The Eternal Dagger

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The Eternal Dagger
The Eternal Dagger Coverart.png
Developer(s) Strategic Simulations
Publisher(s) Strategic Simulations
Designer(s) Paul Murray
Victor Penman
Platform(s) Apple II, Atari 8-bit, Commodore 64
Release 1987
Genre(s) Adventure, Role-Playing
Mode(s) Single-player

The Eternal Dagger is a 1987 top-down role-playing video game published by Strategic Simulations as a sequel to Wizard's Crown , which was released in 1986. Players can transfer their characters over from Wizard's Crown, minus whatever magical items they had on them.

1987 has seen many sequels and prequels in video games and several new titles such as The Legend of Zelda, Contra, Street Fighter and Metal Gear.

A role-playing video game is a video game genre where the player controls the actions of a character immersed in some well-defined world. Many role-playing video games have origins in tabletop role-playing games and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replayability and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences.

A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects of advertising.


The story behind the game is that demons from another dimension are invading the world, and the only item that can seal the portal is the titular dagger.


SSI sold 18,471 copies of The Eternal Dagger in North America. [1]

Computer Gaming World in 1987 described the gameplay as very similar to that of its predecessor, with a few changed spells and in-battle options. The use of a single character to represent the party was praised. Dungeon combat was described as having worsened, because of the extra step of maneuvering party members into attack positions. The review also felt the game did not have the same balance as the previous, with magic being a much more effective option overall. CGW also found combat to be more difficult, with wide discrepancies between the "quick combat" option and tactical combat, and monsters that generally take much longer to kill. The new fatigue, which decreases weapon skill as party members go without rest, was also criticized as lengthening travel time and slowing down the game. Ultimately, the review stated The Eternal Dagger was not of the same quality as its predecessor, and recommended a lot of patience when playing the game. [2] In 1993 the magazine stated that The Eternal Dagger was "not as good as the previous game" and, despite the "interesting plot idea, this game is only for the patient". [3]

<i>Computer Gaming World</i> American video game magazine

Computer Gaming World (CGW) was an American computer game magazine published between 1981 and 2006.

ANALOG Computing criticized the game's "overly complex and poorly designed setup procedure and difficult-to-use command structure", but stated that the time needed to finish the game and its predecessor "is 50 hours well spent indeed". [4] The game was reviewed in 1988 in Dragon #129 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 112 out of 5 stars. [5]

ANALOG Computing was an American computer magazine devoted to the Atari 8-bit home computer line, published from 1981 until 1989. In addition to reviews and tutorials, ANALOG published multiple programs in each issue for users to type in. The magazine had a reputation for listings of machine language games—much smoother than those written in Atari BASIC—and which were uncommon in competing magazines. Such games were accompanied by the assembly language source code. Originally the title as printed on the cover was A.N.A.L.O.G. 400/800 Magazine, but by the eighth issue it changed to A.N.A.L.O.G. Computing. Though the dots remained in the logo, it was simply referred to as ANALOG or ANALOG Computing inside the magazine.

<i>Dragon</i> (magazine) magazine

Dragon was one of the two official magazines for source material for the Dungeons & Dragons role-playing game and associated products; Dungeon was the other.

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  1. Maher, Jimmy (2016-03-18). "Opening the Gold Box, Part 3: From Tabletop to Desktop". The Digital Antiquarian. Retrieved 19 March 2016.
  2. Scorpia (October 1987). "The Eternal Dagger". Computer Gaming World . pp. 46–47.
  3. Scorpia (October 1993). "Scorpia's Magic Scroll Of Games". Computer Gaming World. pp. 34–50. Retrieved 25 March 2016.
  4. Panak, Steve (September 1988). "Panak Strikes". ANALOG Computing. p. 83. Retrieved 30 January 2015.
  5. Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (January 1988). "The Role of Computers". Dragon (129): 32–42.