Dungeon Master

Dungeon Master

released on Dec 15, 1987

Dungeon Master

released on Dec 15, 1987

Dungeon Master established several new standards for role playing and computer games in general. Dungeon Master was a realtime game instead of the traditional turn-based approach that was prevalent until then. Instead of using text-based commands to interact with the environment, players directly manipulated objects and the environment by clicking the mouse in the enlarged first-person view. Abstract Dungeons and Dragons style experience points and levels were eschewed in favor of a system where the characters' skills were improved directly via using them. It also introduced some novel control methods including the spell casting system, which involved learning sequences of runes which represented the form and function of a spell's effect. For example, a fireball spell was created by mixing the fire symbol with the wing symbol. This kind of attention to detail and focus on the user interface was typical of the game and helped create an often captivating sense of craft and ingenuity. Other factors in immersiveness were the then-revolutionary use of sound effects to indicate when a creature was nearby, and (primitive) dynamic lighting.


Also in series

Dungeon Master Nexus
Dungeon Master Nexus
Dungeon Master II: The Legend of Skullkeep
Dungeon Master II: The Legend of Skullkeep
Dungeon Master: Theron's Quest
Dungeon Master: Theron's Quest
Dungeon Master: Chaos Strikes Back
Dungeon Master: Chaos Strikes Back

Released on

Genres

RPG


More Info on IGDB


Reviews View More

Dungeon Master on the SNES is a classic for a reason, but it's definitely not for everyone. The first-person dungeon crawling is atmospheric and tense, but the controls are clunky and the puzzle design can be downright cryptic. If you're up for a challenge and enjoy old-school RPGs where you really have to use your brain, this one might be up your alley. However, be warned – the pacing is slow and it's easy to get stuck without a guide.

A milestone in the RPG genre. At a time when many game controls were still far from formalized, this game was incredibly ahead of its peers in menu and control design. The invention of the paper doll interface alone makes this game a paradigm shift.

The role playing elements were also solid, allowing you to pick from 24 classes. customize a party, and even reroll stats on your heroes, along with the aforementioned equipment system. Even the lack of an auto-mapping feature here is acceptable because it gives a greater sense of danger and exploration as you work your way through the massive dungeon.

The generic plot basically just serves as a justification for the gameplay here, which keeps it from reaching the same legendary status as games that nailed both story and gameplay, it's still an incredibly important entry in the video game canon.

ruined myself entirely for this game

Surprisingly inventive for its time although awfully primitive by today's standards, although I think this game is a really good hallmark in laying down first-person RPG elements and puzzle mechanics. It was pretty complicated for its time, notably with all the different stats that you had for each characters - and the fact that you had to keep track of characters' health and hunger and so forth, very much where there's a large survival element to this game.

Although, I always confused this game for Ultima Underworld - probably because UU took what this game essentially did and expanded on it some more.