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Review: Texas Instruments' "Tunnels of Doom" (1982)

Tracing the history of the modern computer role-playing game can take us to some interesting machines and even more interesting games. Tunnels of Doom, released in 1982 for Texas Instruments' TI-99/4A computer, is a very early attempt to adapt the conventions of table top D&D roleplaying games to the home computer. I was surprised to see how many of the game's features ended up in later games, especially SSI's popular Gold Box series. While the game is one of the less accessible titles for most modern gamers, it was one of the best-selling games for the TI-99/4A and is quite interesting from an historical perspective.

Tunnels of Doom is a "dual perspective" CRPG featuring 3D, first-person perspective while exploring dungeons, and a top-down, map-based perspective while engaged in combat. It's a setup that would be duplicated and refined in SSI's Gold Box games. It's an innovative setup, but the game suffers from a lackluster storyline, simplistic graphics, and awkward controls--facts that may account for this game's relative obscurity in the CRPG canon.

Story
There are two modules available with the game, and judging by the manual, my guess is that the developers planned to release more expansions. Unfortunately, the developer (Kevin Kenney) was laid off by Texas Instruments shortly after the game was released. The modules that made it in were "Pennies and Prizes" and "Quest for the King." The first of these is a very simple tutorial without any creatures--players have to find prizes sprinkled throughout the dungeon. The second is the stereotypical "rescue the king" quest with the added onus of having to find his magical orb of power. Like so many of the early CRPGs, spinning an engaging narrative was not the developer's strong suit.

Engine and Interface
I'll be honest, here. The complicated and awkward interface of this game makes it seem almost hopelessly dated in 2006. Part of the problem is the cumbersome nature of the TI-99/4A hardware itself, which had a proprietary keyboard-shortcut layout and no arrow keys. Although playing this game was easy enough on the original hardware, it's a bit tricky on an emulator. In any case, players will need to have the manual or at least a reference handy if they hope to get anywhere in the game. Of course, in 1982, developers were still struggling to find a "common language" for graphical interfaces, and gamers often discovered that they would have to learn a whole new set of conventions for every game--particularly one as ambitious as Tunnels of Doom. Suffice it to say, learning how to play this game takes considerable time and patience.

Combat Mode: Two party members are trapped behind the gate and must use ranged weapons.Combat Mode: Two party members are trapped behind the gate and must use ranged weapons.On the plus side, the complicated controls do allow for more precise direction of the characters than in many such games. This is support for up to four players and three classes (fighter, wizard, rogue), inventory management, ranged weapons, magic scrolls, and thieving abilities. Some of the more interesting abilities include listening at a door for sounds of monsters and negotiating with them during combat. The party will also find vaults secured by combination locks. These locks must be opened by the party's thief, who ends up playing a game of high-low to guess the right number. The party can also find useful items lying about and plenty of gold, which can be traded for items in the general store. Fountains and statues produce random effects. Another big help is the automapping feature, which eliminates the need for graph paper.

The combat scenes are quite interesting. They are turn-based and allow for a significant amount of strategy. How you move and attack with your characters is important, of course, but it's also critical to think a few moves ahead--much like chess. There is no way to attack diagonally, but the ability to use use ranged weapons ensures that the characters bringing up the rear will still get a chance to help quash baddies. In a few hours of play, I encountered wolves, oozes, and spiders, though apparently there are much more powerful creatures deeper in the dungeon. Some of them can even use magic! In short, it's a logical and fairly realistic combat system that is definitely one of the game's finest features.

Dungeon Exploration Mode: The bright colors don't make for a very frightening dungeon!Dungeon Exploration Mode: The bright colors don't make for a very frightening dungeon!Graphics and Sound
Graphically speaking, the most impressive feat is the 3D, first-person perspective displayed while the party is exploring dungeons. Though obviously simplistic by today's standards, it was a major step up from the wire-frame style of earlier games like Dungeons of Daggorath or the first Wizardry. However, the bright color scheme seems to contrast sharply with what we might expect from a dungeon--they are nothing like the dark, dank corridors of so many fantasy stories. The combat scenes are abstract and symbolic, but effective. Sound-wise, there are several entertaining ditties sprinkled throughout the game, especially during the colorful intro screen and while ascending and descending stairs.

Concluding Thoughts
Not all "retro" games are as playable today as Space Invaders or even 3D Monster Maze. Games like Tunnels of Doom have a much more significant learning curve, and it's not very clear why a modern gamer would wish to put up with such cumbersome control schemes just to hack some "ooze" to death. In most cases, the retrogames that have aged most gracefully are those that are easily-grasped, yet continue to offer new challenges. For every Sword of Fargoal there are dozens (if not hundreds!) of utterly forgettable titles. Nevertheless, it's important to recognize where modern gems like Baldur's Gate can trace their ancestry, and an innovative game deserves merit whether or not it's still fun to play. A game historian, particularly one interested in the roots of the CRPG, should see what Tunnels of Doom has to offer. In much the same way that watching old and "naive" films give us some insights into the history of the cinema, playing this game offers players a much richer understanding of the genre. After all, seeing what some developers "did wrong" is often just as enlightening as understanding what the best games did right--it's the flaws in these games that really illustrate our gaming heritage.

Links
Tunnels of Doom Tribute Page: Fan site with lots of info about the game and an interview with the developer.
Tunnels of Doom Reboot: A modern remake of the game in Java (still in development).

Comments

yakumo9275's picture

adamantyr wrote:That sounds

adamantyr wrote:
That sounds like Tex-Comp. They distributed a lot of TI software from Europe and places outside the U.S. as "freeware". So Weiand didn't actually write the editor? (It is more an editor than a compiler, no real "compiling" is done except when actually running the game.) So who wrote the Knight Ironheart adventure? Probably one of the most frustrating adventures I ever played... Even studying the adventure logic didn't help.

the info I had is;

Processed by WEIAND ADVENTURE EDITOR (c) M.Weiand Kierberger Str.51a 5040 Brühl
(not sure if its Bruhl or Bruehl)

as well as a version that is
Processed by WEIAND ADVENTURE EDITOR (c) M.Weiand Feldgartenstr.50 D5 K|ln 60

the american version changed it appears to
Processed by Tex-Comp ADVENTURE EDITOR P.O.Box 33084, Granada Hills, CA 91344

a couple of games written in it from Berlin seem to support its german origins ;) plus two different german copyright addresses..

As for knight ironheart, my understanding is that was the example that came with the editor, Bunyon can decompile it back to compileable source, even then I have not been able to complete it, its a knightmare to untangle... (you can find knight ironheart in the if archive as well if your looking for it...)

all my knowledge of the editor etc is second hand that Ive picked up writing my interpreter + updating the compiler (its not the weiand editor). Do you have any info on the editor like a manual? there is a couple of gaps in the interpreter that nobody can explain but the manual might!! I never had a ti99, I dont recall if they made it to australia or not... email me if you have any info!! yakumo9275@gmail.com

adamantyr's picture

yakumo9275 wrote:yeah the

yakumo9275 wrote:
yeah the original compiler came from germany i think and was rebadged (textcomp iirc from M Weiand)...

That sounds like Tex-Comp. They distributed a lot of TI software from Europe and places outside the U.S. as "freeware". So Weiand didn't actually write the editor? (It is more an editor than a compiler, no real "compiling" is done except when actually running the game.) So who wrote the Knight Ironheart adventure? Probably one of the most frustrating adventures I ever played... Even studying the adventure logic didn't help.

yakumo9275 wrote:
The game format limitations are horrendous. The counters were flipflops so if you didnt flip one back you would end up using the wrong counter.

apparently scott adams saw the ti99 compiler and was quite impressed.

Yeah, just reading the instructions for the Adventure Editor was a great learning aid for boolean algebra and logical paths. And what it lacked in memory it made up for in elegance of operations. I'd still be writing adventures using it, except my imagination has far outgrown what the engine is capable of. :)

yakumo9275's picture

adamantyr wrote:Cool! There

adamantyr wrote:
Cool! There was an adventure editor program for the TI; it was by a fellow named Weiland who distributed it through Tex-Comp, the officially licensed TI hardware/software distributor. I think Texas Instrument's website still lists them as the primary point of contact for the system. Sadly, Tex-Comp is out of business, and the present license-holder is a real jerk who alienated most of the community. (Including myself, he threw a few personal insults my way, and got himself kicked from the Yahoo users group.) The bad news with that is that you won't find copies of the editor freely available on TI sites, because of that fiasco.

Anyway, the editor was written by dismantling one of the official Scott Adams adventures. The logical language used to construct adventure logic was actually pretty cool. The only problem with it was it was limited to the original size of the adventures, 12k or so, the most that could fit in the TI's VDP RAM. So writing anything substantial was pretty much impossible. It also had physical limitations for other elements, like counters (six maximum) and flags (thirty-two maximum.)

yeah the original compiler came from germany i think and was rebadged (textcomp iirc from M Weiand)...

The game format limitations are horrendous. The counters were flipflops so if you didnt flip one back you would end up using the wrong counter.

apparently scott adams saw the ti99 compiler and was quite impressed.

adamantyr's picture

yakumo9275 wrote:nice! I

yakumo9275 wrote:
nice! I liked your first article, magic candle I is one of my top crpgs ever. (And that gates of delerium is.. is.. thats Ultima iii with less colour! omg! I never saw such a thing... I'm surprised they were never sued by Origin for that)

I'd guess that outside of the TRS-80 community, no one had even heard of Diecom, the company that made it. And the game was listed for less than a year. And sadly, I noticed the link to the fan-made copy I obtained is now dead. Besides, the CoCo had a reputation for unlicensed knock-offs of other popular games... Tom Mix software did a lot of those, and usually made versions that played better than the official ones.

yakumo9275 wrote:
Since we are talking about TI/99's... I wrote bunyon, the Scott Adams interpreter that plays ti99 adventuer modules on anything you can compile it for. I also updated the compiler (scottcom) so you can write new adventures for the ti99 adventure module/cart.

(both available in the interactive fiction archive under scott adams).

Cool! There was an adventure editor program for the TI; it was by a fellow named Weiland who distributed it through Tex-Comp, the officially licensed TI hardware/software distributor. I think Texas Instrument's website still lists them as the primary point of contact for the system. Sadly, Tex-Comp is out of business, and the present license-holder is a real jerk who alienated most of the community. (Including myself, he threw a few personal insults my way, and got himself kicked from the Yahoo users group.) The bad news with that is that you won't find copies of the editor freely available on TI sites, because of that fiasco.

Anyway, the editor was written by dismantling one of the official Scott Adams adventures. The logical language used to construct adventure logic was actually pretty cool. The only problem with it was it was limited to the original size of the adventures, 12k or so, the most that could fit in the TI's VDP RAM. So writing anything substantial was pretty much impossible. It also had physical limitations for other elements, like counters (six maximum) and flags (thirty-two maximum.)

yakumo9275's picture

adamantyr wrote:I'm writing

adamantyr wrote:
I'm writing my own disk-based CRPG for the TI-99/4a, and posting up a series of articles on my progress with it. I also review a number of other TI games, and related CRPG's that I used for inspiration in the first part. You can read it at http://www.adamantyr.com/crpg

nice! I liked your first article, magic candle I is one of my top crpgs ever. (And that gates of delerium is.. is.. thats Ultima iii with less colour! omg! I never saw such a thing... I'm surprised they were never sued by Origin for that)

Since we are talking about TI/99's... I wrote bunyon, the Scott Adams interpreter that plays ti99 adventuer modules on anything you can compile it for. I also updated the compiler (scottcom) so you can write new adventures for the ti99 adventure module/cart.

(both available in the interactive fiction archive under scott adams).

Bill Loguidice's picture

adamantyr wrote: I'm writing

adamantyr wrote:

I'm writing my own disk-based CRPG for the TI-99/4a, and posting up a series of articles on my progress with it. I also review a number of other TI games, and related CRPG's that I used for inspiration in the first part. You can read it at http://www.adamantyr.com/crpg

I enjoyed your reviews in part I a great deal. I wasn't aware of many of those games on the TI, despite having a very extensive TI collection.

Good luck with your TI RPG. Keep us informed of the progress. Certainly your targets for constituent gameplay fit in with my own ideas of what a classic-style RPG should be. I'll definitely be in line for a copy when you have it completed!

======================================
Bill Loguidice, Managing Director
Armchair Arcade, Inc.
(A PC Magazine Top 100 Website)
======================================

adamantyr's picture

The replay value is what

The replay value is what really makes Tunnels of Doom shine. With 99'ers, when you mention "Doom games", they don't think of Doom, the PC game, they think of Tunnels of Doom. That's what kind of mark it made. In particular because it was the only CRPG on the TI for quite awhile.

Before you heavily criticize the graphics, though, remember that this was 1982. The TI was one of the few microcomputers of that era that could display all its potential colors on screen at once, and they seemed to like light backgrounds a lot. And yeah, the controls are obscure, but frankly, Ultima was worse. I remember trying to play Ultima II without the manual, and it got messy pretty quick.

I'm writing my own disk-based CRPG for the TI-99/4a, and posting up a series of articles on my progress with it. I also review a number of other TI games, and related CRPG's that I used for inspiration in the first part. You can read it at http://www.adamantyr.com/crpg

Matt Barton's picture

Ben Yates wrote:If you ever

Ben Yates wrote:
If you ever get down to floor 10, check out the dragons! Or the Wyverns...

Wow, thanks for all the great info, Ben. That's what I love about this site--it puts me in touch with so many knowledgeable people who grew up with these games!

I'd read a bit about the ToD editor, but couldn't seem to find any of the modules (I guess we'd call them "Expansion Packs" today) that were actually sold for the game. I'd love to learn more about them, because it's obviously a very early example of the whole "expansion pack" phenomenon that we get in games like Neverwinter Nights, Baldur's Gate, and so on.

To the reviewer: IIRC,

To the reviewer:
IIRC, Fctn-7 for Help (this was "Aid" on a TI)

And, of course the higher levels of a dungeon are lighter! It gets darker the lower you go!
What I loved about the TOD game was the magic - the scrolls, wands, touchstones. Players had experience and luck that affected combat. See the "+"'s in the combat screen above? Two "+"'s is very lucky, a "-" is unlucky.

It had party order, trading between party members, up to 51 monsters, with two attacks available (regular and magic). I bought a couple of "Game Packs" for the TOD module that were very excellent. Including Doctor Who and K-Mart games... I even wrote a couple myself, using the TOD Editor by John Behnke.

I love the use of sprites for the ranged weapons, the excellent sound effects, and the well-done graphics. Nothing quite as beautiful as walking down a hall with hallways branching off as you approach a fountain in the distance!

And don't forget the "sub-quest". On each level, you must find a map (two exist on every floor) to descend a level. If you don't find a map and ascend a floor then come back down, the map function will only show the rooms you visited and the paths will disappear. Plus the quest objects themselves are usually "timed" to destruct. And they can be on different levels, although the "Quest for the King" put both on the same level, the bottom floor.

If you ever get down to floor 10, check out the dragons! Or the Wyverns...

Walk down memory lane

I cut my gaming teeth on this game, although I didn't get to play in nearly as much as I wanted to. My cousin bought it with his TI when they were selling the machines for $99. I have great memories of my limited time with it, and it was probably single handedly responsible for making me think about gaming 24/7 when I was younger.

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