Game 293: Sword Quest 1: The Search (1992)

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Game 293: Sword Quest 1: The Search (1992)

              
Sword Quest 1: The Search
United States
NGS Software (developer); GT Interactive (publisher)
Version 3 released in 1992 for DOS; unknown if there were earlier versions
Date Started: 9 June 2018
Date Ended: 10 June 2018
Total Hours: 6
Difficulty: Moderate-Hard (3.5/5)
Final Rating: 21
Ranking at time of posting: 86/299 (29%)

Sword Quest 1 is an afternoon RPG that lingers into the early evening. If, when I was poor and 19, I had found this in a shovelware compilation, I don't know, I might have liked it enough. It satisfies the most primitive RPG urge to explore a fantasy setting, fight monsters, and level up, but it doesn't do much more than that.

You play a court jester in the kingdom of Ferd. An Evil Warlock has flooded the land with monsters, and all the king's knights have failed to stop him. Desperate, the king sends forth his only remaining employee, the fool, hoping that he can succeed where everyone else has failed. It's a somewhat original background, I grant, but other than a few lines of NPC dialogue, your jester status doesn't really play a role in the game and is easily forgotten.
        
Late in the game, an NPC refers to my profession.
          
Character creation consists of a random roll for strength, skill, and dexterity, and then a name. The name doesn't appear on the screen and is never used by NPCs, and is really only referenced when you reload a saved game. The attributes can't be improved during gameplay, and they make quite a difference, so it's worth waiting for a generous roll, which doesn't take too long.
           
The brief character creation process.
        
Gameplay begins outside the king's castle, on a small island to the southwest of the mainland. The game ultimately consists of about 200 x 200 tiles holding the king's castle, the Evil Warlock's castle, 6 or 7 towns, and 6 dungeons. It seems a lot bigger than that because you have to stop for combat every half a dozen steps. The ultimate goal is to slay the Evil Warlock in his castle, but to do so you have to assemble several artifacts, including a magic armor/sword/shield set, plus boots that let you levitate across pits, plus a magic key that opens doors. The lack of the last two items until late in the game causes a lot of backtracking, since towns and dungeons cannot be fully explored without them.
          
The hopeless king assigns the quest.
          
The game offers a stunning difficulty curve during the opening hour and remains pretty deadly throughout. You start with no gold, no weapons, and no armor. You can get a few hundred gold pieces in chests in the castle, but you still have to make your way to a town to buy equipment, and the closest one (an NPC offers this hint) is a few dozen steps to the northwest. Surviving that initial journey is nearly impossible. The game has no compunction about putting you face-to-face, mere steps from the starting point, with Level 10 dragons, Level 15 vampires, and other foes that will remain difficult hours later. They kill you easily in one round. Running hardly ever works.
            
Not what you want to see when you have no weapons and 0 experience points.
        
The only saving grace is that it doesn't take that long to save and reload. During this initial stage, you basically have to save every step or two, slowly mincing your way to the first town, where you can buy a staff and leather armor. That hardly makes you Hercules, however, and well into the first half of the game, you're gratefully saving after every combat and ruefully reloading at least once every few minutes. You have to spend quite a bit of the first hour grinding near a town with an inn where you can rest and heal.
        
This happens a lot in the first hour.
          
Towns all offer armories selling weapons, armor, and shields, inns, and stores where you can buy magic potions. There are only a few levels of progression with equipment. For weapons, it's staff, dagger, short sword, long sword, and great sword; for armor, it's leather, chain, half plate, and full plate. There are only three levels of shield. Not all towns sell all items, either.
           
Purchasing armor.
       
Every town has about eight NPCs who offer hints, sometimes quite explicit, as to the locations of the quest items as well as the other things you need to do to get to the endgame. Many of them are behind locked doors and cannot be consulted until you find the magic key.
           
A helpful NPC.
And one who isn't happy with my magic key.
         
Outside and in dungeons, you get attacked by the same selection of seven enemies: globlins, jellies, griffons, wizards, vampires, warlocks, and dragons. These creatures can be any level from 1 to 60, and of course the level makes more of a difference in difficulty than the type of creature. In combat, you can fight, cast a spell, use an item, or try to flee. Whether you live or die, most combats don't last more than a few rounds and take mere seconds to resolve. This is good, because you can't so much as cross the street without fighting 5 enemies along the way. It got so bad that if I accidentally wandered 20 steps in the wrong direction, I'd reload rather than turn around and walk back.
          
Dragons are capable of devastating damage.
      
Easily the most annoying part of the game is the way it introduces combat. You don't see enemies in the environment. You just suddenly enter combat while you're walking along. Once the combat screen appears, which only takes a blink of an eye, the game reads any errant keystroke as "passing" and gives the enemy a free hit. You can imagine what happens. Eager to get somewhere, you hold down one of the arrow keys. Then suddenly you're in combat and the game reads a few extra arrow presses as "passes" and the enemy has pounded half your hit points away before you know it. Yes, you can avoid this problem by being patient and pausing between movements, but it gets a bit boring.

The good news is that leveling up is rapid. You max out at 9,999 experience points at Level 80, which for me occurred just before the final battle, so throughout the game I leveled up every 4-5 minutes on average. Leveling increases your hit points and spell points. You acquire new spells every few levels and have them all by Level 15. The spells are "Heal," "Injure," "Cure," "Kill," and "Return Home." "Heal" heals a random number of hit points between 1 and 2 times your level, roughly. "Cure" heals them all, and once you're capable of casting a few of them, it really extends the range you can explore away from towns. "Kill" does a great job killing any one enemy, but it costs so much that it's generally a better idea to save the spellcasting for "Cure." "Return Home" warps you back to the starting castle, which is rarely useful because most of the action takes place on the main continent.

The main continent is accessible through a dungeon in the starting island. Once you arrive, you go through the difficulty curve all over again because enemies on the main continent have a much higher average level than the ones on the starting island. But you keep leveling and improving. Once you've bought the best equipment, you can spend your excess funds on potions, which basically duplicate spells. There are potions that heal, cure, and poison (kill) as well as "wings" that perform the same as "Return Home." You're capped at 8 heal potions, 15 poisons, 5 cures, and 5 wings, so after that money is just wasted. I spent most of my second half of the game with my gold at 9,999, unable to earn any more.
            
Finding the magic shield late in the game.
       
You explore the main continent slowly--all the combats ensure that it's slow--assembling your items. The magic armor and shield are found in outdoor locations; NPCs give you specific coordinates, which you check with the (L)ocate command. The magic key is with a sage in one dungeon; the magic boots in a chest in the other. Dungeons are just linear mazes with plenty of combats, treasure chests (which you don't need), pits, and doors.
            
Fighting a vampire in the dungeon.
        
Once you have everything but the sword, a southern dungeon takes you to a small island with the final town. That town has a teleporter that takes you to the Evil Warlock's castle. The magic sword is in the dungeon of the castle.
          
Finding the sword.
          
Shortly after you find the sword, the Evil Warlock appears as a random encounter in the dungeon. He's pretty tough, but as long as you have enough magic points for about 7 "Cure" spells (or 2 plus 5 analogous potions) during combat, you'll outlast him.
           
The adorable Evil Warlock.
        
Once you strike the killing blow, you get a single text screen that indicates that the Warlock mysteriously disappeared. The text says that you make your way back to the castle, where the king knights you Sir Jester. Kick to DOS prompt. Presumably, we find out what happened in the sequel, Sword Quest 2: Tail of the Talisman (1993), which seems to offer new monsters and an automap but (groan) also includes a food system.
            
I was going to complain that the king should have knighted me with my real name, but then I realized it's basically indistinguishable.
       
On the GIMLET, the game gets 2s across the board plus a 3 in "economy," ending with a final score of 21. I should mention that in addition to the graphics, which as you can see are adequate, there are some basic sound effects plus a couple of background tunes that play in town and during combat. The combat tune sounds like a modified version of "In the Hall of the Mountain King." Except for the issue above, the commands work well, but the space wasted in the game interface by the title and company logo is a crime against nature.

Sword Quest is a product of Sequim, Washington-based NGS software, which seems to be a sole proprietorship of the game's author, Erik Badger. (Sequim, incidentally, is pronounced "Skwim." It is in one of the most beautiful parts of the United States. I got to spend three days there a couple years ago, and I nearly tried to convince Irene to move there. My trip was marred only by my striking an elk on the final evening and causing $1,700 damage to my rental car. I think the elk was all right.) A lot of sites list it as a 1986 game, which makes some sense as the version I played is explicitly labeled "version 3." On the other hand, I can't find direct evidence of a 1986 version--even sites that claim to have it turn out to have the 1992 version once you download it. Badger was only 17 in 1992; it seems a stretch to imagine he originally released a game when he was 11 in 1986.
             
Cute tag line.
         
There is some evidence that Badger distributed the game and its sequel as shareware, probably on BBSes. At least one download package for the second game has a text file requesting $12.00. But at some point in 1993, the pair of games was picked up for publication--and given a slick box--by none other than GT Interactive, founded that year in New York City. If anyone ever bought or played it, I can't find any evidence, but I'm sure GT didn't care, as they were about to make $10 million for publishing DOOM. Badger, meanwhile, seems to have gone on to a career as a dentist and never published another game.

As I say, Sword Quest gets the job done in a basic way. I'm certainly not going to complain about single-entry games in such a voluminous year.


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