Now that I'm leaning back in my study chair while stroking my chin and making deep thought faces, I can see that my Dungeon Master playthrough attempt consisted of three distinct stages.
The first stage is more or less what I've documented so far: the somewhat inept early-game revisiting of the first few levels that carried the most nostalgic baggage from my youth. I was basically a tourist in an aspect of my childhood, an aspect that also happened to contain horrible monsters that wanted nothing more than to rip off my head. This was the section of the game that is Dungeon Master to me. This is what I talk about when I talk bout Dungeon Master.
Nothing like a room full of teleportation fields to test one's policy of avoiding online walkthroughs. |
"Oh look, the teleportation room!" I said, as I encountered the teleportation room.
"Oh wow, flying snake things!" I said, as flying snake things killed all four of my champions.
Phase two also featured some backtracking to the screamer room on level four for training and food restocking. Oddly enough, though, once I had easy access to food I no longer found myself needed it, as my party somehow stopped burning through the stuff like a Japanese kid in a hotdog-eating contest. Not even the enticing prospect of more screamer slices or dungeon floor apples could rouse up the appetite of Zed and company.
Rethinking occupational hazards while fighting a flying snake in a room full of pits. |
"Do you men ever feel like we're slogging through the same fight over and over?" Zed asked.
"I'm not a man," Wu Tse said. "My character pic clearly has breasts."
"Sorry," Zed said.
"And fighting poisonous flying snakes is my favorite thing."
They reached level six, which contained beholders and skeletons, both of which were enjoyable monsters to fight (especially as neither poisons the party, a welcome relief after the party-poisoning poison party that was level five). Level six also held some personal nostalgic weight, as it was the last level I personally saw any of as a kid, as my buddy's playthrough was abandoned when we suffered a total party wipeout on level six and were then called to come upstairs and wash up for dinner.
My friend went on to eventually beat the game on his own, whereas I went on to keep playing the first couple levels over and over.
Until now.
It's odd revisiting a game nestled a good 25 years deep in my past. A child's developing brain tends to blow things cartoonishly out of proportion, and then the passing of time distorts things even further.
Taking on beholders in the odd-shaped pillared room. The beholder's open eye means something bad is about to happen. |
Now the room was an (awesome) open, odd-shaped pillared room that Zed and friends used as beholder target practice. 16 bit high-fives all around!
I really love what the dead skeletons have done with the place. |
"There were too many screamer slices on the floor to find a good place to sleep, anyway," said Zed.
Level seven was mostly closed off, due to being the motherfukkin TOMB OF THE FIRESTAFF. I winked it a saucy "see you later" and descended to level eight, i.e. "The Arena."
Or, at least, it was called "The Arena" on those maps I studied as a kid, although the nickname doesn't seem to have survived the passage of time. Level eight originally held a lot of fascination for me due to its vast, open nature, despite (or due to) the fact that I never actually saw any of it firsthand. When flipping through the level maps as a kid it immediately jumped out at me, a massive, cavernous odd-level-out in a dungeon that otherwise seemed to be all snaking hallways and chambers.
"How can anyone even play this?" I wondered as a kid. "You're open on all sides!"
Party at the Arena, everyone is invited! |
It was also on level eight that I noticed that monsters appear to scale up a bit, as we encountered some mummies--remember those?--that could take a fully juiced fireball and still shamble on toward us.
"Oh look at you!" Zed said. "All grown up and tough!"
"Not that tough," the mummies replied as they died.
It was also on level eight that I began to realize just what a monster Dungeon Master actually is, as opposed to the monster I perceived it to be as a kid. The more I saw of the dungeon, the more I was impressed with the sheer size of the gauntlet that was thrown down when this game came out in 1987.
Dungeon Master was surprisingly well-realized for a first game in a series. Often times it takes a sequel or two for developers to really figure out how far they can take things (e.g. Baldur's Gate), but Dungeon Master knocked it out of the park from the start. If you look at the other games that were current in 1987, DM could easily have cranked out a five hour experience and coasted by on the graphics and quasi-3D engine alone, and yet they crafted a deep, challenging dungeon that got increasingly weirder and less linear with each deeper floor.
Damage from the left, giggler in the front. |
Back in the heart of the dungeon, Zed and company made short work of level eight and found the stairs down. More importantly, though, they found a certain special key.
"My god," Zed said. "It's--it's shaped like a skull."
"Maybe it goes in the skull carving over there with the keyhole in it," volunteered Boris, our diminutive, hobbit-like wizard..
"Oh gross," Zed replied.
Little did we know that this unassuming skeleton key would launch me into the third and final phase of my Dungeon Master playthrough attempt while simultaneously forever changing the game.
Up next: when Chaos drops by.
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