Castle of the Winds

Last updated
Castle of the Winds II sequel
Castle of the Winds II Cover.jpg
Developer(s) SaadaSoft (Rick Saada)
Publisher(s) Epic MegaGames
Artist(s) Paul Canniff
Platform(s) Windows 3.x
Release1989, 1992
Genre(s) Roguelike
Mode(s) Single-player

Castle of the Winds is a tile-based roguelike video game for Microsoft Windows. It was developed by Rick Saada in 1989 [1] and distributed by Epic MegaGames in 1993. [2] The game was released around 1998 as a freeware download by the author. [3] [4] Though it is secondary to its hack and slash gameplay, Castle of the Winds has a plot loosely based on Norse mythology, told with setting changes, unique items, and occasional passages of text. The game is composed of two parts: A Question of Vengeance, released as shareware, and Lifthransir's Bane, sold commercially. A combined license for both parts was also sold.

Contents

Gameplay

The game differs from most roguelikes in a number of ways. Its interface is mouse-dependent, but supports keyboard shortcuts (such as 'g' to get an item). Castle of the Winds also allows the player to restore saved games after dying.

The game favors the use of magic in combat, as spells are the only weapons that work from a distance. The player character automatically gains a spell with each experience level, and can permanently gain others using corresponding books, until all thirty spells available are learned. There are two opposing pairs of elements: cold vs. fire and lightning vs. acid/poison. Spells are divided into six categories: attack, defense, healing, movement, divination, and miscellaneous.

Castle of the Winds possesses an inventory system that limits a player's load based on weight and bulk, rather than by number of items. It allows the character to use different containers, including packs, belts, chests, and bags. Other items include weapons, armor, protective clothing, purses, and ornamental jewellery. Almost every item in the game can be normal, cursed, or enchanted, with curses and enchantments working in a manner similar to NetHack . Although items do not break with use, they may already be broken or rusted when found. Most objects that the character currently carries can be renamed.

Wherever the player goes before entering the dungeon, there is always a town which offers the basic services of a temple for healing and curing curses, a junk store where anything can be sold for a few copper coins, a sage who can identify items and (from the second town onwards) a bank for storing the total capacity of coins to lighten the player's load. Other services that differ and vary in what they sell are outfitters, weaponsmiths, armoursmiths, magic shops and general stores.

The game tracks how much time has been spent playing the game. Although story events are not triggered by the passage of time, it does determine when merchants rotate their stock. Victorious players are listed as "Valhalla's Champions" in the order of time taken, from fastest to slowest. If the player dies, they are still put on the list, but are categorized as "Dead", with their experience point total listed as at the final killing blow. The amount of time spent also determines the difficulty of the last boss.

Plot

The player begins in a tiny hamlet, near which they used to live. Their farm has been destroyed and godparents killed. After clearing out an abandoned mine, the player finds a scrap of parchment that reveals the death of the player's godparents was ordered by an unknown enemy. The player then returns to the hamlet to find it pillaged, and decides to travel to Bjarnarhaven.

Once in Bjarnarhaven, the player explores the levels beneath a nearby fortress, eventually facing Hrungnir, the Hill Giant Lord, responsible for ordering the player's godparents' death. Hrungnir carries the Enchanted Amulet of Kings. Upon activating the amulet, the player is informed of their past by their dead father, after which the player is transported to the town of Crossroads, and Part I ends. The game can be imported or started over in Part II.

The town of Crossroads is run by a Jarl who at first does not admit the player, but later (on up to three occasions) provides advice and rewards. The player then enters the nearby ruined titular Castle of the Winds. There the player meets his/her deceased grandfather, who instructs them to venture into the dungeons below, defeat Surtur, and reclaim their birthright. Venturing deeper, the player encounters monsters run rampant, a desecrated crypt, a necromancer, and the installation of various special rooms for elementals. The player eventually meets and defeats the Wolf-Man leader, Bear-Man leader, the four Jotun kings, a Demon Lord, and finally Surtur. Upon defeating Surtur and escaping the dungeons, the player sits upon the throne, completing the game.

Development

Inspired by his love of RPGs and while learning Windows programming in the 80s, Rick Saada designed and completed Castle of the Winds. The game sold 13,500 copies. By 1998, the game's author, Rick Saada, decided to distribute the entirety of Castle of the Winds free of charge. [4]

The game is public domain per Rick Saada's words:

Rick Saada, creator of Castle of the Winds, decided to give permission for anyone to distribute it for free. Epic doesn't have an exclusive license to sell it. [3]

Graphics

All terrain tiles, some landscape features, all monsters and objects, and some spell/effect graphics take the form of Windows 3.1 icons and were done by Paul Canniff. [1] Multi-tile graphics, such as ball spells and town buildings, are bitmaps included in the executable file. No graphics use colors other than the Windows-standard 16-color palette, plus transparency. They exist in monochrome versions as well, meaning that the game will display well on monochrome monitors.

The map view is identical to the playing-field view, except for scaling to fit on one screen. A simplified map view is available to improve performance on slower computers. The latter functionality also presents a cleaner display, as the aforementioned scaling routine does not always work correctly.

Reception

Computer Gaming World rated the gameplay as good and the graphics simple but effective, while noticing the lack of audio, but regarded the game itself enjoyable. [5]

Related Research Articles

<i>NetHack</i> Classical roguelike ASCII graphics computer game released in 1987

NetHack is an open source single-player roguelike video game, first released in 1987 and maintained by the NetHack DevTeam. The game is a fork of the 1982 game Hack, itself inspired by the 1980 game Rogue. The player takes the role of one of several pre-defined character classes to descend through multiple dungeon floors, fighting monsters and collecting treasure, to recover the "Amulet of Yendor" at the lowest floor and then escape.

<span class="mw-page-title-main">Roguelike</span> Subgenre of role-playing video games

Roguelike is a style of role-playing game traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role-playing games such as Dungeons & Dragons.

<i>Moria</i> (1983 video game) 1983 roguelike video game

The Dungeons of Moria, usually referred to as simply Moria, is a computer game inspired by J. R. R. Tolkien's novel The Lord of the Rings. The objective of the game is to dive deep into the Mines of Moria and kill the Balrog. Moria, along with Hack (1984) and Larn (1986), is considered to be the first roguelike game, and the first to include a town level.

<i>Rogue</i> (video game) 1980 video game

Rogue is a dungeon crawling video game by Michael Toy and Glenn Wichman with later contributions by Ken Arnold. Rogue was originally developed around 1980 for Unix-based minicomputer systems as a freely distributed executable. It was later included in the Berkeley Software Distribution 4.2 operating system (4.2BSD). Commercial ports of the game for a range of personal computers were made by Toy, Wichman, and Jon Lane under the company A.I. Design and financially supported by the Epyx software publishers. Additional ports to modern systems have been made since by other parties using the game's now-open source code.

Hack is a 1984 roguelike video game that introduced shops as gameplay elements and expanded available monsters, items, and spells. It later became the basis for NetHack.

<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, DOS, Macintosh, 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.

<i>Dungeon Siege</i> 2002 action role-playing game

Dungeon Siege is an action role-playing game developed by Gas Powered Games and published by Microsoft in April 2002, for Microsoft Windows, and the following year by Destineer for Mac OS X. Set in the pseudo-medieval kingdom of Ehb, the high fantasy game follows a young farmer and her companions as they journey to defeat an invading force. Initially only seeking to warn the nearby town of the invasion of a race of creatures named the Krug, the farmer and the companions that join her along the way are soon swept up in finding a way to defeat another race called the Seck, resurgent after being trapped for 300 years. Unlike other role-playing video games of the time, the world of Dungeon Siege does not have levels but is a single, continuous area without loading screens that the player journeys through, fighting hordes of enemies. Also, rather than setting character classes and manually controlling all of the characters in the group, the player controls their overall tactics and weapons and magic usage, which direct their character growth.

<i>Dungeon Keeper 2</i> 1999 video game

Dungeon Keeper 2 is a strategy game developed by Bullfrog Productions and published by Electronic Arts in 1999 for Microsoft Windows. The sequel to Dungeon Keeper, the player takes the role of a 'dungeon keeper', building and defending an underground dungeon from the would-be heroes that invade it, as well as from other keepers. In the campaign mode, the player is charged with recovering the portal gems from each area in order to open a portal to the surface. The player can also construct a dungeon without strict objectives, and multiplayer is supported over a network.

<i>Ultima I: The First Age of Darkness</i> 1981 video game

Ultima, later known as Ultima I: The First Age of Darkness or simply Ultima I, is the first game in the Ultima series of role-playing video games created by Richard Garriott, originally released for the Apple II. It was first published in the United States by California Pacific Computer Company, which registered a copyright for the game on September 2, 1980 and officially released it in June 1981. Since its release, the game has been completely re-coded and ported to many different platforms. The 1986 re-code of Ultima is the most commonly known and available version of the game.

<i>Odyssey: The Compleat Apventure</i> 1980 video game

Odyssey: The Compleat Apventure was a video game written by Robert Clardy and released by Synergistic Software in 1980. It was created for the Apple II platform and is considered one of the first microcomputer-based role-playing video games. The title was intentionally misspelled; Apventure is a reference to the Apple computer while "Compleat" is simply an Archaic spelling of the word "complete" meant to match the feel and setting of the game.

<i>Wizardry: Proving Grounds of the Mad Overlord</i> 1981 video game

Wizardry: Proving Grounds of the Mad Overlord is the first game in the Wizardry series of role-playing video games. It was developed by Andrew Greenberg and Robert Woodhead. In 1980, Norman Sirotek formed Sir-Tech Software, Inc. and launched a beta version of the product at the 1980 Boston Computer Convention. The final version of the game was released in 1981.

Island of Kesmai was an early commercial online game in the multi-user dungeon (MUD) genre, innovative in its use of roguelike pseudo-graphics. It is considered a major forerunner of modern massively multiplayer online role-playing games (MMORPGs).

<i>Dungeon Crawl Stone Soup</i> Free and open-source roguelike video game

Dungeon Crawl Stone Soup (DCSS) is a free and open source roguelike computer game and the community-developed successor to the 1997 roguelike game Linley's Dungeon Crawl, originally programmed by Linley Henzell. It has been identified as one of the "major roguelikes" by John Harris.

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>Desktop Dungeons</i> 2013 video game

Desktop Dungeons is a single-player roguelike-like puzzle video game developed and published by QCF Design. Released in November 2013, the game underwent a lengthy public beta phase, during which it was available to customers who pre-ordered the game. In the game, players navigate a dungeon filled with monsters before battling a final dungeon boss. The game has qualities of a puzzle as players must find the best methods to use items, spells, and upgrades to reach the final boss without losing too much of their character's health. Desktop Dungeons has been compared to a roguelike but with condensed gameplay. Desktop Dungeons received an award for Excellence in Design at the 2011 Independent Games Festival. The game is available for Windows, Mac, Linux, iOS, and Android. A video game remake titled Desktop Dungeons: Rewind was announced in 2022 and released April 18, 2023.

<i>UnReal World</i> 1992 roguelike survival video game

UnReal World is a roguelike survival freeware video game set in a fictionalisation of Iron Age Finland. The game was first released in 1992 and continues to receive regular updates as of 2024. The game was released on Steam on 26 February 2016.

<i>Dragon Fin Soup</i> 2015 video game

Dragon Fin Soup is a role-playing video game created by the independent development studio Grimm Bros. It is the studio's first title and was released on Microsoft Windows, PlayStation 4, PlayStation 3, and PlayStation Vita. It is influenced by roguelike games and uses procedural generation. The game has two modes: Story mode follows a story and is more like a typical role-playing game, while Survival mode skips the story and focuses on the surviving within the game and constrains players with permadeath—once the player character dies, the game must be restarted from the beginning.

<i>Runestone Keeper</i> 2015 video game

Runestone Keeper is a roguelike video game developed and published by Blackfire Games, with the iOS version developed by Cimu. It was released on March 23, 2015 for Windows and Mac OS X, October 31, 2015 for iOS, and August 11, 2017 for Android.

A roguelike deck-building game is a hybrid genre of video games that combines the nature of deck-building card games with procedural-generated randomness from roguelike games.

<span class="mw-page-title-main">Pixel Dungeon</span> 2012 video game

Pixel Dungeon is a 2012 roguelike indie game created by Oleg Dolya. Through turn-based gameplay, the player must descend and battle through dungeon floors to obtain the Amulet of Yendor. Initially developed for Android, it expanded to iOS and PC platforms. Dolya stopped updating the game in 2015. Since it is open source, the game's small community have created mods and games based on Pixel Dungeon's code, the most notable of which is Shattered Pixel Dungeon. While it received little attention from game critics, the few who reviewed it found the gameplay addictive, striking a balance between approachability and roguelikes's defining difficulty.

References

  1. 1 2 Wallis, Alistair (2007-01-25). "Playing Catch Up: Castle of the Winds' Rick Saada". Gamasutra . Retrieved 2017-08-17.
  2. "Castle of the Winds for PC". G4 . Archived from the original on 2016-06-17. Retrieved 2017-08-17.
  3. 1 2 "The Temple of Odin: Downloads" . Retrieved 2017-08-17.
  4. 1 2 Saada, Rick (2005-09-20). "The Rick Saada Home Page". Archived from the original on 2011-07-17. Retrieved 2012-12-06.
  5. Miller, Chuck (January 1993). "That Gooey (GUI) feeling". Computer Gaming World . p. 70.