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Dungeon Master (video game)

From Alfawiki
FTL Games
IndustryVideo game development
Founded1983
FounderDoug Bell, Andy Jaros
Headquarters
United States
ProductsDungeon Master

Dungeon Master is a role-playing video game that utilizes a pseudo-3D first-person viewpoint. Created and distributed by FTL Games initially for the Atari ST in 1987, it was soon followed by nearly identical versions for the Amiga and PC (DOS) in 1988 and 1992, respectively.

Upon release, Dungeon Master sold 40,000 units, becoming the highest-selling title for the Atari ST platform. It set a foundational standard for 3D dungeon crawl games and inspired numerous imitators, including the well-known Eye of the Beholder series.

Gameplay

Departing from the dominant turn-based systems of its era, Dungeon Master implemented real-time combat mechanics akin to Active Time Battle. Immersive elements such as audio cues indicating nearby enemies and basic dynamic lighting contributed to its atmosphere. Instead of conventional Dungeons and Dragons experience points and leveling, characters enhanced their abilities through repeated use. Although these features were not unprecedented—Dungeons of Daggorath had introduced similar concepts in 1982—Dungeon Master was instrumental in popularizing them. The game also enabled players to interact directly with objects and surroundings via mouse clicks within the first-person perspective. Additionally, it featured an innovative spellcasting system where players learned spells by memorizing sequences of runes symbolizing various magical effects; for instance, combining fire and wing runes produced a fireball spell.

While earlier titles like Alternate Reality: The Dungeon, The Bard's Tale, Ultima, and Wizardry provided role-playing experiences inspired by Dungeons & Dragons, Dungeon Master redefined standards for both role-playing video games and first-person gaming through innovations such as its paper doll interface.

Players assume the role of Theron and must assemble a party of one to four champions selected from 24 frozen archetypes trapped inside mirrors within a compact dungeon environment prior to advancing. This mechanism allowed for varied party configurations.

Plot

The champions are dispatched into the dungeon to retrieve Librasulus' firestaff—the Grey Lord—whose possession is essential for him to manifest physically and overcome Lord Chaos. As Theron, Librasulus’ apprentice, the player is tasked with reviving four champions and guiding them through the dungeon’s challenges to locate the firestaff and defeat Lord Chaos.

The definitive ending is achieved by using the firestaff to vanquish Lord Chaos; alternatively, players can find the firestaff but exit without confronting him, resulting in a different conclusion.

Development

Initially named Crystal Dragon and programmed in Pascal on Apple II hardware, Dungeon Master was created by Doug Bell and Andy Jaros at their company PVC Dragon. They joined FTL Games in 1983, completing the game in C. The first release occurred in 1987 on the Atari ST. An enhanced version for the Amiga, ported by Phil Mercurio in 1988, was notable as the pioneering title featuring 3D sound effects.

Subsequent ports extended availability to platforms including PC (supporting the FTL Sound Adapter DAC soundcard compatible with Atari joystick ports), Apple IIGS, TurboGrafx-CD, SNES, Sharp X68000, PC-9801, and FM Towns. Localization efforts produced versions in German, French, Japanese, Chinese, and Korean.

A planned Amiga CDTV edition was never finalized due to technical difficulties related to memory card saving functionality. A Macintosh port was developed but never released. Additionally, an unreleased prototype named Dungeon Slayers exists for the Atari Lynx.

The cover artwork was created by David R. Darrow and portrays Andy Jaros as a torch-bearing character. This illustration depicts the game's prologue scene featuring main characters Halk the Barbarian, Syra Child of Nature, Alex Ander, and Nabi the Prophet shown as skulls, symbolizing their struggle against Lord Chaos.

A soundtrack album titled Dungeon Master: The Album was issued featuring compositions by Darrell Harvey, Rex Baca, and Kip Martin. The original Atari ST version along with its Amiga and PC ports lacked in-game music; this album includes tracks composed for the FM Towns edition alongside original pieces inspired by the game.

Reception

Dungeon Master launched on 15 December 1987 for the Atari ST and rapidly became the platform's top-selling title; at one stage, it was owned by over half of all Atari ST users. FTL's sophisticated copy protection discouraged piracy, leading many potential unauthorized users to purchase the game instead. The Amiga edition, which required 1 MB of RAM, was among the first major releases to surpass the usual memory specifications, encouraging some players to upgrade their hardware; memory manufacturers even included the game with their expansion products. Numerous independent strategy guides and map editor tools emerged, competing alongside FTL's official hint book.

In 1988, Hosea Battles Jr. of Computer Gaming World commended the game's intricate dungeon visuals, real-time control mechanics, and rich sound design, describing it as "fantastic" and a must-have for fantasy enthusiasts despite occasional frustrations with limited resources and the absence of a map feature. Journalist Scorpia remarked in 1992 that while the IBM PC version’s graphics were still impressive, the endgame presented significant difficulty; nevertheless, she recommended it for seasoned players. By 1993, she reaffirmed its enduring appeal but cautioned that it was "not for those easily discouraged."

The 1988 issue of Computer and Video Games praised its groundbreaking graphics, audio, and control system within the RPG genre despite a somewhat conventional storyline. Antic drew comparisons to classics such as Zork, lauding its visual and sound elements while urging readers to purchase despite the familiar narrative. Advanced Computing Entertainment described it as "a vast, highly playable, and atmospheric" blend of RPG and adventure with excellent replay potential. The Games Machine applauded its innovative user interface, immersive atmosphere, detailed artwork, and world-building as a reflection of two years’ dedicated development.

STart characterized Dungeon Master as a "genuine video game sensation," citing strong sales figures and high player engagement. Jerry Pournelle named it his game of the month—and possibly the year—in July 1988 due to its remarkable graphics.

In White Wolf #15 (1989), Jim Trunzo awarded it a 4 out of 5 rating and highly recommended it for fans of fantasy gaming.

Kati Hamza’s review of the Amiga version in Zzap!64 praised its immersive first-person viewpoint, challenging puzzles, versatile spellcasting system, and rich atmosphere, calling it "the most amazing game ever." Gordon Houghton described it as "incredible," favorably comparing it to Gauntlet. Maff Evans acknowledged its strong ambiance despite generally limited enthusiasm for RPGs. The magazine noted minor issues with saving but emphasized detailed controls and ease of use, predicting extensive gameplay lasting months.

Graham Kinsey from Amazing Computing declared that Dungeon Master stood unrivaled among Amiga RPGs at that time. Dave Eriksson of Amiga Computing highlighted its impressive graphics, sound effects, and replay value as exceptional for the platform. Antic's Amiga Plus praised how well it captured the spirit of Dungeons & Dragons with stunning visuals and accessible controls. Your Amiga emphasized sound quality and meticulous detail, strongly recommending acquisition.

Andy Smith from Advanced Computing Entertainment called it "one of the all-time classics," highlighting its challenging puzzles alongside outstanding graphics and audio. In 1988, reviewers from Dragon awarded it 4½ out of 5 stars; by 1993 they gave the PC/MS-DOS edition a perfect score of 5 stars. Even ten years later in 1997, retrospective reviews maintained a flawless 5-star rating for Dungeon Master.

Awards

In 1988, Dungeon Master earned the Special Award for Artistic Achievement from Computer Gaming World. It subsequently secured the top position in the magazine's game rankings and was inducted into their hall of fame by 1989. A 1990 readers' poll by Computer Gaming World placed it second among "All-Time Favorites". Later, in 1996, the publication ranked it as the 49th greatest game ever, while that same year, GamesMaster positioned it at number 42 in their Top 100 Games of All Time.

Additional significant honors include:

  • Adventure Game of the Year, 1988 — UK Software Industry Awards
  • Best Selling Atari ST Title, 1988 — UK Software Industry Awards
  • Best Role Playing Game, 1988 — awarded by Power Play (Germany), Tilt (France), and The Adventurer's Club (UK)
  • Best Sound Effects, 1988 — Tilt
  • Game of the Year, 1988 — Computer Play and Génération 4 (France)
  • "Golden Sword" Award, 1988 — The Adventurer's Club (UK)
  • "Beastie Award", 1988 — Dragon magazine
  • Best Atari ST Title, 1988 — Dragon magazine
  • Best Game, 1989 and Best Role Playing Game, 1989 — Amiga World
  • Best Amiga Game, 1989 — Game Players and Datormagazin (Sweden)
  • Best Apple //GS Title, 1989 Beastie Award — Dragon magazine
  • Best Game, 1989 — .info magazine
  • Best of the Amiga, 1989 — Compute! magazine
  • Inducted into the Computer Gaming World Hall of Fame in 1989
  • Selected as one of the 100 Best Games by PowerPlay (Germany) in 1990
  • Ranked as the 16th greatest game ever by Amiga Power in 1991

Sequels and legacy

Although influenced by early entries in the Ultima series, Dungeon Master left a strong impression on staff at Origin Systems. Company founder Richard Garriott praised the game for introducing "neat new things". Its innovations shaped the graphical user interface and continuous map design featured in Ultima VI, as well as impacting the development of Ultima Underworld. According to journalist Niko Nirvi, no three-dimensional role-playing game prior to Ultima Underworld (1992) matched the influence exerted by Dungeon Master.

FTL Games followed up with a sequel titled Chaos Strikes Back, released in 1989.

The game continues to enjoy a committed fanbase online, which has produced numerous unofficial ports and remakes. A noteworthy reverse engineering effort of the Atari ST edition called CSBWin, undertaken by Paul R. Stevens in 2001, provided source code that facilitated adaptations for contemporary platforms such as Windows and Linux. In 2014, Christophe Fontanel initiated a reverse engineering project aimed at reconstructing all existing versions and ports of the game.

The design of villagers in the sandbox title Minecraft drew inspiration from shopkeepers featured in Dungeon Master 2.

Reviews

  • Casus Belli issue #44 (April 1988)
  • ' issue #51 (June 1988)

See also

External links