Showing posts with label world. Show all posts
Showing posts with label world. Show all posts

Thursday, 6 November 2014

Moraff's World - DOS








Thanks to the set up, this was the best title screen I could get. Shut up.

Thought I'd go WAY back to the dawn of time and pluck forth from the depths of DOS, a game that first got me into the whole Dungeons and/or Dragons principle of wandering around a dungeon with various health points, other sorts of stats and generally kicking the shit out of multiple monsters that couldn't reach the upper level where it was safe and I was the only person in the town that could do anything at all, ever. I am of course referring to Moraff's World.

Choose your race, or whichever set of numbers looks nicer to you.

The idea is simple enough, create a character using a quick sheet and wandering your way through approximately 200 levels of dungeons in your quest to punch out the Red Dragon King. (I didn't vote for him...) On the way you'll encounter a veritable army of monsters ranging from badly drawn orcs, to badly drawn puffballs, to badly drawn dragons and many other badly drawn creatures. Combat is an easy enough affair of simply pressing F for fight when they're up close to you and the winner is the one still with a positive number of hit points.

Well, what teenager isn't this these days?

 Interestingly, the screen splits the view into 4 view screens, each one showing your perspective while facing in the four key compass directions. Upper view showing North, Lower view showing South and so on, which allows you to see in all directions and lowers the chance of something sneaking up on you and taking you by surprise. (I said 'lowers' not 'stops'...) What it doesn't stop, is that some walls are fake and enemies can pop out from them at a moment's notice.

How would you like to play? Pick carefully or you're going to be in trouble.

Depending upon your character will depend upon whether they're capable of using weapons, or spells, if they have access to any or all spells and if they gain Experience by wandering around or by fighting and killing things. There's a host of different ways to play the game but regardless of that, it's all a very similar experience.

Slightly confusing at first but the display lets you see all round at all times.

There is only one dungeon and even if you leave to head into the wilderness, you won't find a different dungeon, just the same one again and again. That said, the dungeon is huge at 200 levels and a town where you'll be running back to in order to level up or exchange your hard won cash into game-legal tender (carrying too much will slow you down and give faster monsters more attacks before you can retaliate). You'll also be able to head into the Temple and cure poisons, diseases and resurrect yourself should you bite the big one.

Killing monsters and taking stones, repeat, repeat, repeat.... Ad Nauseam.

The biggest issue in the game is that of combating boredom. After a while it becomes an endless slog through dungeon floor after dungeon floor before you get to the point you MIGHT want to find and kill a boss monster and gain from it a key that will let you descend to that floor instantly. IF you can find the ladder that will take you there. The other big issue here is that without spells or items that can tell you, there's little indication as to which floor of the dungeon you're on. Some ladders in the dungeon drop you one floor, some will drop you multiple floors and the almost undetectable trapdoors can drop any number of levels downwards. Of course this doesn't sound too bad but remember that the further down you go, the higher the level of the monsters and the more powerful monsters come out to play. You know the ones I mean. Those that can strip you of your armour in one move, those that can poison and inflict diseases upon you, those that can drain your levels for you. You know now, the fun ones.

Ah yes, the lovely "Blocker" types of low attack/high hp that just waste your time.

Finding treasures is a random event that happens on the defeat of every monster, you could, for instance, find the most powerful armour on the first creature you battle, or the most powerful weapon but at the same time you might first 1 copper piece, which isn't worth anything in real terms within the game. Typically, Cups of Health will be found initially at the start of the game but later on, you'll be running back and forth from town to the lower levels in search of the stronger monsters so that you might level up sooner rather than later.

The bat, it could infect you, but at 3HP you're more likely to catch a cold than a disease.

Outside of the scope of the instructions, there's little here to keep people playing once they grow tired of the monotonous exploration and discovery, new threats of monsters become annoying when you realise that it will take considerable time and preparation to even begin fighting them and then to realise that some monsters can ignore powerful attacks and spells on the basis of "I'm just not going to accept that" and then it's out of health time and you're dead, or resurrected if you paid enough for it.

Thursday, 19 September 2013

C64 Desert Fox



While military simulations have not really been my interest, I thought it'd be prudent to dig up another "classic" from the C64 era. I don't tend to enjoy strategy games for the most part as I consider Chess to be one of the most perfect forms of the strategy system, one on one mental combat with specific rules and situations. Unlike more modern strategy games where it's a random number generator that determines how a single solitary individual can take on and defeat a whole army thanks to high rolls of the dice. Yep, your entire army can be Arnold Schwarzenegger’d out of existence thanks to several 6's rolling up.

Thankfully Desert Fox strictly speaking, isn't a strategy simulation. It has elements of it but most of the combat and victory is down to the player being able to play fairly well (and on Grandmaster, VERY well).

The game is a simulation of the World War 2 tank conflict in the African campaign between the Desert Rats and the Desert Fox. Or more basically, The Allies and the Axis led by Rommel. Interestingly enough, it doesn't involve Hitler in game about WW2 fighting and combat, which is certainly not the route Wolfenstein took.

Brief (and pointless) history lesson aside that could be easily disregarded thanks to any form of actual research, you're tasked with guiding the Allies into capturing key depots and either fighting or avoiding Rommel himself in his tank. Who basically serves as a boss fight and a fairly tough one, too.

The game itself is split into 2 modes, a practice and a campaign. The practice lets you run through short versions of the arcade section ranging from shooting down Stukka planes, combating Tiger tanks, traversing minefields, avoiding canyon ambushes and escorting a convoy against a series of bombers engaged in aerial combat. Most of the game is played through the eyes of the tank itself, giving it a generally first person view for such an old game and added a little extra "you're THERE" factor.

As you take on the events, you'll sustain damage from the Stukkas should you fail to shoot them down, take hits from Tiger tanks running back and forth on the horizon while they approach steadily, take mines to the treads and get hit by ambush attacks. The convoy interestingly is more about trying to get as many trucks through the bombardment by shooting down the red planes and not the green planes in a mode akin to Hyper Sports skeet shooting, two guns with left and right to fire either of them and the targets aim themselves, more a test of reflexes than anything else.

The campaign brings all this together. 5 steadily increasing challenges ranging from 3 locations to a whopping 6 locations that your tank will need to travel to in order to liberate the depots before their timers run out and the Axis win. Lose a single depot and it's game over. You can however send in one aerial support to boost that depot's timer. However... To get to the depot you'll have to travel towards it and once near enough, defeat specific events to progress. Your tank moves a set distance per "movement phase" and the radar can tell you the events leading up to the hopefully useful "Depot" in digitised speech no less. Liberating a depot quickly enough will boost your health and repair your tank while taking your sweet time will leave you with less health recovered. The other key issue in the game is Rommel who will steadily home in on you across the map symbolised by a red swastika sign. His advantage is that he'll keep moving while you're engaged in an event and come sometimes result in you winning an event to find he's there, ominous (and fucking hell it is ominous) music sounds and you're fighting the big man one on one.

He fights exactly like the Tiger tank scenario but takes 8 hits to down rather than 5, and moves like greased lightning with its arse on fire. Though you can still win the campaign without fighting him, but it's much more rewarding to take him on and go toe to toe with the toughest challenge in the game.

There's a lot of challenge within the game and even doing the shortest campaign can be either a breeze or a slaughter fest depending upon how fortunate you with Rommel. Avoiding is advised but who wants to do that when the big mean boss is there and you know you can defeat it? No wonder downfall happens a lot.

Most surprising, beyond the digitised speech, is just how nightmarish the game is when you either fight Rommel, lose the game or lose the convoy round, the music/ambience accompaniment is the virtual stuff of nightmare and the first few times you'll hear it, comes across as rather shocking to the ear. Later it just becomes sheer creepy or the stuff of nightmares.

Graphically the game is simple but effective, a lot of focus has gone into the first person tank moments and there's a lot of simplicity that allows for fairly smooth and fluid gameplay, though the Tiger Tanks switching so quickly back and forth is impossible but there's got to be some challenge in there somewhere, the particularly accurate will be shooting down the shells as they advance in a manner rather similar to Encounter's saucers shooting at the player.

The campaign mode and the game in general fall into the same situation as most arcade games, there's little random element in the game when it comes to the campaigns and the arcade sections. If you've found a way to beat the main game, you've likely found the same method will work every time unless you royally bollocks up some of the events leading to the depots. This is a shame because the game has a lot more potential if it could offer varying challenges (except in one game where Rommel turned up twice... oddly).

It's a recommended game however, though an instruction many for the campaign is SORELY needed as it's a very different set of functions to the events. Once you've gotten past this stumbling block, you've got yourself a very accessible and intriguing little entertainment for a while.