Time to break out that pad of graph paper again and start charting the depths of nerd-dom. Eye of the Beholder II is not a drastic departure from the click-frenzy gameplay of the first game. It does do a much better job at injecting story elements into the experience via wonderfully rendered cut scenes:
A hodge podge of writings by me that warranted a little more gravitas than a blog post. These particular posts are all about old computers and technology like Apple ][ and Atari.
As with most of the great shareware titles of the 90s, I played the free episode of Wolfenstein 3D a gazillion times but never bothered to buy the complete package. Once again with thanks to GOG.com I have been able to finally complete in its entirety. This is the progenitor of first-person shooters and the basic game mechanics are still pretty solid. Its main problem is that of repetitiveness. There are only four kinds of enemies to fight. That isn't including the bosses at the end of every episode which all have a unique sprite and some even have an elaborate death sequence:
But even those bosses all kinda fight in the same manner.
I think this is considered by many to be one of the best point and click adventure games of the early nineties. I can see why people remember it fondly. The cyberpunk setting is unique (if you don't count Neuromancer or just about every CD-ROM title from the same era), the production is impressive, and the game is massive for a point and click. At the time of this writing it is still offered as a free game on GOG.com. Unfortunately, I felt it to be a bit too oblique and meandering.
In the 90s, I tried playing the demo of this game many times and could never really get into it. Crusader was one of the best looking PC games of its time and I really wanted to like it. But the controls. Oh my God, the controls. Eventually, this scheme would go on to be described as tank controls in other games like Resident Evil. Basically, you aim and move your character in relation to the direction their sprite is facing rather than the direction you want them to move on the screen. Crusader takes that counter-intuitive mechanic to a whole new level of complexity by adding jumping, diving and ducking to the mix.
There are some default mouse controls which almost work, but your character is stuck with gun drawn, shuffling around like a man with his pants around his ankles. I got about a third the way through the game doing that until just gave up and set the game aside for a while. Months later I returned and forced myself to learn the standard keyboard controls. These are still clunky, but with practice and a lot of help from the auto-aim feature the game becomes much more fast-paced and responsive. Even then, the mouse is still helpful when the occasional fast-spinning aiming is required. For the most part, it pays to just bite the bullet and learn the keyboard controls. Think of Crusader like Mavis Beacon Teaches Typing but with more explosions and incinerated humans.
With the completion of VI, I'm getting close to having played all the games in the Ultima series. I own boxed copies of the Apple ][ versions of III–V, but when it came to VI, Origin switched to MS-DOS. In 1990 I was starting college, I didn't own a computer, let alone a PC, and, as the years passed, history became legend, legend became myth, and for two-and-a-half thousand years, the Ultima series passed out of all knowledge... or something like that.
In the late 90s I upgraded from an Apple IIgs to a Windows 95 PC and was reintroduced to the series via a soundcard bundled version of Ultima VIII: Pagan. That game was mediocre at best and it didn't finish it until years later—after I having played through a CD-ROM Classics version of Ultima VII. VII was a pain to get running on a Windows machine, but it was worth it. It truly is the precursor to modern, open-world RPGs like Skyrim in both its scope and richness of detail.
The False Prophet almost achieves the level of refinement that Ultima VII boasts. It's not quite there yet, retaining a bit of the Apple ][ era feel. Maybe that's why I think I liked this a bit more than VII. It doesn't try to hide the fact that it's a game. The interface takes up half the screen, there are a dozen or so unique commands (like a LucasArts point and click adventure), and there still are actual RPG elements like leveling-up and turn-based combat.
I remember watching my housemate play this game quite a bit back when we were in college. I don't think he had the CD-ROM version—which included voice acting from the original cast. Luckily this GOG.com version has all the recorded elements (and none of the weird DOS set up problems). Yup, there's nothing like hearing an aged, breathy-voiced DeForest Kelley read mediocre video game dialogue!
Eye of the Beholder is a real-time RPG dungeon crawl that borrows heavily from the mechanics of Dungeon Master. It's a completely mouse-driven experience in which the objects in the environment can all be used, picked up or thrown with a click. Combat is also real-time and is generally just a mad scramble backwards as you click your various party members' weapon hands and hope for "good rolls".
While the fights are frantic and fun, the real meat of the game-play is exploration, mapping, and puzzle solving. I went through a dozen sheets of graph paper drawing out each floor knowing full-well I could just grab the maps from the Web (the GOG.com version even includes a complete hint book). As tedious as it might sound to modern gamers, the act of plotting out the layout is oddly satisfying. I wish it could be done in-game à la Etrian Odyssey, but, if it's any consolation, I now have 11 floors worth of half-erased, taped together graph paper maps that are suitable for framing. Perfect for any lair!
Now that my memory issues are seemingly under control, let's take a look at my modifications to the parser. Normally, in these types of graphical adventures the player enters two words in the form of
VERB OBJECT. My interface limits the number of verb choices and allows the player to enter a verb with a single keystroke.
Previously I discussed the overall structure of my soon-to-be hit adventure game. Well, last night was a milestone. I managed to write an Applesoft program so epic that it overwrote the high-resolution graphics page. Compared to other programs I have seen, mine isn't that huge. Around 250 lines isn't that huge, right? Transylvania clocks in at 464 lines.
The previous post in this series explained how to get Graphics Magician images to display from Applesoft. Now, I'd like to go over the structure of the program listed in Write your Own Adventure Programs. The bulk of the program listing consists of the game data including objects, room descriptions, verbs and state flags. Most of the remaining code is comprised of a series of conditions that check how the player's actions affect the objects in the game world.