Morabis 1: The Dungeons Of Morabis - Michael S. Hoenie (RPG on Disk 978 for PC) Reviewed by James Judge on a 486sx A little word of warning - right from the outset this game was screaming a line from a not-so-famous Nirvana song. What was that line? "Hate me, do it and do it again". Yes folks, this is yet another prime example of why the majority of the public domain programs out there have never and will never receive wide critical acclaim. DOM is one of those ASCII RPGs that we all know and avoid (whenever possible). But DOM is something different, according to the README file. In fact the author goes as far to say "I have played many dungeon games in the public domain, but never once have I seen a game like MORABIS". "Thank God" is what I say to that, while affecting a spiteful sneer and curling my top lip in disdain. For those of you new to RPGs (and for those who didn't read my RPG guide - pish and tush to you all ) ASCII RPGs give you a normally complex RPG set of rules with oodles of stats with strange acronyms such as Int. XPs and THAC0. You are then presented with a dungeon (usually 50+ levels deep) which you must enter and charge through, killing loads of monsters and, finally, killing the almighty Balrog who is guarding some form of artefact. All the action takes place on a map, which starts off black and is gradually filled in as you progress through the dungeon. The entire map is represented using ASCII characters (ie the text characters you can get from your keyboard) and this means that often you find yourself repeatedly hitting the down arrow, trying to drive your '*' into a deadly 'd' which is one square below you on the map (this is you in deadly hand to hand combat with a ferocious dragon, by the way - you just have to use your imagination - "The pictures are better on the radio" kind of thing). Throughout the game you will usually find loads of armour, weapons, scrolls, rings and wands all of which do unknown things until you suck 'em and see. So, ASCII RPGs look poor, play doggedly, are outdated, outmoded and went out of fashion in the mid-eighties when people actually discovered graphics (or Dungeon Master, as it happened to be) and two little things called a mouse and playability. One thing these ASCII RPGs did have going for them was the fact that each level was randomly generated, so no two levels were ever the same, the levels were huge and the amount of monsters and kit you found around and about was immense. Also the complexity of your character allowed you to build up a player that you really enjoyed playing, from a very wide selection of races and professions. However, DOM tries to be different. The author says that he wanted to create a game that is very complex, but easily accessible to the arcade player, so you can just enter the game and start hacking. This was a huge mistake. Hoenie has taken away all the complexity and, therefore, the little bit of enjoyment that was available from this genre. He has also taken away the randomness of the levels - no matter how many times you start the only things different about each level is the monsters and the pieces of kit, which are spread liberally and randomly through the cast-in-stone dungeon. Also the level size has been reduced and the majority of the levels are behind hidden doors. Yes, every time you enter a room you have to stand still and hit the search key about fifty times just to make sure that you haven't missed a door. Great fun - especially level two where this degree of searching stupidity is taken one step further - not only do you have to find the hidden doors (of which there may be four or five in any given room) but you also have to search out the illusionary walls - eighty percent of the entire level is illusionary wall, meaning that for every move you go you need to search for a new illusionary wall. One or two is OK, it adds to the fun, but to make a whole level like this? It shows a lack of creativity and imagination, not to mention a complete lack of knowledge as to what goes to make a good game a good game. Because Hoenie has seen fit to simplify everything monsters rarely move out of their little allotted space (usually four or five squares) and the only keyboard commands you use often are the movement ones, the search key and the attack key. There are still quite a few wands and potions out there, but they all have similar functions - usually a fireball or teleport monster wand - with the scrolls being similarly boring, they're all made out of a wonderful range of materials from oaken scrolls through to tungsten and zinc (I joke not!) but all have the same function - Identify Item. Oh, and there are only twenty five levels to traverse to finally find the missing amulet of Sae'gore which shouldn't take anyone too long to complete, but whether you'd want to is a completely different kettle of fish. I'd be willing to forgive all of the above and more if this game was the first by an author who was just experimenting. I'd be more lenient if the game was particularly old - say the mid-eighties. I'd be willing to forget everything and give the game an average review if the game was knocked out in a week while the author was trying out a new language. However, this is not the case. The game is copyrighted 1991 and is, in fact, Hoenie's fifteenth game. Oh dear. What is even worse is that it took him thirty months to program and then a subsequent eight months to playtest. And you know what _REALLY_ gets on my nerves? There are still bugs in the game - I can't pick up certain objects, the game keeps on crashing out, there is no load game facility, some of the commands in the manual do not work in the game and, to top it all, the stupid idiot can't even spell DESCENDING!!!! Decending, indeed - huh! In the manual Hoenie mentions the fact that he's had this game out a while now and, despite repeated requests for correspondence from players who have enjoyed the game, he still hasn't received any feedback about this game. I wonder why this is? Maybe I should send him this review to show him where he is going wrong... Another line of a Nirvana song springs to mind here... "Use just once and destroy". Personally I'd just recommend the destroy part for this piece of useless, inconsequential, boring, unimaginative, shallow, dull game which deserves to be wiped off every single disk in the whole Universe. What's that? No, I don't like the game all that much... - o -