Wrath of Denethenor | |
---|---|
Publisher(s) | Sierra On-Line |
Designer(s) | Christopher Crim |
Programmer(s) | Christopher Crim Kevin Christiansen |
Platform(s) | Apple II, Commodore 64 |
Release | 1986 |
Genre(s) | Role-playing |
Wrath of Denethenor is a top-down role-playing video game originally written for the Apple II and ported to the Commodore 64. Both versions were published by Sierra On-Line in 1986. Many reviewers noted similarities in themes and game mechanics to the Ultima series.
The land of Deledain was once ruled peacefully by four Lords, but war has ravaged their lands, and the evil wizard Denethenor now rules. The player takes on the role of a rogue who starts the game wanting to burglarize local farms and villages. However, solving puzzles and successfully fighting evil hordes leads the character to the ultimate confrontation with Denethenor in the land of Mystenor in order to restore peace to Deledain. [1]
The only user input for character creation is the character's name. [1] The character starts with 5 Strength, 5 Intelligence, 1000 hit points, 600 Stamina, 300 gold, and no items. [1] There are a limited number of spells. The character learns about them by talking to non-player characters. [1]
There are eight grades of weapons to use, and four grades of armor. To attack an opponent, the player hits the TAB key (Apple II) or CTRL key (C64), then specifies the direction to attack, and whether to strike high, medium or low. Killing the opponent results in loot, both gold and items. [1]
The player must look for food to replenish Stamina, since all actions and spells deplete it. Food cannot be found, it must be purchased. [1] Small amounts of gold are gained by defeating opponents. Larger amounts can be found in dungeon treasure chests. Characters can find an ongoing supply of money via burglary, an idea borrowed from Ultima III. [1]
Christopher Crim, in his final year of high school in Bishop, California in 1984, was already an experienced programmer, having designed and sold a customer database system written in BASIC to a local newspaper for $100. [2] Crim was a big fan of Ultima II and Ultima III , and decided to create a similar style of game for the Apple II using 6502 assembly language. His high-school friend Kevin Christiansen built the graphic routines. The result was a top-down fantasy game called Wrath of Denethenor.
After having his friends playtest it, Crim sold the game to Sierra On-Line, who asked him to also port it to the Commodore 64. The resulting game was published in 1986. Crim requested that Sierra reduce the price from the then-usual $50 to only $20, and also asked them to forgo any copy-protection. [3]
In the May 1987 edition of Computer Gaming World , Scorpia called the game "well-crafted", but criticized it because "it offers nothing fresh (except perhaps in the way it handles hit points) to the RPG genre. It's just another hackneyed 'kill the evil wizard' game, with old Ultima-style playing and graphics, but little in the way of originality or ground-breaking design characteristics." [4]
In the April 1987 edition of InterAction (Issue #2), the reviewer found to it be in "a quality program" despite its low price. The reviewer's biggest complaint was the "day-night cycle" used in the game where everything is closed at night, so the player is forced to wait until the sun rises to resume action — the reviewer called it "an interesting idea, but can get irritating fast." The reviewer also thought the game dragged in the middle stages, but called the grand finale "a masterpiece of programming" and gave the game an excellent rating of 10 out of 10. [3]
Writing 30 years after its publication, retrospective game reviewer Chester Bolingbroke called the game "the most competent Ultima clone that we've seen... Difficult and complicated, it sometimes exceeds Ultima I–II." However, he found the game overly long and not overly original. Bolingbroke gave the game a rating of 31 out of 100, saying "There was some really good work here, marred primarily by size, length, and inability to shortcut certain areas." [1]
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.
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.
Might and Magic Book One: Secret of the Inner Sanctum is an early role-playing video game, first in the popular and influential Might and Magic franchise. It was released in 1986 as New World Computing's debut, ported to numerous platforms and re-released continuously through the early 1990s.
The Bard's Tale is a fantasy role-playing video game franchise created by Michael Cranford and developed by Brian Fargo's Interplay Productions (1985–1992) and inXile Entertainment (2004–present). The initial title of the series was Tales of the Unknown. The Bard's Tale II: The Destiny Knight dropped the Tales of the Unknown series title, as did all ports of the original game after 1988. From then on, the series was known as The Bard's Tale series. Both Cranford and Fargo have refuted the assertion that the original projected titles for the second and third installments were The Archmage's Tale and The Thief's Tale.
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.
Ultima II: The Revenge of the Enchantress, released on August 24, 1982, for the Apple II, is the second role-playing video game in the Ultima series, and the second installment in Ultima's "Age of Darkness" trilogy.
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.
Ultima IV: Quest of the Avatar, first released in 1985 for the Apple II, is the fourth in the series of Ultima role-playing video games. It is the first in the "Age of Enlightenment" trilogy, shifting the series from the hack and slash, dungeon crawl gameplay of its "Age of Darkness" predecessors towards an ethically nuanced, story-driven approach. Ultima IV has a much larger game world than its predecessors, with an overworld map sixteen times the size of Ultima III and puzzle-filled dungeon rooms to explore. Ultima IV further advances the franchise with dialog improvements, new means of travel and exploration, and world interactivity.
The Bard's Tale II: The Destiny Knight is a fantasy role-playing video game created by Interplay Productions in 1986. It is the first sequel to The Bard's Tale, and the last game of the series that was designed and programmed by Michael Cranford.
Wizard's Crown is a top-down role-playing video game published by Strategic Simulations in 1986. It was released for the Atari 8-bit computers, Atari ST, IBM PC compatibles, Apple II, and Commodore 64. A sequel, The Eternal Dagger, was released in 1987.
Ironsword: Wizards & Warriors II is an action platform video game developed by Zippo Games and published by Acclaim Entertainment for the Nintendo Entertainment System. It was released in North America in December 1989 and in Europe on March 27, 1991. It is the sequel to Rare's 1987 title Wizards & Warriors. In Ironsword, the player controls the knight warrior Kuros as he ventures in the land of Sindarin. He must defeat the evil wizard Malkil, who has assumed the elemental forms of Earth, Wind, Fire, and Water. Kuros must collect the parts of and assemble the legendary "IronSword" in order to defeat Malkil, who resides at the top of IceFire Mountain.
King's Quest III: To Heir Is Human is the third installment in the King's Quest series of graphic adventure games developed and released by Sierra On-Line in 1986. The game was originally released for the Apple II and MS-DOS, and later ported to several other computer systems. It was the first title game in the series not to feature King Graham as the player character.
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 C. Greenberg and Robert Woodhead. In 1980, Norman Sirotek formed Sir-Tech Software and launched a beta version of the product at the 1980 Boston Computer Convention. The final version of the game was released in 1981.
Space Quest: Chapter I – The Sarien Encounter is a graphic adventure game, created by Scott Murphy and Mark Crowe, and released in October 1986 by Sierra On-Line. It is the first game in the Space Quest series, and sees players assume the role of a lowly janitor on a research ship, who becomes involved in stopping an alien race using a new form of technology for evil purposes.
Moebius: The Orb of Celestial Harmony is a video game produced by Origin Systems and designed by Greg Malone. It was originally released in 1985 for the Apple II. Versions were also released for the Amiga, Atari ST, Commodore 64, Macintosh, and MS-DOS. The game is primarily a top-down view tile-based role-playing video game, but it has action-based combat sequences which use a side view, roughly similar to games such as Karateka.
Shard of Spring is a role-playing video game developed by TX Digital Illusions and published by Strategic Simulations for the Apple II, Commodore 64 and DOS computers in 1986. Shard of Spring tells the story of a group of adventurers hired to retrieve the titular magical item stolen by a power-hungry evil witch. The game was generally well received upon its release and was followed by a sequel titled Demon's Winter in 1988.
Black Magic is a multidirectional scrolling action-adventure game written for the Apple II by Peter Ward of Action Software and published by Datasoft in 1987. Commodore 64, ZX Spectrum, and Amstrad CPC versions were also released.
OrbQuest: The Search For Seven Wards is a computer game developed by QWare, Inc. for the Apple Macintosh.
Phantasie is the first video game in the Phantasie series.
Questron is a 1984 game from Strategic Simulations, the first fantasy title from a company known for computer wargames. It was written by Charles Dougherty and Gerald Wieczorek and released for the Apple II, Atari 8-bit computers, and Commodore 64. A sequel, Questron II, was released in 1988.