command that you have while in cities. Maybe that's how you sin. I haven't explored it yet because it seems easy enough to make money other ways.

If you die, Mesron resurrects you in a random place with 15 gold, 200 hit points, and a small amount of food. Your weapons are gone but your armor remains. Better to just reload.

The game is a lot more colorful than I remembered. Were there versions that were more monochrome? Probably not. I tend to remember Ultima V with drab colors, too, and it's quite the opposite.

In Ocean Cathedral, I found an enchanted flute that said "play me but thrice!" I saved and played it to see what would happen: it causes a pilgrim to appear who offers food, medicine or gold. I reloaded so I wouldn't waste one of three chances. Anyway, the flute seems to be a way to get out of a bad situation in an emergency, at least three times.

I haven't seen a hint of a magic system yet, and there isn't a keyboard option that has anything to do with magic. It's possible that spells show up as inventory items later that you (H)old and (O)perate.

"Vacate" is a useful menu option while in towns. It allows you to immediately leave when you've concluded your business. (It doesn't work if the guards are aroused, alas.) "Kill self," on the other hand, has questionable utility.

It was probably on the strength of this game alone that I pressured my mother to buy me a C64 and disk drive, and I guess I must have copiedfrom my friend. Things that happened when we were younger tend to loom larger and longer in our minds. In reality, I might have only playedfor a week or two before winning, but in my memory, the game seems to have been around for years. I remember the same thing with, which I would have acquired around the same time. There was no pressure to "win" the game--heck, I'm not sure I even knew, in those early days, that thewas to win. I was just happy to wander the lands, fight, buy better equipment, and level up. It seems to have taken forever before I discovered the Land of Evil, and even longer before I experienced the awesome winning sequences, which still stand out in my mind as better than 99% of the games I've played since.I have no excuse for waiting this long to re-visit it as part of this blog except for my own pathology. When I first started the blog, I was afraid of non-DOS emulators and refused to make an exception, not even for the first RPG I ever played, not even for superior versions of other RPGs. Later, when I changed my rules, I insisted on reaching the game naturally instead of prioritizing it. However, I did engineer things so that it would be my 200th game.Starting the game a few days ago, for the first time in 30 years, was a surreal experience. I hardly remembered anything substantive about it, just random things like the basic placement of the castle, the way my friend and I used to laugh at a monster called a "flesh feeler," the use of "rawhide" as the most basic armor, and the "rope and hooks" that serve as both a weapon and a tool.was written by Charles W. Dougherty of Michigan and published by SSI. At the bottom of the first menu screen, we have a note that "game structure and style used under license of Richard Garriott." In, Matt Barton says "to their credit, SSI took the precaution of securing a license from Garriott," which is how I always understood it. A couple of sites, however, including Wikipedia, suggest that the licensing was a result of a lawsuit from Garriott's end. None of these latter claims are particularly well-cited, on the other hand, so I'm afraid I still don't know what the real story is. Given how blatantly other games copy elements from each other without such licensing agreements, it's certainly an unusual credit to find in a game.In any event, whether SSI should have been legally and financially obligated to Garriott,is clearly inspired by. From it, the game takes its basic look and feel: iconographic exploration transitioning to 3D dungeons, little enterable towns and temples, various NPCs to speak with (some in jail), guards to contend with, a constantly-dwindling food supply, and purchases made at little countertops. It takes the same approach to single-letter commands (though it also supports a joystick). And like, its combat system is a pretty rote affair in which you stand right next to enemies and slug it out with the "fight" command.But I think it would still be unfair to callan "clone," because it makes a number of modifications and additions to thetemplate. Some of them work and some don't, but all are relatively creative. Some examples:For the most part, these features carry to all four of the games in this little sub-series:(1987),(1988), and(1988). I'll have more thoughts on the series in a later post.The backstory is well-told via a series of letters and testimonies found in the nicely-produced game manual. The game takes place in the Realm of Questron, in the aftermath of a bloody coup d'etat known as the Baron Rebellion. It began when Baron John of Blind Pass killed King Gerald during a spring pageant. [He is likely named after Gerald Wieczorek, credited with "game theory" and artwork.] Years of fighting followed, in which Gerald's queen, Kristene, was also assassinated. But the traitors and their armies were suppressed through the magic of Mesron and Mantor, two court wizards (and half-brothers), and eventually Prince Aaron ascended peacefully to the throne.Rumors swirled in the subsequent years that Mantor had actually supported the rebels. Over two decades later, Mantor suddenly disappeared. Shortly thereafter, dangerous monsters started appearing in the countryside, attacking travelers, towns, and castles. It soon became clear that Mantor was directing them. Somehow, he had traveled to another world (perhaps another time) and returned with an evil book of magic, which he used to take over another continent called the Land of Evil (one assumes it had another name before Mantor) and then start harrying Questron. One night, he stormed the castle throne room and challenged the king himself, killing the queen and one of the princesses before Mesron drove him off.King Aaron has sent knight after knight to the Land of Evil on quests to kill Mantor, but all have failed, and monsters still roam the land. You play a serf from Geraldtown who, sick of all the carnage, sold his ox, bought a suit of rawhide armor, and embarked on a quest to bring Mantor down.Character creation consists solely of providing a name. Each character starts at 15 in 5 attributes: strength, stamina, dexterity, intelligence, and charisma.The opening act of the game takes place throughout the continent of Questron, a twisting, irregular landscape of peninsulas, mountains, lakes, and isthmuses. Maybe a dozen cities, one castle, and a handful of cathedrals dot the landscape. As you explore, you get attacked at regular intervals (every 10 steps, roughly) by one of the game's many monsters, all described in some detail in the manual. Almost all of them have two-word names, usually a regular word preceded by an adjective: Wrention Warrior, Bloodhound Ghoul, Leopard Yeti, Phazor Spider, Faun Nymph, Strangler Fiend, Woods Ogre. (My favorite is "Irish Stalker," which sounds like a drink.) Unlike in, you don't see them until they appear in the square next to you. If you try to flee, they sometimes move to block you, but you can usually get away after a few attempts.In a tradition that carries through the rest of the games in the Dougherty series, the monsters don't really have a lot of special attacks. Grassland creatures tend to be easier than jungle creatures which are easier than mountain creatures, but overall not a lot differentiates them except their names. Some of them do have defenses against most weapons, and NPC dialogue helps determine what weapon works best against what creatures. All of them, even the animals, carry gold pieces. Because you don't get experience from killing monsters, accumulation of gold seems to be the only real reason to fight them.In an innovation new to this game, you occasionally meet someone in the wilderness who doesn't want to fight you, such as a high elf, monk, or merchant. (S)peaking to these NPCs might give you the ability to buy a weapon or piece of armor, some information, or some hit points.The cities have names like Wimp Cave, Blind Pass, Lake Centre, and Gamblers Grotto, and each features a different layout, a different number and positioning of guards, and a different selection of shops and services. These include weapons, armor, transportation, food, banking, and gambling. As the game begins, only "rawhide" armor is available, and the only weapons are slings and whips. After you've played for a while, "rope and hooks" become available--which also allow you to cross mountain ranges in the wilderness--and then flails. That's as far as I've gotten so far. I don't know if the availability of weapons is purely based on the passage of time, or if there are other factors at work such as enemies slain or areas visited.Transportation is important because food depletes very quickly on foot. Horses are the first to appear, then "Wam Lamas." I assume I'll eventually get watercraft options.A few of the cities have prisoners in little barred cells. If you talk to the nearest guard, you can bribe him for one or two chats with the prisoners, who might provide some one-line intelligence. If you try to talk to the prisoners without bribing the guards first, an alarm goes off and all the guard converge on you and attack. This isn't really survivable in the game's opening stages. You also generally don't want to talk to other guards because there's a decent chance they'll hit you and/or steal some of your money. Guards in this game are real bastards.Gambling is a big part of the game, and I spent a while trying to find exploits in the system, since fighting enemies is both boring and risky. Also, I remembered thathad a game with ridiculously favorable odds. The first game here, blackjack, uses standard Vegas rules (dealer has to hit on 16, must stand on 17), which means your odds are about 50/50 if you know what you're doing.The second game, "Double or Nothing," has literal 50-50 odds. You bet a certain amount of money and watch a cursor jump quickly (too quickly to time) between "win" and "lose." You hit a button to make it stop and have a 50% chance of either.The third game, roulette, offers the best odds. Basically, you pick one number that pays 25-to-1 if the ball lands on it. But you also make an even/odd bet and get paid 2-to-1 if you win that. Like any good roulette wheel, this one has a 0 that is a "lose" no matter what you bet. But, weirdly, there are 16 odds and 15 evens among the other numbers (1-31). With 32 numbers, including the 0, your chances of winning if you bet "odd" is literally 16/32 or 50-50. But if you place your 25-1 bet on an even number at the same time, your average payout ends up being 1.78-to-1.I tried this out by betting 5 gold pieces per round and recording the results of 100 spins. I ended up winning 58 times and losing 42, a bit higher than the 53/47 the odds would have predicted, but the ball landed on my chosen number only twice instead of three times. Thus, from 500 gold pieces bet, I walked out with 815 in winnings. Not bad. It took me about 15 minutes, and I could arguably have made the same amount fighting creatures during the same time, but I would have lost hit points and food during that process.But let's go back to "Double or Nothing," because something was tickling my memory. I remember a time, after I got my C64, that I figured out a pattern to the game. I thought it went like this: the "win/lose" selection always starts on "win," so although you can't time the selection, if you hit the button immediately after the game starts, it will never leave "win" and you'll double your money. I have a fairly vivid memory of running out of my room after figuring this out, encountering my mother, and saying something like, "Mom! I'm playing this game where you hardly ever have more than 500 gold pieces, but I figured out how to cheat the gambling game, and now I have like 5,000!" My mother, as you might imagine, was unimpressed.Anyway, my strategy didn't work the way I remembered. The cursor moves off "win" too quickly to hit the button before it leaves. BUT you can still time it so that if you wait just a split second before hitting the button, it will return to "win" in just the right time. After a few practices, I found I could get it right about 7/10 of the time. That is, of course, more than enough to return big winnings.I soon found out the downside to winning too much money: the casino closes and all the guards swarm you and kill you. Actually, the guards might swarm you and attack even if you don't break the casino. You just have to win a certain amount. That's bogus. Different towns have different numbers and configurations of guards, and in some of them it might be possible to reach the exit before they can kill you. I haven't studied them all yet.I'm spending all this time talking about money because money is power in. With no experience points or leveling, the only way you develop is purchasing more gear and purchasing hit points (in the form of holy water potions) in the various cathedrals that dot the landscape. You get one potion for every 75 gold pieces that you donate, but you have to drink one right away in order to leave the temple.There is one other way to develop, but it also costs money. In a cathedral near the starting point, Swamp Cathedral, you can play a skeet-shooting game for 50 gold pieces. You get a certain number of pulls, and then you aim a gun and hit the button to shoot a volley at the 1-3 clay pigeons that appear. If you do well enough, your dexterity goes up a few points. On subsequent visits, you have to beat your previous score to see any increase. I haven't encountered them yet, but I assume there are similar minigames for the other attributes.After I figured out the basic gameplay mechanics, I started exploring the island in a counter-clockwise pattern and ultimately came across the land's castle--a large, maze-like fortress full of guards, trapped chests, and locked doors.I couldn't find anything useful on the first visit, and I assume, just like inand, I'll eventually have to pillage all those chests and kill all those guards looking for keys. (Opening any chest causes the guards to attack.) A careless disregard for the lives of castle guards is something that this series regrettably inherited from the firstAnyway, I'm still a bit too weak to take on castle guards, so my current plan is to finish circling the island, create a crude map, re-visit all the cities, increase my funds, talk to more prisoners for intelligence, buy new weapons and armor as they become available, and build up my stock of holy water potions.A few other notes: