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Dungeon Master
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Dungeon Master
Developer/Publisher: FTL
Year Released: 1989
Review by Rosemary Young (January, 1997)
Anyone who has been reading the 'Reflections' reviews in
Quandary will have probably noticed by now that the games
generally get a good review. This is because we select most of
them from our personal game library that has built up over the
years and, of course, we have mostly kept the games that we deem
to be 'good'.
Our first 'Reflections' review for 1997, then, is another of our
old favourites. Over the holidays I installed the original
Dungeon Master to try to identify just what it was that captured
the allegiance of so many roleplaying enthusiasts (me included);
and to determine just how well a game that is now at least 10
years old, shapes up against the 'new kids on the block'. Of
course, roleplaying games have marched on since the mid 80s, and
in many respects Dungeon Master shows its age, but, regardless,
it is still an entertaining game, and it surely retains some of
that power to ensnare.
Simple, old style plot
As roleplaying games go Dungeon Master has a fairly simple story
with minimal plot development that is generally in line with
other games of its time. You start at ground level and make your
way down through the dungeons to the deepest darkest level to
rid the labyrinth of the evil sorcerer. In the process you must
fight an array of successively more ferocious monsters, and
negotiate more and more devious obstacles of the open pit,
locked door and flying fireball variety. Many of these are still
a lot of fun and very careful observation is called for.
So there is plenty of searching for keys, and plenty of button
pressing and lever pulling as you progress. With a bit of luck
there are also many, many 'treasures' to find such as fantastic
armour and better and better weapons. Also, to cast spells in
this game you must learn the correct symbols, so you must also
be on the look out for scrolls to increase your magic
repertoire.
Moving along
After zipping around in the more modern role playing games some
of you may be surprised by the 'stepping' movement of Dungeon
Master, but you soon get used to it. Probably the most painful
thing to get used to is the lack of auto mapping. Though a
little frustrating (maybe a lot frustrating for some); the lack
of this feature adds an extra challenge to the game. Honestly,
doing your own mapping can be fun.
The gameworld of Dungeon Master is quite large, even by today's
standards, though, of course, it doesn't match some of the
massive later roleplaying epics. Still, it is very easy to get
lost and, if anything, the likelihood of starving to death will
be your main concern at the beginning of the game, rather than
striving to perfect fighting or spellcasting skills. But you
will eventually need to improve your characters' statistics as
there are a lot of tough battles to win later on.
Characters and statistics
Characters in this game are pre-determined but there is a huge
choice. You must take four adventurers and they can be male or
female, human or non-human; a fighter, a ninja, a priest or a
healer (or a combination of any of these 'professions').
Whatever the profession of your characters, as they gain
experience in differing skills they will be awarded additional
professions so that eventually, if you practice enough with a
specific weapon or spell type, the healer that you set out with
might become an experienced ninja, or vice versa. The only hitch
here is that you can't practice magic very well if you begin
with zero mana.
There are a lot of interesting items to collect and inventories
can be accessed by selecting character portraits. Then you must
select the eye icon to display statistics. These statistics are
not extensive, but are worthy of attention to be sure that you
lead with the strongest fighters and follow with characters who
use ranged weapons or magic. The eye icon can also be used to
get more information about various items so that you know what
you have found.
All in all the game came through very well, although I will
admit my glasses might have a slight rose-coloured tint. Still,
it was fun getting lost in mazes and searching diligently for
secret rooms and treasures. On the whole, it is not an overly
complex game but it does take some dedication to learn the
spellcasting system and to develop ways and means to overcome
some of the dungeon dwellers. The combat is very simple and
doesn't require precision mouse or keyboard control and your
bested foes don't leave messy bloodstains everywhere on their
demise.
I enjoyed playing Dungeon Master, but then I have played it before
and thoroughly enjoyed it. It may be that it won't appeal to people
who have not played this older type of game and who are used to
more sophisticated graphics and the free scrolling games such as
Ultima Underworld. But if you like mazes and treasure hunting (with
a good serving of fighting, puzzle solving, and map making thrown
in) then take a look at this game if ever you get the opportunity.
It's worth it if only to see what early graphical roleplaying games
were like, though I could name a few 'modern' games that haven't
progressed too far from this one. |
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