Nox Archaist (no relation to Nox) has come up several times before on this site as it was a Kickstarter that I supported. As part of the project, they asked contributors to submit artworks for the game’s manual and several of my images were used in the finished book. You can see some of that art here and here and I will probably post more drawings in the future.
The game doesn’t just look like an old Apple ][ RPG, it is an actual Apple ][ game playable on real hardware. A custom version of the MicroM8 emulator is also included for playing the game on a PC or Mac. For the most part I used AppleWin as it is much easier to switch between system speeds.
Nox Archaist’s design is mostly inspired by Ultima (featuring an important cameo from Lord British), but makes several advancements in terms of interface and gameplay. This is especially evident in the inventory/stats management screens and the large, animation-filled tiled maps. The dialogs retain the excellent parser-based system with highlighted keywords alá Ultima VI. Note taking is still essential, but there is a simple quest log to keep you on track. Many NPC interactions feature lovely character portraits and there is a bit of Mockingboard music that plays as you enter new locales. It still feels like an Ultima game enough to make me almost forget just how tedious those old games were. I’m am thankful I didn’t have to avoid being poisoned every three seconds, manage stores of food, or endlessly mix spell reagents.
Even beyond the nostalgia, I enjoyed the game quite a bit. The combination of the dialogue system and the need for careful note taking helped me to immerse myself into the story and the world. I even kept a journal of my progress from session to session. Conversations and in-game books always lead to more exploration and more areas of the world opening up.
The other half of the game is combat and leveling up your party. This can get to be a little grind-y at time. You will find yourself being slaughtered without much warning and it’s at those points that I would switch to grind mode in order to make progress. That’s when it helps to throttle the emulator to full speed and just blast through minor enemies collecting XP and gold. Then parts of the map that seemed impossible all the sudden are a piece of cake. It didn’t really pay off to try and build well-balanced characters. Just dump all your points into the relevant stat for your class and don’t think much about it. Other character traits are skill-based meaning, for example, the more you pick locks the better at picking locks you become. Over time, the characters begin to excel at the play style you push on them.
With the grinding and limited resources the game can feel a bit repetitive at times. Usually, just when I thought it was a bit much, a new means of travel would be discovered and/or a new area would open up piquing my interest once again. Overall, I enjoyed Nox Archaist and was glad to have played a miniscule part in its creation. I’m hopeful that something may grow out of this project to see more tile-based RPG games of this style released. I would love to have a game like this with an integrated noted taking and map making system built in (like a Steam overlay).
Along with Karateka and Prince of Persia this may be one of the most solid story-oriented action games on the Apple ][. It’s a run and gun side-scroller in which most of one’s time is spent running to the right blasting robots with a pea-shooter of a gun. But, Captain Goodnight tries to give the player a variety of things to do in the form of piloting various vehicles on land, air and sea. You’ll start the game by hopping in a jet and flying over a landscape dotted with radar dishes and missile launchers. It’s almost a complete rip-off of another Apple ][ title, Star Blazer. There is no goal target to shoot or arcade-style point incentive. Just dodge bullets and oncoming aircraft for a long enough to move on to the next stage of the game. The only penalty for crashing is time ticking off the game clock. Run out of time, and the doomsday bomb goes off and you lose.
Eventually, you’ll land your plane and then move on to the robot shooting phase. To be honest, the game play here really isn’t that great. It’s rather primitive considering games from around the same time, like Contra or Rush’n Attack, would have a similar feel but be exponentially more fun to play.
Hey, this was the Apple ][! We were happy that we could see lines on the screen without them becoming a jagged purple and green mess. For what it’s worth, Captain Goodnight’s graphics are very impressive. Just look at the size of some of those vehicle sprites. Surprisingly, they move across the screen without bringing the machine to a grinding halt. Everything’s smoothly animated and filled with little details that help bring to life the simple story of stopping Dr. Maybe’s Doomsday Machine.
Oh, and about that doomsday machine: you’d better have a game manual handy. The game uses a lookup table for deciphering incoming doomsday machine codes (and thwart would be software pirates). That most likely stopped me from ever finishing the game as a teenager. But now in 2020, the Island of Fear is no match for me with the power of emulation and save states:
Although I am very nostalgic for many a game on the system, the Apple ][ was never the ideal platform for action games. Spare Change is one of the very few that has actually held up after all these years. Yes, the graphics are crude and the sound is mostly restricted to clicks, beeps and a single square wave tone at a time, but it makes very good use of these limited resources.
You play as the manager of a video arcade where a pair of characters from one of the popular games have come to life. The Zerks’ goal is to steal tokens from your arcade. Enough so that they can retire. How dare they! Your job is to grab the tokens before they do and thwart their retirement plans.
You will mainly grab tokens from the change machines scattered about the level, but occasionally you’ll find one in a public telephone’s change slot or after a lucky spin of a slot machine. Fill the collection boxes with ten or more tokens the Zerk Show door will slide open and you can live to battle Zerks on the next level. The game plays a bit like Pac-man: run around the maze, collect coins, and avoid the random movements of the Zerks. There are even between level intermission animations.
Much of the fun of the game is triggering the various Zerk distractions which include a jukebox, a pair of phones, and a popcorn machine. Each distraction costs a coin and then provides about ten seconds in which the Zerks are dancing around rather than stealing away your progress.
The whole game is an appealing, lighthearted affair that retains its charm even after all these years and still provides a pretty intense arcade game challenge.
P.S. If you want to change the game’s difficulty, you can hit CTRL-Z to open the settings screen. There you have precise control over the Zerk’s behavior settings. I discovered this only today, some forty years after having first played the game.
This sequel to the classic Apple ][ adventure game Transylvania has you returning to the same locations as the first game once again to fight the evil Vampire. The game is twice as big and is a bit more refined. I played the updated 1985 version of the game which runs on the Comprehend game engine which is probably the best implementation of a text/graphics hybrid adventure system. You can use a few prepositions and, in this game, you can command other characters to complete puzzles.
The game spans both sides of a 5.25″ floppy and offers around fifty locations to explore. There’s not much room for text on the screen, but the writing is generally pretty good within those three lines. You can always hit return and read the last six or so responses.
Unlike other games from this era, The Crimson Crown actually wants you to have fun and possibly win the game. During the early parts you will get visits from a sage who offers clues to puzzles you have not yet encountered. If that wasn’t enough, the game originally came packaged with a coded hint book too. As a copy protection there is a set of riddles to solve at the very start of the game that require the sealed letter from the game box. For the record, I could only get one of the three answers. But once you pass that challenge the game is more forgiving.
I think I managed to get about 85% of the way through without help. That seems pretty good, but that 15% came mostly from the very last set of puzzles. Feeling stupid is not a fun way to end a gaming experience.
Transylvania is a hybrid text/graphical adventure originally for the Apple ][. This was a big hit back in the day and was ported to just about every other 8-bit machine. I loved these types of adventure games but was really, really bad at them. In hindsight, most of them were brutally unfair and prone to the bad game design cliches of the era such as instant death and guess-the-verb puzzles. Still, I remember seeing screenshots of that menacing werewolf in issues of Softalk or A+ magazine and wanting to try this game.
Playing Transylvania for the first time after so many years, I was surprised by its fairness (for the most part). I played the slightly updated 1985 version which was recently clean cracked by 4am.
The first rule in attempting to beat an adventure game is to make a detailed map. This time I went all “pro-gear” by using Trizbort to digitally map the game world:
This map proved essential in evading the werewolf during the early phases of the game. Trying to escape through an exit that doesn’t exist will result in a quick death. With a basic knowledge of movie monster lore, you will eventually start to see what you need to do to get rid of this baddie. I only needed to turn to hints twice. The first time involved a darkened room. I was so preoccupied with finding a light source… must… get… lamp… I failed to try basic exploration within the darkened environment.
I required a second hint in, what I’d consider, the game’s only unfair puzzle. In order to get a crucial object you will need to perform an action that is described in one of the game’s “feelies”. So, if you plan to try to tackle this game (the 1985 version), seek out the original manual, etc. on the Web before playing.
This is another game, like Dream Zone, that I owned for years (decades actually) and was never able to finish. Now, thanks to the Internet and instant walk-through availability, I finally was able to continue past the point where I was stuck nearly twenty years ago. I had originally bought this game thinking I was in for some intense, four-color, commie-killing run-and-gun action on my Apple ][+. Imagine my disappointment when I got home, popped in the disk, and discovered that this was the text adventure adaptation of the film. Having bought this game at a B. Dalton’s book store in the mall, I should have known better.
Although I am terrible at these games, I have since come to appreciate the interactive fiction genre much more. Rambo has some well written and very atmospheric room descriptions. You really get a feel for the jungle environments. However, the game itself is not that great. It suffers from the text equivalent of a problem with many modern games: great graphics and uninspired game-play. There are simply way too many “guess the verb” moments. For example, there is a fight near the end of the game where the correct response is to “flip” your opponent, then “kick” and finally “trip” him. There are no cues telling you this is how you should attack him. You are just supposed to know this. “Punch” or “hit” don’t work. The worst offense is an interrogation scene were you are reminded that you are never to co-operate with the enemy. As the torturers ramp up the pain you are only supposed to type, “Say my name is Lone Wolf.” You have to say that specific phrase otherwise you will die. No where in the manual or game preamble is this hinted. Again, you are just supposed to know it (or was it in the movie? I can’t remember).
The game is relatively short with a time limit that effects the final win condition if you are not fast enough. I think I needed hints for about forty percent of the game, but I’m just glad I finally made it through. Now I can take down my POW-MIA flag that has been hanging over my Imagewriter for all these years.
Old Ironsides (Optimum Resource, Inc., 1982) is a two-player game for the Apple II that simulates Nineteenth Century naval combat. Having read all twenty Aubry/Maturin seafaring novels, I have been craving some sort of naval battle game. The problem is, when you get down to it, ninety percent of the action in these wonderful novels is comprised of the days-long chase of an enemy ship. Not the stuff of an action packed game. Old Ironsides strips most of the technical (and realistic) aspects of sea battles away to reveal an arcade-like multi-player game much in the same vein as the classic Atari Combat.
The result is a very fun game that has just enough tweaks to it to make it feel like you are really battling it out on the open sea rather than just playing Combat with boats. The wind is a factor, as is the aiming of your broadsides. A direct hit to the bow of an opponent will ignite his magazine, thereby ending the battle rather quickly. Also, your ship can sail off the screen. Stay of the screen for too long and you are “lost in the fog,” and lose. A good navigator can use the fog as cover and sneak up behind an enemy.
The Apple ][ has many limitations when it comes to action games and this game would benefit from smoother controls and maybe a few graphical enhancements (like actual fog and weather). But, all-in-all, a very good game for the time it was created, and one of the few Apple ][ games that still holds up to this day.