Source:Eamon Adventurer's Guild Newsletter, March 1994
This page is a verbatim reproduction of original source material and should not be edited except for maintenance. | |
Description |
The Eamon Adventurer's Guild Newsletter, March 1994 issue. |
---|---|
Source | |
Date |
March 1994 |
Author |
Eamon Adventurer's Guild; Tom Zuchowski (editor) |
License |
Permission has kindly been granted by the copyright holder for this copyrighted item to appear in the not-for-profit Eamon Wiki website. Permission granted by Matthew Clark in email with Huw Williams on 22 November 2012. |
Previous item | |
Next item |
The Eamon Adventurer's Guild
March 1994
News and Stuff
Annual Financial Report
EAG finances for 1993:
Starting Balance: | $59.23 |
Income | |
Back Issues: | 161.75 |
New Memberships: | 126.00 |
Renewal Memberships: | 378.00 |
Updates: | 28.00 |
Miscellaneous: | 34.00 |
Total Income: | 727.75 |
Expenses | |
Copier: | 280.80 |
Postage: | 223.91 |
Supplies: | 57.63 |
Total Expenses: | 562.34 |
Ending Balance: | $224.64 |
A good year. Membership continues to hover near 100, where it has been for almost the entire history of the EAG. We seem to pick up new members at just a high enough rate to offset the ones who leave.
The renewal percentage remains nice and high, with the main reason by far for not renewing being that the member's Apple II had broken or was sold. Quite honestly, I expected to see a significant decline in membership with the announced demise of the Apple II and the new inexpensive PClones and Macs hitting the streets, but so far that hasn't happened at all.
You have all probably heard by now that the Apple IIe has followed the Apple IIgs into oblivion. Apple cited very low order numbers compared to Mac orders. (Gee, I wonder why?) There has been a lot of loose talk about Apple licensing the Apple II to an outside vendor.
Don't believe it. What would Apple gain by generating competition for the Macintosh? They want the Mac to be the education machine of choice, not a competitor's Apple II clone.
I've been told that Apple has also discontinued their mail-order sales of Apple II hardware and software. What is Out There now is all we will ever have.
That's actually fairly good news for those who stick with the Apple II. This turn of events has put a lot of downward pressure on the price of used Apple II equipment. Some peripherals like disk drives are holding their value compared to a year ago, but most everything else is down a lot from this time last year.
Don't panic. Everything you could conceivably want is readily available from used-equipment outfits like Sun, Pre-Owned Electronics, Alltech and others. And real deals are to be had in the private market.
I've heard some concern that the EAG is changing its emphasis to the GS because of unusually high GS news in the last few issues. Not so!! The EAG will continue to be exclusively Eamon-oriented and will continue to encourage authors to make their new stuff new stuff work on all Apple II models, and in both DOS 3.3 and ProDOS.
The EAG's emphasis has always been on designing and writing new Eamon adventures. The features of new Eamon stuff is completely in the hands of the person who writes it. Some people are interested in doing stuff that only works in ProDOS or on the GS. That's their decision, not mine, and I do support anyone who feels that way. People write Eamons for fun and it's important that they have fun doing them. I will merely report what is going on.
I personally use a II+, IIe, and GS. Admittedly, the II+ sees little use except to check new stuff for compatibility or to look at the details of an Eamon adventure while I have Appleworks running on the IIe, but it does still get used on a regular basis. I used it just last week to make sure that a new Eamon works right on the II+.
As long as I am running things, I will make everything possible available for the II+ and in DOS 3.3 format. Some things simply can't be made to work in this framework, but so far that has been less than one percent of all the Eamon stuff.
Don't sweat it. <grin>
There Are Rumors that Sam Ruby has several projects in the works. He's likely to give Softdisk first crack at them, though. Who would have thought that Sam would prefer getting $700 for an Eamon to giving it away for free?
Softdisk is definitely worth getting. They regularly offer some sort of text adventure or RPG, and they are good.
Eamonaut of the Month
It looks like Phillip Moore gets it again this time, with a bunch of bug reports and a couple of nice letters. Phil gets 6 more Eamon disk sides of his choice.
Special mention to Frank Kunze and Phil Schulz, who have been a real pleasures to work with on their new Eamon adventures. Frank and Phil will get their rewards when their adventures are finally released.
I'd like to take a moment to mention that I am now doing the newsletter with Appleworks 4.0. This is a very nice program. If you're doing anything more complex than simple correspondence, you might want to get it. However, I must mention that it is fairly huge, taking up almost an entire 3.5 floppy with no extra TimeOut modules installed!
Eamon Adventurer's Guild
Thomas Zuchowski, Editor
Membership/subscription fee for 4 issues: US-Canada: $7.00; foreign: $12.00; in U.S. funds.
The Eamon Adventurer's Guild is published 4 times per year in Mar., Jun., Sep., and Dec.
We are always looking for new material! If you would like to publish your own letter or article in this newsletter, feel free to send one in. If you would like to add your own Eamon adventure to the list, send it on a disk to the above address. It will be assigned an Adventure number, and tested for bugs and other problems before release. An informal critique and disk with bug corrections will be returned.
Back issues
Apple-based back issues of the formerly Apple-based NEUC's Adventurer's Log are available from us: Mar'84, May'84, Aug'84, Oct'84, Jan'85, Mar'85, May'85, Aug'85, Oct'85, Jun'86, Jan'87, Oct'87
EAG back issues:
Jun'88, Sep'88, Dec'88
Mar'89, Jun'89, Sep'89, Dec'89
Mar'90, Jun'90, Sep'90, Dec'90
Mar'91, Jun'91, Sep'91, Dec'91
Mar'92, Jun'92, Sep'92, Dec'92
Mar'93, Jun'93, Sep'93, Dec'93
Quantities of 1-5: $1.75 each
Quantities of 6 or more: $1.25 each
New Adventures
#224 | Prisoner of Darkness | by Phil Schulz |
You find yourself a prisoner in a dark cell, and must find your way to freedom. Contains several interesting twists, and a half-dozen puzzles of medium difficulty. There are companions to be won and obstacles to overcome. Phil has thoughtfully placed a couple of "stoppers" that help keep you from putting yourself in an unwinnable situation.
Letters
Can you unsave a [DOS 3.3] game? I have saved game in a no-win position. (The key I need to open a door is on the other side.) Help! —Phil Smith
Sure, this is easy to do. Simply delete the file GAME.PTRS from the disk. (Note that this is only necessary to do for DOS 3.3 games. The ProDOS versions automatically delete the saved game if you elect not to resume playing it at startup.) —Tom
When I was exiting to the Main Hall and selling my excess weapons there was an ILLEGAL QUANTITY ERROR IN 2330....CH = 300
. Is this a bug? —Phil Moore
Heh. There's a problem, all right, but it's not with the program. A "normal" high Charisma is about 22. Your Charisma is 300, or about 20 times higher than Paul Newman's. You simply stepped outside the bounds of character stats that the basic MAIN PGM can handle. Next time, try dropping it by about 90%. —Tom
Dungeon Designs
Special notice I'm facing a problem with this column: I am having a bit of difficulty coming up with stuff to write about that hasn't already been covered in past issues. If there's something that you would like to see discussed or explained, please let me know about it!
Miscellaneous Notes and Suggestions
Monster Weapons: Few things detract from the feel of combat like silly and inappropriate weapon assignments. Pay attention to the monsters' weapon numbers! If the monster is supposed to be carrying a weapon, be sure to actually assign him a "real" weapon that is included in the artifact database. If the monster is fighting with natural weapons (teeth, karate, whatever) be sure to give him natural weapons by assigning a Weapon Number of zero.
Note that you can set up individual monsters as "unarmed" by giving them a negative weapon number. A good example of when this is appropriate would be a freed prisoner who has no weapon but will fight if given one.
The game's play can really get screwy when a multiple-monster is carrying a real artifact-weapon and drops or breaks it during combat. (I don't mean that the program breaks, just that this event reads very poorly.) Avoid this by not assigning a real weapon to multiple monsters unless there is some overriding reason for such a weapon to exist. When possible, give all multiple-monsters "natural" weapons, even if they should be carrying real ones. Minimize the confusion by making little or no reference to the monsters' weapons. If there are just two or three members of the group, it might be better to make them individual monsters and assign real weapons to them.
Artifact USER Fields: The artifact database fields named USER are not used by the MAIN PGM. It doesn't matter what is put in these locations, since this information isn't used for anything. The DUNGEON EDIT program makes them available so that authors can easily use these locations for special programming data of their own.
Synonyms: Be sure to use the synonym checking routine for your embedded artifacts. See the June '92 EAG newsletter for a step-by-step tutorial of this powerful feature.
Special Checking: When you add special programming that checks for specific artifacts, never make the check by comparing the artifact's name to S$! Always use the variable "A" and compare "A" to the artifact number you are looking for.
What difference does it make? It uses the standard player interface, which permits the player to expect certain responses from certain inputs by utilizing the standard checking code. One of the worst mistakes that new Eamon authors make is to bypass the standard interface routines.
Let's do an example. Let's say that something special will happen when the player picks up an artifact named MAGIC WAND. Let's say that this wand is Artifact #12.
Wrong way:
4060 IF LEFT$ ("MAGIC WAND",LEN(S$)) = S$ THEN (special programming)
Problem: This line won't detect right-end abbreviations; the command GET WAND
won't see it.
Worse way:
4060 IF S$ = "MAGIC WAND" THEN (special programming)
Problem: This line won't detect any abbreviations; the command GET WAND
won't see it, and neither will GET MAGIC
.
Right way:
4060 IF A = 12 THEN (special programming)
Benefits: Improves execution speed by making use of already-executed existing code; utilizes standard interface that detects truncated words. The player expects to be able to use commands as short as G M
, and this line will do it.
How does the "right way" work? If you look at the GET routine at 4000-4020, you will see that it calls the subroutine at 4800 to see if the artifact named by S$ is available. If the artifact is available, the routine at 4800 sets the variable A to the number of the artifact. So, you see, all of the checking has been done for you already by the time you get to your special programming at line 4060.
Closed Artifacts: Containers, readable artifacts, and drinkable artifacts all have the option of being open or closed. Unless there is a strong reason to have it closed, you should be sure to leave readable and drinkable artifacts already open in the database. For example, it's irritating to the player to have to OPEN an ordinary book before reading it, as the READ command implies opening the book as well.
Unfortunately, the editor defaults drinkable and readable artifacts to the closed state. Be sure to enter the open state for anything that isn't locked or tied to special effects upon opening.
Containers are a special case; it doesn't matter which state they are in, as the OPEN command functions to empty them out onto the ground. However, you will of course want to have "locked" containers closed!
Bugs 'n' Fixes
#43 Priests of Xim!
Date Fixed: 1/30/94
Problem: A monster has a control character in its name, making it impossible to attack.
Fix: Change Monster 12's name to SPIDER
Also, the standard speedup mods were added.
#95 Maze of Quasequeton
Date Fixed: 1/16/94
The "standard" YOU SEE speedup mods were added.
#97 The House of Secrets
Date Fixed: 1/16/94
Problem: Treasure value is calculated incorrectly; can possibly be negative value.
Fix: In Line 4210: change AD%(60,1) = (WT - MD%(0,1)) * 20
to AD%(60,1) = (MD%(0,1) * 10 - WT) * 20
The "standard" YOU SEE speedup mods were added.
#115 The Ring of Doom
Date Fixed: 1/28/94
The standard speedup mods were added to the search routines at 4700 & 4800.
#131 Nucleus of the Ruby
DOS 3.3 ONLY
Date Fixed: 1/14/94
Problem: UNDEF'D STATEMENT IN 1200
Fix: Delete Line 1200
#149 Elemental Apocalypse
149A The Indoor Forest
Date Fixed: 1/14/94
Problem: SYNTAX ERROR IN 13030
Fix: In Line 13030, change GOT300
to GOTO 300
149D Assault on the Element Lords
Date Fixed: 1/14/94
Problem: UNDEF'D STATEMENT IN 11500
Fix: Delete :IF RL = 100 THEN 11600
from Line 11500
Problem: SYNTAX ERROR IN 31110
Fix: There is an embedded control-K in the line. Recopy the line to remove the control-K.
#165 Animal Farm
DUNGEON EDIT DOS 3.3 ONLY
Date fixed: 1/14/94
Problem: TYPE MISMATCH IN 50
Fix: In Line 50, change ND$ = 6
to ND$ = "6"
#180 Gamma 1
Date fixed: 1/14/94
Problem: TYPE MISMATCH in 13040
Fix: In Line 13040, change AD$(A,4)
to AD%(A,4)
#194 Attack of the Kretons
DOS 3.3 & PRODOS-40
Date fixed: 1/14/94
Problem: SYNTAX ERROR IN 9540
Fix:
9540 GO = GO - SL: IF M = 8 AND SL < 75 THEN GO
= GO + SL: PRINT : PRINT CHR$(34)"THAT
AINT ENOUGH,"CHR$(34)" GROWLS STAN.": L
= L + 2: GOSUB 58: GOTO 9120
Adventure Reviews
#43 Priests of Xim!
Reviewed by Tom Zuchowski
MAIN PGM Version: 5
Extra Commands: EXIT
, PRAY
, UNLOCK
, BUY
, SAVE
Deleted Commands: None
Special Features: None
Playing Time: 1-2 hours
Reviewer Rating: 4.0 Average Rating: 5.7/3
Description: "Welcome to the Priests of Xim! As you travel through the tomb, you will encounter many powerful enemies. However, the rewards will far outweigh the costs. Because of the large amount of time required to complete the full adventure, it is possible to leave, if decide you cannot go any farther. However, if you wish to enter the tomb again, you will have to pay homage again, and start over. Please wait 1 minute."
Comment: The above is an exact copy of the entire introduction. I think that it serves fairly well to give you a taste of the flavor of this offering. This adventure didn't originally have SAVE
and made special provision for exiting at any time via the EXIT
command, but SAVE
was added by the NEUC.
This is straight kill'n'loot with a handful of locked doors to open. Contrary to the intro, the bad guys are medium-to-lightweight and sometimes decide to ignore you after first presenting a very hostile description.
The "homage" that you must pay to enter is 70% of all your gold. I managed to scrounge together less than 4,000 GP of loot, or about 32,000 GP short of what I was charged to enter the tomb.
I found this to be a mediocre offering largely because the authors threw whatever popped into their heads into the dungeon map, which makes very little sense and has lots of incongruities. It is painfully obvious that they were running out of ideas and patience in the last quarter of the dungeon, which is decidedly poorer in quality than the first half, which is pretty darned good.
If the entire dungeon was up to the standards of the beginning, this would be a real keeper. But instead it winds down to what I felt was a disappointing ending. Still, you should note that the average rating is quite a bit higher than mine, indicating that several people enjoyed it more than I did.
#95 Maze of Quasequeton
Reviewed by Tom Zuchowski
MAIN PGM Version: 4
Extra Commands: None
Deleted Commands: None
Special Features: None
Playing Time: 30 min.
Reviewer Rating: 4.0 Average Rating: 3.2/4
Description: "You have heard that a group of fighters have gathered in the Maze of Quasequeton. You know that they are lead by a man call the Master. You must find him and kill him. Good luck!"
Comment: And that is the introduction in its entirety. I think that it sums up the content of the adventure nicely. The dungeon map consists of a mere 18 rooms. No special effects. No secret passages. No companions.
This is classic "hack'n'slash" fare: kill everyone you meet and grab anything that isn't nailed down. The poll ratings on this one range from (1) from a puzzle fan to (5) from a hack'n'slasher. It's very short and simple, but it's cleanly written.
It's very easy to complete. Being very simple and short, it may be a good choice for young Eamonauts.
#115 The Ring of Doom
by Sam Ruby
Reviewed by Tom Zuchowski
MAIN PGM Version: 6
Extra Commands: EAT
, REFORGE
Deleted Commands: SAVE
Special Features: None
Playing Time: 1-2 hours
Reviewer Rating: 5.0
Description: "Ages ago, in times few remembered, the Dark Lord, Sauron, fashioned Rings of Power in his Land of Mordor. One he made for himself, and it was the mightiest, for it could control the others.
In all, twenty rings were made. The Elves were not tricked by Sauron's false friendship, so they hid their Rings. Sauron has taken back the Seven of the Dwarves. The Nine are used by the Black Riders, the Nazgul, who are Sauron's most powerful servants. But the One was lost.
Lost that is, until now. The One has been found, by the "good guys", fortunately, for if Sauron recovers it he will be invincible!
Being a mighty warrior and hero of the land, you are summoned to a council of the Wise, and the leaders of the free peoples. A debate occurs over the question of what to do with the Ring.
The council's leader says, after long debate, "We must destroy it. Doing that will destroy Sauron. It must be thrown into the Mountain of Fire, Orodruin, called Mount Doom. However, Mount Doom lies in the land of Mordor, where Sauron dwells."
You volunteer to be the ringbearer. You must go through a mountain pass called Cirith Ungol and into Mordor. There you will throw the Ring into the fire of the mountain. You are given some Elvish waybread, shards of a once-mighty sword, and a flask of a magical liquid.
Comment: This adventure is classic Ruby from his "Middle-Earth period". It is a reasonably accurate rendition of Frodo's portion of The Return of the King, beginning at the Rangers' hideout and continuing on to the Cracks of Doom.
This is a very tough adventure, with very dense combat, and often harsh consequences for wrong decisions. To enhance the danger, Sam deleted the SAVE command from the adventure. Get it right, or die. Because of the very intense combat, I give it a (9) for difficulty. Bring your strongest character and heaviest weapons!
The puzzles are pretty easy, if you have read Tolkein's Lord of the Rings books. If you haven't read them, then some of the necessary actions may be pretty obscure. If you've read the books, it's a Hack'n'Slasher's delight.
Here are a few hints to lighten the difficulty: the reforged sword is a 5D5 weapon; if that's a big gun for you, then be sure to watch for the opportunity to reforge it. You can complete the Quest even if you do not have Frodo, Sam, or Gollum with you. Look for the Rangers at the beginning, they will be invaluable in combat.
Sam did a pretty nice job with special text. There are many secret passages, and every one has its own special text announcement. Overall, a nice job. It would easily have garnered a higher rating if not for the high difficulty.
#138 Starfire
by Ed Phillips
Reviewed by Tom Zuchowski
MAIN PGM Version: 6
Extra Commands: None
Deleted Commands: None
Special Features: None
Playing Time: 30-60 min.
Reviewer Rating: 6.0 Average Rating: 4.8/4
Description: "Looking around calmly, you quicken your pace. Ahead of you the Black Mountains loom ominously. You smile inwardly. This is the home, you've been told, of the fabled Starfire, a sword made by the great forger Gnomedestries.
Soon it will be yours. Beside you marches your friend Thug and Thug's vicious pet Imp, who offered to help you with your Quest."
Comment: This is a rather plain-vanilla Eamon adventure. There are no puzzles to solve other than the discovery of several ordinary secret passages. The map of 58 rooms is very straightforward and has no nasty surprises.
However, there is plenty of combat. You might find yourself in trouble if not for your two very powerful companions, who carry their share of the load.
This adventure, though simple, is competently laid out and cleanly constructed. It is a worthy candidate for young Eamonauts and those who are just getting their feet wet in Eamon.
Two hints: save the potion for real emergencies; try to get around the dragon by FLEE
ing instead of fighting him (he's a very tough opponent!)
Random Article to Fill Newsletter
I put together a disk a few months back that contains the "Dungeon Designs" columns from the newsletter. I sent it out to the Public-Domain people, but never quite got around to announcing it. It is now in the Adventure Listing.
I've been thinking about putting the same kind of disk out for the newsletter's "Bugs'n'Fixes" columns. It's apparent that few if any of the P-D vendors are performing the published bug fixes. I've even had reports of people getting old versions of stuff that I do send out new disks for, such as the Main Hall or DDD.
Unfortunately, I don't have any of the old NEUC "Adventurer's Log" bug-fix columns in disk form. What do you think? Is it worth putting such a disk together, even though it will only have five years' worth of bug fixes?
ProDOS Eamon Adventures
EAG ProDOS Eamon Revision Dates: Date: 2/17/94 40-col. 80-col. 1. Main Hall & Beginners Cave 06/06/91 5. Castle of Doom 02/24/90 8. The Abductor's Quarters 04/21/90 12. The Quest for Trezore 09/03/90 16. The Caves of Mondamen 03/28/90 05/08/93 19. Death Trap 05/09/93 05/09/93 20. The Black Death 09/15/90 08/04/93 21. The Quest for Marron 08/05/90 07/03/93 22. The Senator's Chambers 02/26/90 23. The Temple of Ngurct 02/15/93 02/15/93 24. Black Mountain 08/29/90 02/25/92 25. Nuclear Nightmare 02/25/90 26. Assault on the Mole Man 10/03/90 27. Revenge of the Mole Man 10/06/90 28. The Tower of London 02/25/90 33. The Orb of Polaris 08/15/91 09/21/91 34. Death's Gateway 01/18/91 09/07/91 35. The Lair of Mutants 01/15/91 36. The Citadel of Blood 07/23/90 37. Quest for the Holy Grail 10/13/90 12/07/93 38. City in the Clouds 10/20/90 06/20/93 39. Museum of Unnatural History 01/22/91 41. Caverns of Lanst 01/28/91 45. SwordQuest 08/20/90 01/31/93 47. FutureQuest 07/14/90 12/01/92 48. Picnic in Paradise 08/08/90 49. The Castle Kophinos 08/11/90 09/27/93 51. The Caves of Eamon Bluff 10/23/90 53. Feast of Carroll 02/26/90 55. The Master's Dungeon 03/03/90 56. The Lost Adventure 01/29/91 58. The Land of Death 02/07/91 64. Modern Problems 02/19/91 68. The Smith's Stronghold 02/24/91 69. The Black Castle of NaGog 07/11/90 09/03/91 73. The Deep Canyon 03/06/91 09/09/93 74. DharmaQuest 10/13/90 10/12/92 75. Temple of the Guild 03/17/91 02/06/94 76. The Search for Yourself 04/18/90 01/22/93 77. Temple of the Trolls 08/15/90 08/01/91 78. The Prince's Tavern 05/28/91 05/28/91 80. The Search for the Key 10/27/90 81. The Rescue Mission 10/27/90 86. Castle Mantru 03/23/91 87. Caves of Hollow Mountain 03/26/91 90. The Doomsday Clock 04/01/91 91. FutureQuest II 01/25/90 07/28/91 92. The Fugitive 11/02/90 93. Flying Circus 11/07/90 05/11/93 97. The House of Secrets 04/06/91 99. In the Clutches of Torrik 04/14/91 100. Sorceror's Spire 05/09/90 05/31/93 106. Camp Eamon 11/11/90 07/11/93 107. The Last Dragon 10/15/91 10/15/91 108. The Mines of Moria 04/18/90 09/29/91 109. The Forest of Fear 01/09/91 112. Hills of History 04/19/91 113. The Life-Orb of Mevtrelek 11/15/90 114. Thror's Ring 03/05/90 05/04/91 117. Dungeon of Doom 01/15/91 118. Pittfall 06/18/90 09/02/91 119. Grunewalde 04/28/91 120. Orb of My Life 06/19/91 06/19/91 121. Wrenhold's Secret Vigil 06/02/90 11/08/92 124. Assault on Dolni Keep 05/09/90 05/21/91 126. The Pyramid of Anharos 03/15/92 03/15/92 127. The Hunt for the Ring 11/20/90 128. Quest of Erebor 11/24/90 10/25/93 129. Return to Moria 12/01/91 12/01/91 130. Haradwaith 11/27/90 01/12/94 131. Nucleus of the Ruby 04/08/92 132. Rhadshur Warrior 10/03/92 10/03/92 137. The Ruins of Ivory Castle 04/26/92 138. Starfire 06/15/90 05/21/91 139. Peg's Place 11/30/90 11/28/93 142. The Beermeister's Brewery 04/26/92 143. The Alternate Zone 05/01/92 145. Buccaneer! 07/31/90 11/01/92 146. The House of Horrors 05/09/92 147. The Dark Brotherhood 04/11/90 05/27/91 148. Journey to Jotunheim 10/07/90 03/19/92 149. Elemental Apocalypse 01/14/94 150. Walled City of Darkness 01/23/92 01/23/92 154. A Trip to Fort Scott 06/05/90 09/30/93 155. Tomb of the Vampire 10/07/90 158. The Lair of Mr. Ed 12/25/90 159. The Bridge of Catzad-Dum 05/18/92 160. Monty Python & Holy Grail 01/25/90 03/20/93 161. Operation Endgame 06/29/91 06/29/91 162. Eamon 7.0 Demo Adventure 05/26/90 163. The Sands of Mars 03/17/92 164. A Real Cliffhanger 03/18/92 165. Animal Farm 04/02/92 166. Storm Breaker 01/09/93 01/09/93 169. The Black Phoenix 03/15/90 11/15/91 170. Ragnarok Revisited 09/15/90 03/10/93 183. The Boy and the Bard 06/20/90 04/10/93 188. Encounter: the Bookworm 05/31/92 191. Enhanced Beginners Cave 01/27/90 194. Attack of the Kretons 01/14/94 07/30/91 195. The Training Ground 02/12/90 196. The Cat House 04/20/92 04/20/92 198. Revenge of the Bookworm 06/06/92 204. Sanctuary 10/14/90 03/09/92 205. Utterly Outrageous 06/10/92 206. Curse of the Hellsblade 02/04/91 10/28/91 208. Assault on Helstar 06/21/92 211. Lair of the Marauders 07/04/92 213. Demongate 07/05/92 214. Deathstalker's Castle 07/15/92 215. Treasure Island 08/16/92 216. The Pirate's Cave 09/20/92 217. Eye of Agamon 09/13/92 09/18/93 Dungeon Designer Diskette Ver.7.1 08/22/93 Eamon Utilities Diskette 08/22/93 Graphics Main Hall 05/23/91
Eamon Adventure Listing
Ratings are given on a scale of 1 to 10 with 10 highest. Format is R/N, where R = the adventure's overall rating; N = the number of people who have rated it.
Note key: a: version 4 or older h: contemporary setting b: version 5 i: 40/80 column capability c: version 6 j: 80-column only d: version 7 k: 40 & 80 col. versions e: (reserved) l: 2-disk adventure f: contains a quest m: 3-disk adventure g: science-fiction n: 4-disk adventure 1. Main Hall & Beginners Cave D. Brown 4.3/6 a 2. The Lair of the Minotaur D. Brown 4.4/5 a 3. The Cave of the Mind Jacobson/Varnum 3.2/6 a 4. The Zyphur Riverventure J. Jacobson 5.7/7 a,f 5. Castle of Doom D. Brown 4.6/6 a 6. The Death Star D. Brown 3.7/7 a,f,g 7. The Devil's Tomb J. Jacobson 5.0/7 a 8. The Abductor's Quarters J. Jacobson 4.7/3 a,f 9. Assault on the Clonemaster D. Brown 3.7/3 a,f 10. The Magic Kingdom D. Cook 4.5/2 a 11. The Tomb of Molinar D. Brown 3.5/4 a,f 12. The Quest for Trezore J. Jacobson 6.2/4 a,f 13. Caves of Treasure Island Genz & Braun 4.4/5 a,f 14. Furioso W. Davis 5.3/3 a 15. Heroes Castle J. Nelson 4.5/2 a 16. The Caves of Mondamen J. Nelson 7.4/5 a,f 17. Merlin's Castle R. Hersom 4.5/3 a 18. Hogarth Castle K. Nestle 4.5/2 a,f 19. Death Trap J. Nelson 7.5/4 b 20. The Black Death J. Nelson 6.5/2 a,f,h 21. The Quest for Marron J. Nelson 7.0/3 b,f 22. The Senator's Chambers J. Plamondon 4.9/5 b,f 23. The Temple of Ngurct J&R Plamondon 7.2/4 b,f 24. Black Mountain J. Nelson 7.0/4 b,f,h 25. Nuclear Nightmare J. Nelson 6.0/3 b,f,h 26. Assault on the Mole Man J. Nelson 6.5/2 b 27. Revenge of the Mole Man J. Nelson 6.0/3 b 28. The Tower of London F.& S. Smith 6.2/2 a,h 29. The Lost Island of Apple D. Brown 2.0/1 a 30. The Underground City S. Adelson 2.0/1 a,g,h 31. The Gauntlet J. Nelson 5.0/1 b 32. House of Ill Repute Anonymous 1.7/3 a,h 33. The Orb of Polaris J. Nelson 6.7/3 b,f 34. Death's Gateway R. Linden 6.5/2 a,h 35. The Lair of Mutants E. Hodson 6.9/4 a,f,g 36. The Citadel of Blood E. Hodson 6.0/4 a,h 37. Quest for the Holy Grail E. Hodson 7.0/2 a,f 38. City in the Clouds E. Hodson 7.2/3 a,f,g 39. Museum of Unnatural History R.Volberding 5.5/4 b,f 40. Daemon's Playground R.Volberding 4.7/3 b 41. Caverns of Lanst R.Volberding 5.7/3 b 42. Alternate Beginners Cave R.Volberding 5.0/5 b 43. Priests of Xim! M & E Bauman 5.7/3 b 44. Escape from the Orc Lair J. Hinkleman 3.8/4 b 45. SwordQuest R. Pender 7.8/4 b,f 46. Lifequest D. Crawford 2.0/1 b,f 47. FutureQuest R. Pender 7.8/6 b,f,g 48. Picnic in Paradise J. Nelson 6.0/5 c 49. The Castle Kophinos D. Doumakes 7.0/2 b,f 50. Behind the Sealed Door T. Berge 4.7/3 a 51. The Caves of Eamon Bluff T. Berge 6.8/3 b 52. The Devil's Dungeon J. Merrill 6.0/3 a,h 53. Feast of Carroll D&J Lilienkamp 5.0/2 a 54. Crystal Mountain K. Hoffman 5.0/1 b 55. The Master's Dungeon J. Allen 6.5/4 a 56. The Lost Adventure J. Allen 6.0/1 a,h 57. The Manxome Foe R. Olszewski 5.5/2 b 58. The Land of Death T. Berge 6.0/1 a 59. Jungles of Vietnam J. Allen 2.1/4 a,h 60. The Sewers of Chicago J. Allen 3.2/4 a,h 61. The Harpy Cloud A. Forter 4.0/2 b 62. The Caverns of Doom M. Mullin 3.0/1 b,h 63. Valkenburg Castle J. Weener 2.0/1 a,f 64. Modern Problems Anderson/Barban/Thompson 6.2/2 a,f,h 65. The School of Death K. Townsend 5.5/2 b,f,h 66. Dungeons of Xenon S. Bhayani 5.0/1 a,f 67. Chaosium Caves S. Bhayani 3.0/1 a,f 68. The Smith's Stronghold A. Porter 6.0/1 b,f 69. The Black Castle of NaGog D. Burrows 7.5/2 b,f 70. The Tomb of Y'Golonac R. Romanchuk 6.0/2 a,f 71. Operation Crab Key J. Vercellone 1.0/1 a,h 72. House on Eamon Ridge T. Berge 4.5/2 b 73. The Deep Canyon K. Blincoe 7.0/3 a 74. DharmaQuest R. Pender 7.9/5 b,f 75. Temple of the Guild D. Doumakes 7.0/1 b 76. The Search for Yourself D. Doumakes 7.5/2 b,f 77. Temple of the Trolls J. Nelson 7.3/3 c,f 78. The Prince's Tavern R. Davis1 9.0/3 b,f 79. The Castle of Count Fuey D. Brown 5.7/5 a,f 80. The Search for the Key(80a) D. Brown 4.3/3 a,f 81. The Rescue Mission (80b) D. Brown 7.0/2 a 82. Escape from Mansi Island S. Starkey 5.0/1 b,f 83. The Twin Castles J. Tankard 6.0/3 c,f 84. Castle of Riveneta R. Karsten 5.0/1 b,h 85. The Time Portal E. Kuypers 5.0/1 a,g 86. Castle Mantru S. Constanzo 6.0/1 c,f 87. Caves of Hollow Mountain J. Nelson 6.3/3 c 88. The Shopping Mall A. Porter 1.0/3 b,h 89. Super Fortress of Lin Wang S. Bhayani 4.2/3 c,f 90. The Doomsday Clock J. Tankard 6.0/1 c,f,h 91. FutureQuest II R. Pender 8.0/5 b,f,g 92. The Fugitive D. Doumakes 7.0/1 c,f 93. Flying Circus R. Krebs 7.0/1 b 94. Blood Feud R. Krebs 5.0/1 b,f 95. The Maze of Quasequeton B. Kondalski 3.2/4 a,f 96. The Chamber of the Dragons B. Kondalski 2.0/2 a 97. The House of Secrets G. Gunn 6.0/1 a 98. Slave Pits of Kzorland R. Hersam 3.0/1 a 99. In the Clutches of Torrik J. Nelson 5.3/3 c,f 100. Sorceror's Spire J. Nelson 7.5/5 c 101. Ground Zero Sam 1.0/2 a,g 102. The Eamon Railroad Sam 2.2/5 a,h 103. Top Secret Sam 1.5/2 a 104. The Lost World Sam 1.0/1 a,g 105. The Strange Resort Sam 1.0/1 a,h 106. Camp Eamon R. Slemon 7.0/2 b,f,h 107. The Last Dragon R. Pender 7.7/3 c,f 108. The Mines of Moria S. Ruby 8.2/4 c,f 109. The Forest of Fear S. Ruby 6.3/3 c,f 110. Fire Island G. Gioia 5.0/1 c,f 111. A Vacation in Europe D. Smith 4.5/2 c,h 112. Hills of History D. Smith 6.0/2 c 113. The Life-Orb of Mevtrelek R. Volberding 6.5/2 c,f 114. Thror's Ring T. Zuchowski 9.0/6 c,f,i 115. The Ring of Doom S. Ruby 5.0/1 c,f 116. The Iron Prison S. Ruby 5.5/2 c,f 117. Dungeon of Doom D. Knezek 8.0/3 a,f,k 118. Pittfall S. Starkey 8.0/1 c,f 119. Grunewalde P. Hurst 6.5/2 b,f,l 120. Orb of My Life J. Nelson 9.0/1 c,f 121. Wrenhold's Secret Vigil R. Davis1 8.2/2 c,f 122. The Valley of Death S. Ruby 4.0/1 c 123. Wizard of the Spheres M. Elkin 5.0/1 c,f 124. Assault on Dolni Keep T. Zuchowski 9.2/6 c,f,i 125. The Mattimoe Palace J. Actor 3.0/1 b,f,h 126. The Pyramid of Anharos P. Hurst 7.3/3 c,f 127. The Hunt for the Ring S. Ruby 6.8/2 c,f 128. Quest of Erebor S. Ruby 6.0/1 c,f 129. Return to Moria S. Ruby 8.6/4 c,f,l 130. Haradwaith S. Ruby 7.0/2 c,f 131. Nucleus of the Ruby K. Somers 6.0/1 c,f,j 132. Rhadshur Warrior R. Pender 7.9/5 c,f,h 133. The Final Frontier R. Slemon 5.0/1 c,f,g 134. Pyramid of the Ancients J.& R. Pirone 4.0/1 c 135. The Tomb of Evron M. Greifenkamp 2.0/1 b 136. The Mountain Fortress M. Greifenkamp 3.0/1 b,f 137. The Ruins of Ivory Castle M. Greifenkamp 6.5/2 b 138. Starfire E. Phillips 4.8/4 c,f 139. Peg's Place M&A Anderson 7.5/2 c,f,h 140. Beginner's Forest M. Anderson 5.0/1 b 141. The Infested Fortress M&P Hamaoka 3.0/2 c 142. The Beermeister's Brewery J. Actor 6.0/3 b,f,h 143. The Alternate Zone J. Actor 6.0/2 b,f 144. Gartin Manor G. Gioia 5.0/1 c,f,h 145. Buccaneer! P. Hurst 8.3/3 c,f,l 146. The House of Horrors D. Cross 6.0/1 c,f,h 147. The Dark Brotherhood P. Hurst 8.7/3 c,f,l 148. Journey to Jotunheim T. Zuchowski 8.2/4 c,f,i 149. Elemental Apocalypse S. Ruby 7.8/4 c,f,n 150. Walled City of Darkness T. Zuchowski 8.8/2 c,f,i 151. Eamon S.A.R.-1 (Deneb Raid) D. Crawford 3.5/2 c,f,g 152. The Computer Club of Fear N. Segerlind 5.5/2 c,f,h 153. Lost! N. Segerlind 5.0/1 c 154. A Trip to Fort Scott W. Trent 7.0/1 c 155. Tomb of the Vampire Trent/Grayson 5.7/3 c,f 156. The Lake N. Segerlind 4.0/1 c 157. Pathetic Hideout of Mr. R. N. Segerlind 5.0/1 c,f,h 158. The Lair of Mr. Ed N. Segerlind 7.0/1 c,f,h 159. The Bridge of Catzad-Dum N. Segerlind 6.5/2 c,f,h 160. Monty Python & Holy Grail N. Segerlind 7.0/2 c,f 161. Operation Endgame S. Ruby 8.9/5 c,f,h,m 162. Eamon 7.0 Demo Adventure T. Zuchowski (N/A) d,i 163. The Sands of Mars T. Swartz 5.7/3 a,f,g 164. A Real Cliffhanger T. Swartz 6.0/1 a,h 165. Animal Farm S. Ruby 6.8/2 c,f,h,l 166. Storm Breaker S. Ruby 8.5/2 c,f,m 167. Expedition to the Darkwoods G. Gioia 3.5/2 c,f 168. The High School of Horrors M.Haney/A.Hunt 4.5/2 a,h 169. The Black Phoenix R. Pender 8.1/5 c,f,g 170. Ragnarok Revisited N. Segerlind 7.8/3 c,f,i 171. The Pyramid of Cheops R. Parker 5.0/1 b 172. The Mountain of the Master M. Dalton 5.2/2 a,f 173. The House that Jack Built R. Parker 2.0/2 b,h 174. Escape from Granite Hall R. Parker 3.5/2 b 175. Anatomy of the Body R. Parker 3.5/2 b,g 176. Dirtie Trix's Mad Maze R. Parker 3.0/1 b,h 177. Shippe of Fooles R. Parker 3.0/1 b 178. The Alien Intruder R. Parker 4.0/1 b,g 179. The Wizard's Tower R. Parker 4.4/2 b 180. Gamma 1 R. Parker 3.5/2 b,g 181. The Eamon Sewer System R. Parker 1.0/1 b 182. Farmer Brown's Woods R. Parker 1.0/1 b,h 183. The Boy and the Bard S. Ruby 7.8/3 c,f 184. Quest For Orion P. Gise 5.4/5 d,f,i 185. The Body Revisited R. Parker 5.0/3 d,f,i 186. Beginner's Cave II J. Nelson 2.0/2 c 187. Batman!! A. Geha 2.0/1 b 188. Encounter: The Bookworm R. Parker 6.5/4 d,f,i 189. The Ruins of Belfast D. Sparks 3.0/1 a,h 190. Shift Change at Grimmwax D&A Sparks 4.5/2 a,f,h 191. Enhanced Beginners Cave Brown/Nelson 5.0/1 c 192. Mean Streets T. Tetirick 4.0/1 c,h 193. The Creature of Rhyl R. Parker 7.0/1 d,f,i 194. Attack of the Kretons N. Segerlind 9.0/2 d,f,i 195. The Training Ground C. Hewgley 5.0/1 c 196. The Cat House Anonymous 1.0/1 b,h 197. Star Wars-Tempest One S. Averill 2.0/1 c,g 198. Revenge of the Bookworm R. Parker 6.5/1 d,f,i 199. Quest of the Crystal Wand R. Davis2 5.0/1 c,f 200. The Lost Isle R. Davis2 4.0/1 c 201. The Caverns of Vanavara C. Hewgley 5.0/1 c,f 202. The Plain of Srevi K. Ivers 4.5/1 c 203. Lotto's Masterpiece H. Haskell 5.5/2 d,f,i 204. Sanctuary S. Ruby 9.0/1 d,f,l 205. Utterly Outrageous P. Gise 6.5/1 d,f,h,i 206. Curse of the Hellsblade Nelson/Zuchowski -/- d,f,i 207. Eamon Renegade Club P. Schulz 5.0/1 d,f,h,i 208. Assault on Helstar P. Schulz 6.0/1 d,f,h 209. Apocalypse 2021 H. Purvis 5.0/1 d,f,g,i 210. Return of Ngurct H. Purvis 5.0/1 d,f,i 211. Lair of the Marauders H. Purvis 6.0/1 d,i 212. Haunted Keep H. Purvis 5.0/1 d,i 213. Demongate H. Purvis 7.0/1 d,i 214. Deathstalker's Castle P. Schulz 6.5/1 d,f 215. Treasure Island M. Anderson 6.0/1 d 216. The Pirate's Cave M. Anderson 5.0/1 d,f 217. Eye of Agamon H. Purvis 7.0/1 d,f 218. Return to Pendrama H. Purvis 6.5/1 d,f,i 219. The City of Sorcerors R. Osgood 5.0/1 a,f 220. Catacombs of Terror P. Schulz 5.0/1 d,i 221. Count Dracula's Castle R. Parker 2.0/1 b,f 222. The Halls of the Adept Berge/Cottingham 7.0/1 b,f 223. Time-Shift C. Sena 4.0/1 a 224. Prisoner of Darkness P. Schulz 7.0/1 d SD#137 Redemption S. Ruby 9.5/1 d,f,j Dungeon Designer Diskette Version 7.1 DDD 7.1 Multi-Disk Supplement Dungeon Designer Diskette Version 6.2 Eamon Utilities Diskette Graphics Main Hall EAG Tutorial #1 (1988-1991)
|