|Muffy St. Bernard - 28/04/2008|
If the main appeal for you is the huge persistent dungeon, be prepared for a disappointment...it's simply too big and monotonous to practical. It doesn't help that you're never given X or Y coordinates, nor ever told which dungeon level you're on; when you hit a teleporter you can only throw up your hands and start mapping all over again because you'll never figure out where you've ended up.
|Muffy St. Bernard - 03/04/2008|
The documentation doesn't give you much information about the size and permanence of the map, so here's what I've discovered (both by mapping the game and by looking at the C-64 source code). The map is 200x200 and you begin the game only a few steps from the western edge, on the top level. The map is procedurally generated so it IS the same each time you play. Due to the algorithm you'll notice that many of the larger areas skew in a north-easterly direction. Monsters and treasures are totally random, but all other dungeon features (stairs, pits, thrones, etc.) are always in the same spots. The source code shows that a complex algorithm is used to determine the results of teleportation, which sometimes results in you going down one or two map levels. Each teleporter has a destination which is the same in every game...except 20% of the time, in which case the algorithm is run again (and potentially again, and again...).
|Includes both tape and disk releases. The cassette version has some glitches which do not affect gameplay.|