DescriptionTower of Fear is a text adventure by Charles Forsythe. The goal is to enter the Wizard's Tower of Fear, get the treasures, and escape alive. The Wizards who dwell in Graylock, powerful necromancers, caused terror in the hearts of all. As the years passed, they gradually succumbed to death - but some of the most powerful ones delayed it by hiding themselves in huge towers, beyond the sun, beyond time, surrounding themselves with magic. But eventually, death came for them still. The last of these was Blackheart Firethrower, with an awesome fortress that none could penetrate. Some say his undead spirit still roams in his Tower of Fear.
The game contains a single graphic screen at the beginning (a drawing of the tower) and only exists of text against a blank background for the rest of the game.
There are no TRS-80 user screenshots for this game.
There are 3 other screenshots on file for other versions of this game.
There are no promo images for this game
There are no reviews for this game.
There are no critic reviews for this game.
There are currently no topics for this game.
TriviaFrom developer Charles Forsythe in September 2007:
"The text on the back of the packaging [of the TRS-80 release] was written by Bob Liddell, the proprietor of the Programmer's Guild. He wasn't a programmer, but just published other people's work. He had also published some fantasy role playing (a la "Dungeons and Dragons") gaming manuals that centered on a particular fantasy world and characters he'd created. Tower of Fear was written to fit into that milieu. I believe that Bob saw it as an extension of his fantasy-gaming product line. For my part, I was happy to have a starting point to create a fantasy world -- within the limits of 1980's home computer technology -- for the game.
When I decided to write a game for the CoCo, I decided to recycle the Tower of Fear game and focus more on the programming. It tried to write the game engine so that I could release games for both the Model I/III and the CoCo with relative ease. At the time, however, people were more interested in arcade-style action games for the CoCo, and the market for Model I/III games was waning, so I never took advantage of my multiplatform text adventure engine."