This early adventure followed in the footsteps of Ultima Zero, also called Akalabeth.
The Apple II version featured an animated title screen: moving hero, waving flags, lowering drawbridge, raising grate.
Text moves across the screen, filling it in as you read.
You are filled in on the context: who you are, what's your social status, what is happening in your country.
Now you know how a serf may become a hero.
You set out, unarmed, with the clothes on your back.
You're not strong. But you have the potential to outgrow your background.
Determined to survive, you take your hard earned booty and go to town.
You visit cathedrals too.
The cathedrals are a haven of safety, as well as an excuse to explore the world, a worldwide pilgrimage.
But heroes don't always have to walk the line. Some heroes go back to town.
Eventually you will make your way to the castle, home of the king, the princess and...?
The royal treasury is spread out across the castle...don't touch, or else.
These dungeons don't have much color.
And the residents don't like intruders.
Don't admire the early electronic art too long...
This dungeon is multi-leveled. The triangle supports a rope, leading down into a hole in the floor.
No title screen, just a menu. The game is licenced from Richard Garriot because it closely resembles his 1980 game, Akalabeth.
A bit of background story is built into the game.
You only get this when starting a new character.
An introduction uses advanced characters to give you a tour of the land.
You will begin as a warrior on foot. Here you are on the back of a giant bird.
Towns and Cathedrals are shown as sprites on the map.
Towns are set up with limited points of entry and exit. Merchants abound, and guards are everywhere.
This is the very first moment of the game.
Towns are a place to spend money, or gamble. Taverns abound, sources of information.
An alternative to the casino is the cathedral. There are many, and worth checking out.
The princess lives in the castle. Treasure is everywhere, and big strong guards too.
Some of the dungeons in this game are three dimensional.
Everything is done in line drawings without the texture filled in.
The style of dungeon is supposed to be inspired by Richard Garriot's Akalabeth.
The game thoughtfully includes a way to get the most out of your monitor.