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Can a remake compete with a memory?

First Impressions

The title screen has some fancy 2 way scrolling layers which is technically impressive for VX. The art is not bad either.
However the font... they didn't use the default GameFont, or a pixel font. It looks like the windows 95 system font.

Select the tutorial, and you get dropped into the Blue Dragon Inn. This is rendered in what looks like RTP tiles posterized into a 16 colour palette. The effect is not good.

Restart into the game proper, and the tileset fits the palette a lot better. These are heavily Dungeon Master inspired and are what the palette was designed for.
The same combat tutorial appears in the main game, so I'm not sure what the purpose of the ugly Inn was.


If you like pumping instrumental dance music, you might like this. The game is a hack and slash dungeon crawl with environmental puzzles, so there's no particular mood needed.


The Graphics attempt to follow the technical limitations of the Atari ST (16 colours on screen from a range of 512 (8 levels per channel)). The *AMAZING GRAPHICS* were 320x200. But things always look better in memory.

Within the dungeon, the Dungeon Master inspired tileset looks good. They have replicated the large and small pressure plates and hidden switches in a way that works.

The character portraits look kinda bad, but also authentic to the original game. Enemy battlers are also close copies of the enemy sprites in Dungeon Master. I can't tell if they are rips or close matches, as there were several ports to different platforms with differing graphic capabilities.

The on map sprites are functional, with an art style closer to graphic tiles for a roguelike than the RTP.

A nice touch are the animated backgrounds during combat, which show moving 3D walls. Why is this nice? Because in Dungeon Master you'd never fight a monster head on if you could avoid it. Attack, move away and let the monster follow you while your attack cools down.


Dungeon master was a blocky 3D with forward view, whereas this game uses the top down view that is standard in RPG maker games.
The maps try to closely replicate the layout of the original, with icons used to indicate switches on side walls.
Not all the puzzles work in this form - where you should throw a rock over a pit to land on a pressure plate it will be replaced by a "show choices" event asking if you want to do the thing or not.
The maps do achieve their intent, though the puzzle translations sometimes feel awkward.

There are problems where switches or keyholes are located close to a map transition, as these areas are hard to explore without accidentally switching map and missing an important detail.


Dungeon Master did include some resource management: food, water and light.
Super Dungeon Master combines food and water into party-wide gauges - everyone starves together.
Most food picked up is added straight onto the food gauge, which is nice, but some types appear as inventory items instead.
Both these resources tick down too fast, perhaps being balanced and playtested by people who already know all the puzzles and secrets.
Light works quite differently, instead of stacking duration by lighting a torch from inventory as each one burns out, it seems to stack intensity. Each torch picked up adds to your light radius.
I'm not sure whether resources are consumed by time or by steps.
Without light you have to run around more to explore, which would tend to drain the others in a vicious cycle.

Combat is a front view menu driven ATB with a couple of tweaks worth mentioning:
Surprise / Ambush - if you rush the enemy on the map, you might get 2 attacks each before retaliation. Conversely if the enemy attacks you on the map, they go first. And the enemy will attack followers in your caterpillar.
Active blocking - During enemy attacks, there is a minigame to press 'A' with the right timing to reduce the damage.

But spamming "Attack" was perfectly effective until dying of hunger or thirst.

I have a lot of fond memories of Dungeon Master, which is now over 30 years old. So I had hopes for this game. "Legend of Grimrock" did manage to push the right buttons as an homage, but that was a funded commercial game.

This game does not hit the right notes for me, but it has been well researched and made with love. If you share the same taste as the author, you might enjoy it.


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Wow - - thankyou for taking the time to review this game!

I must admit that this version suffers from being a little outdated:

There is a newer version here and I promise to update the version on RMN too:
Latest Version...

It's a nice review and positive. I do admit it has some issues but am determined to keep on improving - and your feedback helps a lot - thanks!

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