Alcazar: The Forgotten Fortress

Last updated
Alcazar: The Forgotten Fortress
Alcazar The Forgotten Fortress.jpg
Developer(s) Activision
Publisher(s) Activision
Designer(s) Tom Loughry
Platform(s) Apple II, Coleco Adam, ColecoVision, Commodore 64, MSX
Release1985
Genre(s) Action-adventure
Mode(s) Single-player

Alcazar: The Forgotten Fortress is a dungeon action-adventure game released in 1985 for the Coleco Adam computer along with a port for the ColecoVision. It was created by Tom Loughry from Activision, graphics by Keri (Janssen) Longaway. The game was also ported to the Commodore 64 later. [1]

Contents

Plot

The plot of Alcazar is to get to the main castle "Alcazar", by going through multiple enemy castles, to retrieve the stolen Crown.

Gameplay

The game starts on a world map, which contains 22 castles. The player's main goal is to move the character through the various castles to ultimately arrive at the main castle fortress on the right side of the map. Each castle has multiple rooms, traps and floors. The map and routes change every time a new game is started. [2] The game has four difficulty levels: beginner, intermediate, advanced, and expert. [3] Various items may also be obtained in the game, such as a pistol used for attacking or a "hook" that can be used to cross gaps. You also have a map in the bottom left corner, that can help prevent you from being lost in the castle dungeons.

There are also many traps or enemies present for the player to either fight or evade. If the player incurs too much damage, they lose a life, and losing all lives ends the game, though extra lives may also be obtained as well. The game has no "continues", and only the "Adam" version of the game supports saving.

The game is one of the earliest adventure games to have a demo mode that shows you a demonstration of game play. Wait at the title screen for 30 seconds and the game will go into this mode.

Reception

Ahoy! praised Alcazar's "beautifully written theme song", but stated that its graphics were insufficiently detailed. The magazine concluded that the game was "an enticing blend of mental and physical stimulation ... an electronic passport to hours of entertainment". [4]

Legacy

The game, specifically the MSX port, would later serve as an inspiration for the PlayStation title Resident Evil , with its mechanics of limited ammo per room. [5]

Related Research Articles

<span class="mw-page-title-main">ColecoVision</span> Second-generation home video game console

ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision.

<i>Pool of Radiance</i> 1988 video game

Pool of Radiance is a role-playing video game developed and published by Strategic Simulations, Inc (SSI) in 1988. It was the first adaptation of TSR's Advanced Dungeons & Dragons (AD&D) fantasy role-playing game for home computers, becoming the first episode in a four-part series of D&D computer adventure games. The other games in the "Gold Box" series used the game engine pioneered in Pool of Radiance, as did later D&D titles such as the Neverwinter Nights online game. Pool of Radiance takes place in the Forgotten Realms fantasy setting, with the action centered in and around the port city of Phlan.

<i>The Bards Tale</i> (1985 video game) 1985 video game

The Bard's Tale is a fantasy role-playing video game designed and programmed by Michael Cranford for the Apple II. It was produced by Interplay Productions in 1985 and distributed by Electronic Arts. The game was ported to the Commodore 64, Apple IIGS, ZX Spectrum, Amstrad CPC, Amiga, Atari ST, MS-DOS, Mac, and NES. It spawned The Bard's Tale series of games and books. The earliest editions of the game used a series title of Tales of the Unknown, but this title was dropped for later ports of The Bard's Tale and subsequent games in the series.

<span class="mw-page-title-main">Coleco Adam</span> Home computer by Coleco, released in 1983

The Coleco Adam is a home computer and expansion device for the ColecoVision by American toy and video game manufacturer Coleco. The Adam was an attempt to follow on the success of the company's ColecoVision video game console. It was available as Expansion Module #3 for the ColecoVision, converting it into a home computer, and as a standalone unit. As such, it had the benefit of being entirely compatible with all ColecoVision games and peripherals. The computer came with 64 KB of memory, a tape drive for a proprietary medium called Digital Data Packs, a daisy wheel printer, and productivity applications, along with two DDPs for SmartBASIC and Buck Rogers: Planet of Zoom Super Game. It was released in October 1983 with the initial price of $700.

<i>B.C. II: Grogs Revenge</i> 1984 video game

B.C. II: Grog's Revenge is a 1984 video game by Sydney Development for the Commodore 64, ColecoVision, Coleco ADAM, and MSX. It is the sequel to B.C.'s Quest For Tires and is based on B.C., the newspaper comic strip by Johnny Hart. The game was advertised for the Atari 8-bit computers, ZX Spectrum, BBC Micro, and Amstrad CPC, but those ports were never released.

<i>Buck Rogers: Planet of Zoom</i> 1982 video game

Buck Rogers: Planet of Zoom, known as Zoom 909 in Japan, is a pseudo-3D rail shooter released as an arcade video game by Sega in 1982. The player controls a spaceship in a third-person perspective, adapting the three-dimensional perspective of Sega's earlier racing game Turbo (1981) for the space shoot 'em up genre. It uses the Buck Rogers license, referencing the space battles, though Buck himself is never seen.

<i>Sword of Fargoal</i> 1982 video game

Sword of Fargoal is a dungeon exploration video game developed by Jeff McCord and published by Epyx for the VIC-20 in 1982. It was later published for the Commodore 64 in 1983. The game was originally released on cassette tape and 5¼" floppy disk formats.

<i>Temple of Apshai</i> 1979 video game

Temple of Apshai is a dungeon crawl role-playing video game developed and published by Automated Simulations in 1979. Originating on the TRS-80 and Commodore PET, it was followed by several updated versions for other computers between 1980 and 1986.

<i>Congo Bongo</i> 1983 video game

Congo Bongo, also known as Tip Top, is a platform game released as an arcade video game by Sega in 1983. A message in the ROM indicates it was coded at least in part by the company Ikegami Tsushinki. The game is viewed in an isometric perspective, like Sega's earlier Zaxxon (1982), but does not scroll. Numerous home ports followed.

<i>Ultima III: Exodus</i> 1983 video game

Ultima III: Exodus is the third game in the series of Ultima role-playing video games. Exodus is also the name of the game's principal antagonist. It is the final installment in the "Age of Darkness" trilogy. Released in 1983, it was the first Ultima game published by Origin Systems. Originally developed for the Apple II, Exodus was eventually ported to 13 other platforms, including a NES/Famicom remake.

<i>Venture</i> (video game) 1981 video game

Venture is a fantasy-themed action game released as an arcade video game in 1981 by Exidy. Each level consists of a playable, overhead map view. Upon entering one of the rooms shown on the map, the game zooms in until the room fills the screen. As a round smiley-face named Winky, the goal is to collect the treasure in each of the rooms. Winky can shoot arrows at enemies which turn into slowly disintegrating corpses when hit. Corpses are deadly to the touch. Each room has a different layout, treasure, and enemies, and some rooms have special features, such as moving walls.

<i>H.E.R.O.</i> (video game) 1984 video game

H.E.R.O. is a video game designed by John Van Ryzin and published by Activision for the Atari 2600 in March 1984. The game has players control Roderick Hero who traverses a mineshaft avoiding enemies and hazards to rescue trapped miners. He travels through the mines equipped with a hoverpack that allows him to traverse the game levels as well as bombs and laser that let him destroy walls and defeat enemies respectively.

<i>Gateway to Apshai</i> 1983 video game

Gateway to Apshai is an action-adventure game for the Commodore 64, ColecoVision and Atari 8-bit computers. It was developed by The Connelley Group and published by Epyx in 1983 as a prequel to Temple of Apshai. It is a more action-oriented version of Temple of Apshai, with smoother and faster graphics, streamlined controls, fewer role-playing video game elements, and fewer room descriptions.

<i>Telengard</i> 1982 video game

Telengard is a 1982 role-playing dungeon crawler video game developed by Daniel Lawrence and published by Avalon Hill. The player explores a dungeon, fights monsters with magic, and avoids traps in real-time without any set mission other than surviving. Lawrence first wrote the game as DND, a 1976 version of Dungeons & Dragons for the DECsystem-10 mainframe computer. He continued to develop DND at Purdue University as a hobby, rewrote the game for the Commodore PET 2001 after 1978, and ported it to Apple II+, TRS-80, and Atari 800 before Avalon Hill found the game at a convention and licensed it for distribution. Its Commodore 64 release was the most popular. Reviewers noted Telengard's similarity to Dungeons and Dragons. RPG historian Shannon Appelcline noted the game as one of the first professionally produced computer role-playing games, and Gamasutra's Barton considered Telengard consequential in what he deemed "The Silver Age" of computer role-playing games preceding the golden age of the late 1980s. Some of the game's dungeon features, such as altars, fountains, teleportation cubes, and thrones, were adopted by later games such as Tunnels of Doom (1982).

<i>Beach Head II: The Dictator Strikes Back</i> 1985 video game

Beach Head II: The Dictator Strikes Back is 1985 video game for the Commodore 64, a sequel to Beach Head, developed and published by Access Software. It was designed by Bruce Carver and his brother, Roger, and was released for the Amstrad CPC, Apple II, Atari 8-bit computers, Commodore 64, and ZX Spectrum.

<i>Tutankham</i> 1982 video game

Tutankham is a 1982 arcade video game developed and released by Konami and released by Stern in North America. Named after the Egyptian pharaoh Tutankhamun, the game combines a maze shoot 'em up with light puzzle-solving elements. It debuted at the European ATE and IMA amusement shows in January 1982, before releasing worldwide in Summer 1982. The game was a critical and commercial success and was ported to home systems by Parker Brothers.

Telegames, Inc. is an American video game company based in Mabank, Texas, with a sister operation based in England.

Pool of Radiance is a series of role-playing video games set in the Forgotten Realms campaign settings of Dungeons & Dragons; it was the first Dungeons & Dragons video game series to be based on the Advanced Dungeons & Dragons rules.

<i>Pitstop</i> (video game) 1983 video game

Pitstop is a 1983 racing video game developed and published by Epyx for the Atari 8-bit computers, ColecoVision, Coleco Adam, and Commodore 64. A sequel, Pitstop II, was released in 1984.

<i>Threshold</i> (video game) 1981 video game

Threshold is a space-themed fixed shooter written by Warren Schwader and Ken Williams for the Apple II and published by On-Line Systems in 1981. Inspired by Sega's Astro Blaster arcade video game, Threshold introduces many enemy ship types and wave formations as the game progresses. Reviewers found the variety distinguished the game from the many similar shoot 'em ups.

References

  1. "Alcazar: The Forgotten Fortress for Commodore 64 (1985)".
  2. "Coleco ColecoVision Manual: Alcazar - the Forgotten Fortress (1985)(Telegames)". 1985.
  3. "Coleco ColecoVision Manual: Alcazar - the Forgotten Fortress (1985)(Telegames)". 1985.
  4. Hines, Traci Forman (November 1985). "Alcazar: The Forgotten Fortress". Ahoy!. p. 58.
  5. Kemps, Heidi (29 January 2016). "Interview: Kenichi Iwao, Scenario Writer/Planner/Director for Capcom, Square-Enix, DeNA, and Oriflamme | Gaming.moe". Gaming.moe. Retrieved 10 November 2021.