Friday, March 31, 2023

Sword Of Kadash (part three)






Phew, what an adventure!

I've finally done it. I've completed Sword of Kadash. I think! (don't ask, just carry on reading to the end). When I first started, I genuinely thought I would be playing for months because of its sheer size and my desire to painstakingly map it. Yet here we are with the third article, and the game is completed.

I've enjoyed it because it is a mapper's delight, with a wealth of integrated rooms, secret routes, puzzles, hidden rooms, and tons of hideous monsters to kill. The map design is very interesting, and I like its style. However, it's not all good news, as there are a few quirks and peculiar differences I didn't expect.

Before I begin, this is the third part of a mini-series. Have you read the innocence of Part One or the enthusiasm in Part Two? I didn't think so! Click on those links to get an idea of the pain and pleasure I endured over the weeks (both links open up in new browser tabs). I'll be waiting here for when you get back.

While waiting for y'all to return, I shall enjoy dumping a couple of funky screenshots below...



I see the devil with horns and beady eyes staring at me! What do you see?
Interestingly, the room south of this location is a formidable part of the maze design!



These little gremlins are weak but very difficult to shoot!!



Back to basics

Okay, since you've clicked the two links above, we all know the story and what's generally involved, so let's continue... Unlike many ARPGs, this begins the same each and every time: we start at the entrance of the caverns with a dagger, 2000 hit points, armour and fear spells. That means we're a dude without a choice in race, personality, skill set, or attributes. Still interested? I know, but you should be, so read on!

Let's begin with the controls, as there are three methods for guiding our little hero that seem to have confused some YouTubers(!!). The joystick is by far the best method (the keyboard felt unnatural, and the mouse is nothing less than a nightmare). So, just press CTRL J to change from the default to the joystick when you first begin your quest. You are able to move (and shoot) in all directions, including diagonally.
To shoot, press and hold the fire button and then 'aim' in the direction you wish to fire. Oh, and hitting the spacebar activates your one and only available magical spell (fear).
Wanna see a couple of really annoying screens that make no sense? Of course you do...


Unless you use the fear spell, you have no chance of killing these without getting hurt.



One of the final rooms is stuffed with cursed items. Yep, every single item is cursed, and there is no way (that I know of) to get around this tight corridor (go back a couple of screens to collect the cross).



The quest awaits!

I should begin with advice for newcomers - when you are about to begin, do not head north without checking out that tree. It's also worth heading southwards to find better weapons. It's called being thorough, so explore everywhere from now on. Okay, now head north into the fortress, where there are a couple of ghosts and bats before stumbling upon a scroll - leave that be, as it will come in handy if/when you get cursed. Next, head west to a room full of scorpions, so lots of XP for killing. There is also a chest, and extra xp, but don't leave without searching for the secret passage that leads to a different room - with a sword!

Yes, pick-ups are a big deal and an oddity. You will frequently find weapons and armour, along with other items like chests and keys. Collecting these increases XP, but you cannot use the keys, as there is nothing to unlock. Nor can you plunder a chest, as it's just an item that does nothing more than increase experience. So, more often than not, the item you're collecting isn't for a particular usage other than XP.

Many items are cursed, which severely hampers your ability and performance. Only two types of cures exist: the cross and the scrolls. However, this is where the game reveals its truly insidious personality because there is a chance that those might also be cursed. Cruel, very cruel!! So why not make notes? :)

Some screens contain helpful messages, but (because I'm awkward) I'll show two that don't...



I love how the designers left silly drawings and messages (Damon Slye)



The Pit is a disastrous moment, massive HP loss!
There is a hidden area to duck into, but I didn't know until it was too late!



Traps!

The cruelty doesn't end with cursed items because the dungeon is host to a myriad of traps, and just about everything will trigger something nasty. Heck, you may do nothing more than simply walk into a new room - and BAM!! Lots of arrows begin hurtling towards you. Most of the traps are triggered whenever you collect an item, so you soon become cagey whenever you see something that might be worth picking up.

Many triggered traps are a lot worse, and some can fill the room with a bunch of materialised monsters! Not only that, but some are super strong and cannot be killed - so run! Don't feel like you need to fight everyone; a wise adventurer enjoys running away! Lastly, there are a few which truly are game-enders: the boulders that appear from nowhere, rumbling down a corridor to block you in with crushing force! Did you save?

It's insane how many traps there are!! Never have I played any game that comes close to this...


Picking up an item and suddenly the screen is full of Mr T's - one is stuck in the wall lol



This is one of only two puzzles that need serious thought (relates to the 'devil' screenshot - above)



Walls

As I said in the previous article, walls sure play a big part in this adventure, which is an odd thing to say, right?. Well, the blue ones can be destroyed, thereby aiding your journey by creating a new pathway. Sometimes these can help provide a tactical vantage point when shooting baddies who are unable to reach you. Green walls will repel all your shots, which is actually a great mechanic that works very well in battle.

There are also invisible walls that are a pain - there is still one screen which I've not managed to figure out. Some rooms are made entirely of a maze of hidden walls and take what feels like a lifetime to suss out! There are secret walls that are revealed when you walk into them at the right point: some need to be shot at! Also, only by making a map could I see potential routes to hidden rooms I would have missed.

I personally feel that this game was always intended for the player to create a basic map with notes. Annoyingly, there is still one room I haven't managed to find a way into! Which is infuriating for an adventurer like me who leaves no stone unturned. Gotta admit defeat now, and then, I guess?

Well, I've talked enough about walls, so let's see a couple of different screenshots...



Towards the end, some rooms had little fair play - all items here are cursed! Why???



Oh no, a Lich. This guy is one tough cookie, so be quick and deadly in your attack!



Armed to the teeth

Weaponry felt like an afterthought as there are only four: dagger, morning star, axe and sword (all can be augmented magically to a max of +4 for extra damage). Battles are fought by range, regardless of what you are carrying, and there is no melee or magic. Also, each weapon is expressed as an arrow and can only be fired in a series of three shots (you can fire again once they have expired or hit their intended foe).
About magic: there is one spell, but it's not offensive and more of a fear spell. When used, all monsters will scarper, thus making it easier to kill them (or make it easy to run away). This effect doesn't last long, but it helps when there are loads of monsters. Use wisely!
Don't worry about encumbrance or inventory, as there is no way to use your stockpile. Simply, whatever you collect is added to your XP with the potential to level up, thus increasing hit points (excluding cursed items). Weaponry will add to your XP, but will only be used if it's better than what you already carry.

Right then, I think it's time for some tricky trappy screenshots...



Spiders spring out from the trap and are tough to kill. Hey, two swords? (Beware!)



This is the other puzzle that takes some serious thought. Hmm, beware!!!



Monsters

Being an action game, you won't tread for more than a few steps without having to kill something beastly: ghouls, ghosts, bats, snakes, barbarians, spectres and more, all the way up to the Liches. Those guys are tough and can even spawn other monsters into the arena. Each enemy has a number of hit points before dying, though there's no information about that to possibly complicate the near-non-existent RPG aspect.

It's all a case of keep firing, but if they're strong and still chasing - run! Then fire some more shots and start hoping for the best. Touching drains them of their hit points, but at the expense of yours, too.

All enemies are a bit daft and follow a basic path to get you, which means they struggle to navigate around objects. Sometimes that's a good thing, as you can tempt them out from a part of the room, one by one. Thus making the battle easier, albeit rather disappointing in other respects. Manage the hoard.

The next screenshots are from the final rooms that only dedicated players will see (ha!)...



We're nearing the end of our quest. This is Aladag, the dragon guarding the sword.



It's possible to sneak by Aladag to grab the Sword of Kadash (looks like a banana!)



Aesthetics

I was never going to boot up this game and expect glorious visuals. It was developed around 1984, so I would be a fool to judge it based on what the Atari ST is capable of. The graphics are what I experienced on my ZX Spectrum, using a basic design with lots of repeating red brick walls and black backgrounds.

The monsters are superb, and we get to slaughter a wacky crew. They're quite poorly drawn compared to Rogue, but I love how amateur their movements and animations are - they wobble across the screen. The gremlins are my favourite: small and made from a few pixels, yet they look great.

The audio is almost zilch with no music and few effects. What you mostly hear is your weaponry, or when touching a monster. Oh, a little jingle plays when the Lich appears! This is an incredibly short tune, but it's eerie and works surprisingly well. Otherwise, the entire game is silent, with no distractions.

Okay, it's screenshot time again, and here we have two sets of badass enemies...



I think this monster is called the Mukra, a tough Jason Voorhees wannabe.



Wraiths are incredibly mean and fast. So, unless you're armed well ... forget it!



The map!

So the moment you have all (?) been waiting for... the map! Completing this game was enjoyable and addictive. However, the ending rooms are a disappointment in comparison to the rest of the game:

At the end, the idea is to kill the dragon Aladag, who is guarding the Sword of Kadash. But there is a hidden passage north of his location, so you can skirt around and pinch the sword. Superbly done, and a greeting appears (the last screenshot below), but the game does not end. In fact, there are a couple more (pointless) rooms that don't make any sense, as they are dead ends. So, armed with the Sword of Kadash, I went back to kill Aladag and, once again, the greeting appeared, but it still doesn't end. How odd!!

Yep, rather an anti-climax. But it didn't spoil what is nothing less than a superb oldskool shooter. As always, the image below is a thumbnail; click it to download the high-resolution version. Or zip over to Atari Legend, which is kindly hosting a similar version. Anyhow, I hope you guys enjoy using the map.

Carry on scrolling for my final thoughts on Sword Of Kadash...


Greetings to PP for helping develop a better version. Thanks also to Maarten/AL for hosting.




The CryptO'pinion?

I'm sure you can tell how much I have enjoyed this, and mapping has been a pleasure that has greatly enhanced my experience. I've honestly loved every second of the adventure, albeit not the 'RPG' that I imagined. Those elements are diluted into the background, so I would say it's more of an action/shooter with an emphasis on puzzle-solving (make notes!) and the freedom to roam without following any linear path.

My grumbles are minor; the combat system is limited because all weapons are the same, and there's no support for melee. The cursed items are a pain in the bum because there are only two types of objects (for a cure). I would have liked magic to have included the side benefit of dispelling curses, too.

Anyhow, if you're in the mood for an alternative "roguelike", then this could be everything you desire. The dungeon is massive, with monsters at every turn, secret passages, and lots of infuriating traps! Just remember to save regularly and make notes. Of course, I have made a map you can use as a guide.

Sword of Kadash hasn't aged well, but the gameplay is well-balanced throughout, which I thoroughly appreciated. I hope you ignore the bland aesthetics and take on board the challenge!!




After all the trials and tribulations, this is the finale. Then it carries on to a dead end! Bugged?

Friday, March 24, 2023

Sword Of Kadash (part two)






Welcome all (who carry a pencil and paper)

I honestly didn't expect to be posting again so soon after the first article, but this is an enthralling adventure. Ignore how it looks, and you are rewarded with something rather enjoyable. Hang on, didn't you read the feature that I wrote? Sheesh, shame on you. Click that link. I shall wait here until you come back.

Okay, you're back! So let's continue with part two of my progress within the fortress of pain. Yep, that's what I'm calling it. Don't get me wrong, this is what I needed to dig my teeth into: effortless adventuring with freedom to roam. There is always something menacing to contend with amongst a myriad of traps!

Traps are a big part of this game, with most rooms having something to ruffle your feathers...



Hairs stand on the back of your neck when entering this room!



Temptation is high, dare we grab the scroll and that powerful sword?



Another trap is triggered - eight beasts appear, and arrows are hurtling towards you!!




Puzzling puzzles?

Many rooms have a puzzle element, and, being of ultra-low intelligence, I like my puzzles uncomplicated! Well, good for me then because I've yet to stumble upon anything overly taxing on my old brain cells. In fact, the hardest part of the game is usually sussing out a route through a maze of irritatingly invisible walls.

Walls are oddly a big part of this game, which is a weird thing to say, right? Well, the blue walls can be destroyed with your weapons, which is sometimes a good idea. Especially to clear the way, ready for a quick escape! But you may wish to be cautious and leave only enough room for yourself, rather than for the BIG chasing monster. Be careful and think before making a move - don't let the puzzle trigger a separate trap!

Here are three rooms with typical "puzzles" you will often encounter...



This room is odd; an invisible wall surrounds the symbol. So how are you gonna collect that?



Why not fully blast away the blue walls before attempting to pass that sharp-looking object?



Another puzzling room with both a secret wall and a trap. No spoilers, but step lively!




Psychic gaming

Freedom to roam within such a whacky dungeon of horrors is proving silly yet ever so entertaining. It wasn't long into the game that I realised that I needed the power of prediction because of the dreaded cursed items. These are relatively plentiful, but there's no way of knowing if an item is cursed or not.

Being cursed will affect your performance in terms of XP, armour, and potential damage. This can be cured, but only by collecting symbols or scrolls. These work a treat, but there isn't nearly enough of them for the gamblers aimlessly wandering the dungeon. A good adventurer brings a sword and makes many notes.

It's not all blind faith because many rooms are exactly as they first appear...



I had my suspicions about this screen, but all items come without the worry of a curse.



I hope you are carrying a strong weapon as you enter this room. You'll need it!



It's party time down in the fortress, so let's all get together and be merry.
What a battle this was - use magic!




The CryptO'pinion?

Stumbling through the Sword of Kadash has proved itself fruitful. There are many crude, yet fascinating rooms to explore, and mapping has opened them up somewhat. However, mapping might be good for my personal pleasure, but it isn't essential. What is: making notes and jotting down the locations of cursed items, as it's the only way to make progress. Yes, you will replay it repeatedly to push yourself further each time.

That actually means hours of gameplay, which, when you think about it, is massive value for money for anyone back in the mid-80s. However, do you have that free time today? Well, I hope my agonising and time-consuming mapping will soon be of use to y'all. Are there any players? Hmm, why not comment and let me know...

With that in mind, here is the updated version of my map with all the cursed items identified. (I've also noted weapons and any traps/puzzles - but not everything, as I didn't want too many spoilers). Remember, this image is a thumbnail, so click it to download the high-res version. I hope you have enjoyed part two.

For now, relax and be content knowing that part three will soon be in the works...




Saturday, March 18, 2023

Sword Of Kadash (part one)






Fortress Of The Dragon

For almost a decade, I've tried to play as much of a game (as possible) before attempting to write a humble review. In light of that revelation, I'm going to do things differently for the next game and will post here as I progress. Hopefully, I won't get stumped and give up - yikes, that would be embarrassing!

Without further ado, here is possibly the first episode of a mini-series for what appears to be a modest-looking action RPG. It's called Sword Of Kadash and was originally released on lesser computers back in 1984/5 before finding its true home right here on the Atari ST in 1986, thanks to Dynamix/Polarware, Inc.

It was developed by Kenneth L. Hurley, and if that name sounds familiar, then maybe you came over to the Atari ST around the same time as I did? Ie - do you remember the graphical demo 'Monarch'? That animated screen was mind-blowing, and I couldn't get over the impressive power of my new 16-bit computer!

Anyhow, enough waffling by me. Yes, you guessed it, it's time for some funky screenshots...

Update: part two of my gripping playthrough is ready to view!


The start screen is one of the prettiest in the game, with a lovely tree.
Hey, don't rush off before looking around ;)
Also, you might wanna change the controls as the joystick works best.



Ah, you started off well, I see! This is the screen that proves just how sneaky the game can be. Wait, what was that flickering that I saw? Did you see it? Well, I think you should go and investigate that flickery wall...



Yeah, a secret room with a couple of weapons. Wait, I'm getting that sneaky vibe again!
Which weapon shall you pick up? Hmm...




What is this game about?

The story is a little silly, but let's hear it. Okay, you are a traveller looking for your fortune in Persia, but the local thugs have other ideas. Captured, you have one option to free yourself: enter the Fortress of the Dragon to find their sword. You've guessed it, that is the Sword of Kadash, which is guarded by a dragon called Aladag. A myriad of rooms are waiting to be explored, but beware of the many hidden dangers!!

Upon loading, I'm instantly reminded of the Apshai games due to (ahem) modest visuals and top-down display style. Getting around is easy thanks to effortless joystick controls - you did change them, right? Anyhow, you're immediately thrown into the thick of it with the opening rooms offering a glimpse into the type of dangers that lie ahead - hidden secrets, dodgy weapons, traps, and strange monsters.

It pays to be cunning, with each room a festival of trickery and monsters. Screenshot time...



There are many types of treasures, and here I can see a chest. But it's a room full of nasty critters that are also incredibly tough to kill. So, shall we waste effort killing them for a chest? Or leave it and scarper?



Hmm, I've already got a sword, which is a fantastic weapon, but this room has lots of daggers and picking them up provides experience. Be careful, one of them might be booby-trapped? What shall you do?



It's now that you should use magic to nip down and grab that scroll.
Let's just hope that there are no traps!




So what's my plan?

Inside the dungeon are many places with traps, treasures, and bizarre monsters just itching to be slaughtered. My progress is slow, but the adventure is addictive and gratifying. What appears to be a humble game isn't. Most monsters are bigger than me in size and strength, but I shouldn't feel the need to fight all battles; sometimes it's best to grab the loot and run. Then again, that will probably be boobytrapped!

So, the plan is simple and one that I'm sure you've already guessed? I desire to completely map the Sword of Kadash. I've already begun this monumental task, and it's made playing the opening rooms so much better. Plus, it's now easier to identify traps, hidden walls, and cursed items. 80s-style gaming! ;)

Mapping is fun but time-consuming, so don't wait up! Hey, do you want some more screenshots...



Sword of Kadash has a cruel design to be learned by the player bit by bit. I say it all the time, but I don't think you can get anywhere without making notes to remember the different pick-ups. Argh, many are cursed!



I found a hidden passage! However, an invisible wall to my left is blocking me.
Wanna grab the loot and leggit back down the passage we discovered?



Doing so, these two goons appear.
That invisible wall was cool, but we must now run!!




The CryptO'pinion?

I hope you have enjoyed scrolling through what I hope is the first of "many" articles about my progress. This game is indeed huge, but there appears to be a method in its madness, thanks to the way XP and hit points are earned. Additionally, the design seems focused on replayability, meaning you'll die often, encouraging you to take notes while exploring the fortress to help progress further in future attempts.

Download it and see where the adventure takes you - let me know in the comments below.

I'm heading back into the dungeon, but before I go, do you want to see what I've mapped so far? The image below is just a thumbnail, so click on it to view the hi-res image! Part two coming soon...