DescriptionA bold adventurer descends into the enormous labyrinth of the Cretan King Minos at Knossos, hoping to part seven mythical monsters (including the terrifying, titular, Minotaur) from sixteen treasures and escape with his life, helped only by a handful of arcane spells acquired while navigating dead ends and the enigmatic ramblings of an inspired Oracle wandering the maze.
It's not entirely fair to blame the period hardware limitations for this game's poorly-aged VERB NOUN text parser, as Infocom first launched home versions of Zork I
a year earlier, but at the time its grammar was still industry-standard par for the course. What made this title stand out is also what kept its adherents on their toes (... for decades) -- inconstant internal rules and conditions that changed every time the game was played.
Much like the colour of potions in Nethack
shuffling their associations with spell effects between games, this game not only jumbles the relation between spell names and their effects, but also the conditions that must be met in order to learn them! Similarly unpredictable are the locations and vulnerabilities of monsters and treasures. Add to that a huge (four floors of 64 rooms each) maze full of one-way passages, bogus "dummy" treasures, realtime monster movement, unreliable and abstruse room connections and you end up with a devious dungeon indeed.
- "Madness and the Minotaur" -- Alternate spelling
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The TRS-80 Coco version was originally published and sold by Spectral Associates. In the 2nd half of 1983, Radio Shack took over selling it (after successfully re-selling Spectral's Color Meteoroids as Microbes months earlier). This began a long relationship with Spectral, who eventually only sold throught Radio Shack/Tandy in the late 1980's during the Coco 3 years.