The Lords of Midnight

Last updated

The Lords of Midnight
LordsOfMidnight.jpg
European cover art
Developer(s) Mike Singleton
Chris Wild (remake)
Publisher(s)
Platform(s)
ReleaseZX Spectrum, Amstrad CPC
Commodore 64

Remake
iOS
  • WW: October 28, 2012 (2012-10-28)
Android
  • WW: January 11, 2013 (2013-01-11)
OS X
  • WW: July 5, 2012 (2012-07-05)
Microsoft Windows
  • WW: July 12, 2013 (2013-07-12)
BlackBerry OS
  • WW: October 28, 2013 (2013-10-28)
Genre(s) Role-playing, wargame
Mode(s) Single-player

The Lords of Midnight is an epic fantasy video game combining aspects of wargames and graphic adventures, written by Mike Singleton and originally released in 1984 for the ZX Spectrum . Very well received from the beginning, it was soon converted for the Amstrad CPC and Commodore 64. The game featured an innovative 3-D effect that Singleton called landscaping, which served to bring the player into the game much more than usual. The Lords of Midnight is often named with Elite as among the top role-playing games of the 1980s. The player must destroy Doomdark, the evil Witchking who has locked the Land of Midnight in perpetual winter. There are multiple ways in which this can be achieved. It was followed by Doomdark's Revenge also in 1984, and Lords of Midnight: The Citadel in 1995.

Contents

Gameplay

The Lords of Midnight is a strategy/role-playing game hybrid. The player starts with four characters (Luxor the Moonprince, Rorthron the Wise, Corleth the Fey, and Morkin, Luxor's son), and then has the option to recruit up to twenty-eight further characters (such as Lords Blood, Ithrorn, Xajorkith, Shadows, etc. plus the Utarg of Utarg, Farflame the Dragon Lord and Fawkrin the Skulkrin) to join in the quest to destroy Doomdark, the evil Witchking who has locked the Land of Midnight in perpetual winter.

The game can be played in three ways, firstly as a straight adventure game, where the goal is for Morkin to destroy the Ice Crown, the source of Doomdark's power. The second is as a wargame, recruiting other lords and their armies until they are strong enough to defeat Doomdark's armies and storm his citadel in the far north. A third variation, referred to in the manual as the 'Epic', requires the player to complete the game both ways simultaneously.

The player has an advantage in that only one of the two objectives is needed to defeat Doomdark. The game is won whenever the Ice Crown is destroyed or when Doomdark's home citadel of Ushgarak falls. For Doomdark to win, he has to complete two objectives. First, he must kill Morkin, Luxor's son, since as long as Morkin is alive, the game continues. Also, he must subdue the armies of the Free, either by killing Luxor or by conquering Xajorkith, the capital citadel of the Free lands.

The game featured a groundbreaking technique called landscaping to depict the lands of Midnight from a first-person perspective. Also, even after completion the game may be enjoyed numerous times, since each time Doomdark's armies can attack from different routes and do not always follow the same pattern.

At the time of its release Singleton thought there was no way to defeat Doomdark before Xajorkith fell. Gamers quickly proved him wrong, and even now various Internet groups devoted to the game continue to refine their strategies to defeat Doomdark. [1]

Crash published a four-page map of the game in 1984. [2] [3] Hungarian computer magazine CoV also published a full-detailed map, along with a walkthrough in their 19th issue. [4]

Development

The 3D effect used in the game was achieved by "billboarding" (see sprite) pre-scaled images of mountains, forests, buildings, etc. to create the impression of a perspective-correct landscape scene, available from a view of 8 points of the compass; the technique was self-described as "landscaping". [5] This innovation created a strong impression at the time, and the game received high praise for its graphics; "landscaping" was also used in the sequel Doomdark's Revenge , but did not see significant further use in other games.

Singleton designed the game, wrote the novella/manual, and developed "landscaping" in the last three months of 1983. He wrote the code in the first three months of 1984 and the game he submitted to the software house in April was entirely his own product. [6]

Reception

CRASH awarded Lords of Midnight 10 out of 10 in the adventure column, highlighting the panoramic views, detailed units and "wonderfully coherent" storyline. [7] The game won the award for best adventure game of the year according to CRASH readers. [8]

Lyndsey Paton reviewed The Lords of Midnight for White Dwarf #60, and wrote that "this should provide a sustained challenge for the experienced adventure gamer, and a complex and absorbing introduction to the complete novice". [9]

Zzap!64 rated it at 91%, calling it "truly an epic game ... a must for adventurers and strategists alike", although one of the three reviewers expressed disappointment that the Commodore 64 version's graphics did not improve on the Spectrum original. [10] It was also Best Strategy Game of the Year at the Golden Joystick Awards. [11]

The ZX Spectrum version was voted the 7th best game of all time in a special issue of Your Sinclair magazine in 2004. [12] [6]

Legacy

A sequel titled Doomdark's Revenge took place in a land north of Midnight called the Icemark. The object was to defeat the daughter of Doomdark, who sought revenge against Luxor for her father's death.

The planned final installment of the trilogy, The Eye of the Moon , was never released. [6]

Lords of Midnight: The Citadel was released for the PC platform much later, but did not repeat the original's success, as by then graphics had become more advanced.[ citation needed ]

The original games have been adapted for the PC by Chris Wild and can be found online together with source code generated by disassembly. [13]

There has also been some work into creating a new modernized version of The Lords of Midnight for iPhones and iPads, with a collaboration between the original author of the game, and the author of the game ports for Windows, Chris Wild. Following Singleton's death on 10 October 2012, the new version was released on iOS the same month, followed by Windows, Android and BlackBerry versions in 2013. [14]

As part of the release of the ZX Spectrum Next in 2020, a port of The Lords of Midnight was made by Matt Davies and Simon Butler was made based on Singleton's original code. [15]

Novelisation

Upon its release, Beyond Software, the publishers of the game, offered to turn the campaign of the first person to offer proof of completing the game into a published novel. While there were not many ways of offering proof that the campaign was completed, many players sent reams of thermal printer paper to Beyond, hoping to get their campaign published. The first person to send in their claim to victory did so within two weeks of the game's release. [16] In the end, however, no publisher was interested in publishing what they deemed a fringe publication, and the offered prize was forfeit. [17]

Tentative discussions were held, in which Singleton offered to write the novel himself. Ultimately time constraints and the reluctance on the publisher's part made all plans for a novel impossible. [17]

In 2016, Drew Wagar began to write a novel covering the War of the Solstice. [18] [19] [20] The novel was delayed several times until its release in September 2018. [21]

The Ebook version of the novel was made available on the summer solstice, June 21, 2018 [22] and was soon followed by the paperback version. [23]

Related Research Articles

Ashby Computers and Graphics Limited, trading as Ultimate Play the Game, was a British video game developer and publisher, founded in 1982, by ex-arcade video game developers Tim and Chris Stamper. Ultimate released a series of successful games for the ZX Spectrum, Amstrad CPC, BBC Micro, MSX and Commodore 64 computers from 1983 until 1987. Ultimate are perhaps best remembered for the big-selling titles Jetpac and Sabre Wulf, each of which sold over 300,000 copies in 1983 and 1984 respectively, and their groundbreaking series of isometric arcade adventures using a technique termed Filmation. Knight Lore, the first of the Filmation games, has been retrospectively described in the press as "seminal ... revolutionary" (GamesTM), "one of the most successful and influential games of all time" (X360), and "probably ... the greatest single advance in the history of computer games" (Edge).

<i>Knight Lore</i> 1984 video game

Knight Lore is a 1984 action-adventure game developed and published by Ultimate Play the Game, and written by company founders Chris and Tim Stamper. The game is known for its use of isometric graphics, which it further popularized in video games. In Knight Lore, the player character Sabreman has forty days to collect objects throughout a castle and brew a cure to his werewolf curse. Each castle room is depicted in monochrome on its own screen and consists of blocks to climb, obstacles to avoid, and puzzles to solve.

Telecomsoft was a British video game publisher and a division of British Telecom. The company was founded by Ederyn Williams in 1984 and operated three separate labels: Firebird, Rainbird, and Silverbird. The first employee was James Leavey, seconded from elsewhere in BT, who, along with Tony Rainbird, became the driving force behind the company in the early days.

<i>Underwurlde</i> 1984 video game

Underwurlde is a 1984 action-adventure platform video game in the Sabreman series by Ultimate Play the Game for the ZX Spectrum and Commodore 64. The player controls the adventurer Sabreman as he jumps between platforms in a castle and its caverns to find an escape past the exit guardians. Underwurlde features about 600 flip screen areas. Unlike other games of its time, Sabreman is not injured when touched by enemies and is instead knocked backwards. Underwurlde is the second game in the series, between Sabre Wulf and Knight Lore, and released shortly before the latter for the ZX Spectrum in late 1984. Another developer, Firebird, ported the game to the Commodore 64 the next year.

<span class="mw-page-title-main">CRL Group</span>

CRL Group plc was a British video game development and publishing company. Originally CRL stood for "Computer Rentals Limited". It was based in King's Yard, London and run by Clem Chambers.

<i>Gunfright</i> 1985 action-adventure game video game

Gunfright is an action-adventure game developed by Ultimate Play the Game and published by U.S. Gold. It was first released for the ZX Spectrum in December 1985, then released for Amstrad CPC and the MSX the following year. The player takes the role of a sheriff in the town of Black Rock and is tasked with eliminating outlaws who are scattered throughout the settlement.

<i>Doomdarks Revenge</i> 1984 video game

Doomdark's Revenge is a role-playing and wargame video game developed by Mike Singleton and published by Beyond Software for the ZX Spectrum in 1984. It is a sequel to Singleton's 1984 seminal The Lords of Midnight and has similar game mechanics but adds more detail and complexity with the number of characters and locations increased.

<i>Cauldron</i> (video game) 1985 video game

Cauldron is a video game developed and published by British developer Palace Software in 1985 for the ZX Spectrum, Commodore 64, and Amstrad CPC home computer. It contains both platform game and horizontally scrolling shooter sections. Players control a witch who aims to become the "Witch Queen" by defeating the "Pumpking"

Crystal Computing, later renamed Design Design, was a British video game developer founded in 1982 by Chris Clarke and Ian Stamp while students at the University of Manchester. Graham Stafford, Neil Mottershead, Simon Brattel and Martin Horsley, joined the company as it expanded. The company's first software release was a compilation of games for the Sinclair ZX81, though it was with the ZX Spectrum that Crystal found its greatest success. A deal with the machine's manufacturer Sinclair to distribute Crystal's Zeus Assembler gave the company sufficient funds for a major marketing campaign for their next product, Halls of the Things, an arcade adventure game that became their most successful title.

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

Alchemist is an action-adventure game for the ZX Spectrum and released by Imagine Software in 1983. The player controls an alchemist who can shape-shift into a golden eagle.

<i>Lords of Midnight: The Citadel</i> 1995 video game

Lords of Midnight: The Citadel is the second and final sequel to the classic ZX Spectrum game The Lords of Midnight by Mike Singleton. It was developed by Maelstrom Games and published by Domark in 1995. It was distributed by Spectrum HoloByte in North America.

<i>Kong Strikes Back!</i> 1984 video game

Kong Strikes Back! is a 1984 platform video game published by Ocean Software in 1984 for the Amstrad CPC, Commodore 64 and ZX Spectrum. While its predecessor, Kong, is a Donkey Kong clone, Kong Strikes Back! is a clone of Mr. Do's Wild Ride with Donkey Kong-inspired graphics.

<span class="mw-page-title-main">Mike Singleton</span> British video game designer (1951–2012)

Mike Singleton was a British video game designer who wrote various well-regarded titles for the ZX Spectrum during the 1980s. His titles include The Lords of Midnight, Doomdark's Revenge, Dark Sceptre, War in Middle Earth and Midwinter. Before developing video games, Singleton was an English teacher in Ellesmere Port, Cheshire, England.

Red Shift was a video game publisher active between 1983 and 1985. They were well known for their strategy games and had a close working relationship with Julian Gollop and Games Workshop.

<i>Daley Thompsons Decathlon</i> 1984 video game

Daley Thompson's Decathlon is an Olympic-themed sports video game developed and released by Ocean Software in 1984. It was released in the wake of Daley Thompson's popularity following his gold medals in the decathlon at the 1980 and 1984 Olympic Games. The game is a licensed adaptation of Konami's 1983 arcade game Track & Field.

<i>Dragontorc</i> 1985 video game

Dragontorc is an action-adventure game developed by Steve Turner's Graftgold and released for the Amstrad CPC and ZX Spectrum by Hewson Consultants in 1985. It is a sequel to 1984's Avalon The 3D Adventure Movie. The hero of Avalon, Maroc the Mage, returns to defeat an evil witch and save Britain. The game was very well received by critics.

<span class="mw-page-title-main">Piranha Software</span> Former UK video game label

Piranha Software was a short-lived video game publishing label created by Macmillan Publishers in 1986 and closed eighteen months later. In that time it gained a reputation for its unusual output from well known developers such as Don Priestley, Design Design and Delta 4. The majority of their games featured licensed properties including the first video game based on the Discworld novels and two games based on the animated television series The Trap Door.

<i>The Warlock of Firetop Mountain</i> (video game) 1984 video game

The Warlock of Firetop Mountain is an action game published by Crystal Computing in 1984 for the ZX Spectrum home computer. It is loosely based on the adventure gamebook of the same name written by Steve Jackson and Ian Livingstone, and published by Puffin Books in 1982.

<i>Automonopoli</i> Unauthorised computer version of the boardgame Monopoly

Automonopoli, also known as Go to Jail, is an unauthorised computer version of the boardgame Monopoly, released in June 1983 by Automata UK for the ZX Spectrum. Although other two-player Monopoly computer programs already existed, the developer advertised that their Automonopoli was the first with an artificial intelligence strong enough to compete against and defeat human players.

<i>Throne of Fire</i> 1987 video game

Throne of Fire is an action strategy video game. It was designed by Mike Singleton, developed by Consult Computer Systems, and published by Melbourne House. The game was released for the Amstrad CPC and ZX Spectrum in 1987. Throne of Fire is set in the Burning Citadel, located around the rim of a volcano.

References

  1. "Yahoo! Groups". Games.groups.yahoo.com. 9 September 1998. Archived from the original on 30 June 2012. Retrieved 27 June 2016.
  2. Crash - No. 11 (1984-12)(Newsfield)(GB). December 1984. Retrieved 27 June 2016 via Archive.org.
  3. Crash - No. 11 (1984-12)(Newsfield)(GB). December 1984. Retrieved 27 June 2016 via Archive.org.
  4. "CoV magazine". Pcvilag.muskatli.hu. 1991. Retrieved 27 June 2016.
  5. "Your Spectrum : Spectrum Adventures". Users.globalnet.co.uk. November 1984. Retrieved 27 June 2016.
  6. 1 2 3 Maher, Jimmy (7 January 2014). "Mike Singleton and The Lords of Midnight". The Digital Antiquarian. Retrieved 11 July 2014.
  7. Brewster, Derek (August 1984). "Lords of Midnight". CRASH. Newsfield (7).
  8. "CRASH 12 - Readers' Awards". Crashonline.org.uk. Retrieved 27 June 2016.
  9. Paton, Lyndsey (December 1984). "Microview". White Dwarf . Games Workshop (60): 30–31.
  10. Wade, Bob; Penn, Gary; Rignall, Julian (May 1985). "The Lords of Midnight". Zzap!64 (review). pp. 82–84. Retrieved 26 October 2013.
  11. "World of Spectrum" (JPG). Worldofspectrum.org. Retrieved 27 June 2016.
  12. "Top 50 Games of All Time". Your Sinclair. Imagine Publishing. November 2004.
  13. Chris Wild. "Downloads". Icemark.com. Retrieved 27 June 2016.
  14. "are coming…". The Lords of Midnight. 2 December 2012. Retrieved 27 June 2016.
  15. "System/Next 1.2". ZX Spectrum Next. 5 February 2020. Retrieved 9 January 2023.
  16. "Retro Gamer Issue 4, March 2004 (scan)". Icemark.com. Retrieved 27 June 2016.
  17. 1 2 "Mike Singleton, Lord of Midnight: 2nd Sinclair User Annual, 1984". Nvg.ntnu.no. Retrieved 27 June 2016.
  18. "Why is the Solstice so important?". thelordsofmidnight.com. 10 April 2016.
  19. "He had heard the tales men told…". thelordsofmidnight.com. 20 June 2016.
  20. "An update on the Lords of Midnight Novel | The official website of Drew Wagar". www.drewwagar.com. Retrieved 30 January 2018.
  21. "Lords of Midnight, revised publication date | The official website of Drew Wagar". www.drewwagar.com. Retrieved 17 May 2018.
  22. "Lords of Midnight Ebook Launch | The official website of Drew Wagar". www.drewwagar.com. Retrieved 21 June 2018.
  23. "Lords of Midnight Paperback available! | The official website of Drew Wagar". www.drewwagar.com. Retrieved 21 June 2018.