Cursed Dungeon (Dupix) Mac OS

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Din's Curse
Developer(s)Soldak Entertainment
Publisher(s)Soldak Entertainment
Masque Publishing (retail)
Designer(s)Steven Peeler
Platform(s)Microsoft Windows, Mac OS X, Linux
Release
Genre(s)Action role-playing (hack and slash)
Mode(s)Singleplayer, Multiplayer

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Din's Curse is an action role-playing game developed by Soldak Entertainment. It was officially released March 31, 2010, for the Windows and Mac OS X platforms. The retail game was published October 3, 2010, by Masque Publishing. This game evolved from the Depths of Peril game engine and story universe. On August 22, 2012, the game released to Steam for the Windows and Mac OS X, and Linux on April 23, 2014.

Gameplay[edit]

Din's Curse is a singleplayer and co-op multiplayeraction RPG. It is a game in the mold of Diablo with a point-and-click hack-and-slash style. It contains additional dynamic elements and events, 141 possible class combinations, an infinite number of programatically generated towns, plot consequences in the game that are directly dependent on the player's actions, and a dynamic game world.[1]

In the game, the player is required to explore randomly generated undergrounds of varying sizes and layouts, killing monsters and solving quests, while improving the character by gaining experience points and acquiring better equipment. The game world keeps on changing in the background, both according to and independently of the player's actions, resulting in events such as monster uprisings in the dungeons, sudden plagues, or invasions of the town.

Players have an option to set the difficulty of the game worlds that get created. Options include slowing or quickening the pace by which events unfold, adjusting the starting level of the monsters, and playing at various modes of difficulty from Easy (low experience gain) to Hardcore (character's death is permanent).

Difficulty options also exist for individual characters. These options modify the amount of gold the player finds, the stats they start with, and the failure conditions of that character.

Singleplayer[edit]

The game world (the town and dungeons in which the events are occurring) is randomly generated before each new world level begins. Once into the world (which is essentially a town sitting on top of labyrinthine dungeon levels[citation needed]), the player must kill monsters and solve quests before the monsters begin to gather their forces to attack the town.

If the player fails to accomplish quests on time, a few things can happen: Someone else (a game engine generated NPC) could attempt and succeed, or attempt and fail (in which case a rescue quest might be spawned), or the monsters could advance their goals towards destroying the town. The game's numerous quests are supplemented by the need to ward off the occasional foray into town by monster raiding parties or assassins.[citation needed]

When too many things go wrong, a tide of monsters will surge into town. Once too many of the townsfolk get slaughtered, the player fails the overall quest of saving the town. If the player is able to keep things under control and with enough key quests solved, the town gets saved and the player gets rewarded with loot and the option of continuing onto the next town (the next world level), a step in the direction towards gaining Din's favor and winning redemption (i.e. winning the game).[citation needed]

Multiplayer[edit]

The multiplayer feature allows players to play cooperatively on the same server, hosted by one of the players. What is unique to about this feature is that there is no limit to the number of multiplayer connections that can be made; that is, any number of people can play cooperatively.[2]

To connect to a server, one can create a server on a LAN, or the Internet. Like in the singleplayer game, the game world is generated randomly and events unfold as time passes, except players can help each other accomplish the tasks at hand.

Plot[edit]

Players take on the role of an anti-hero, seeking redemption. Din, champion of the gods, has cursed the player's character into a second life of service after selfishly squandering their first life causing misfortune to everyone else. To gain redemption, they must impress Din by building a reputation for helping others. The character must travel in the world of Aleria from town to desperate town to save them from the brink of annihilation by monsters welling up from the deep. Until then, the character is doomed to wander alone for all eternity.

Modding[edit]

Cursed Dungeon (Dupix) Mac OS

Along with the game, Soldak Entertainment has also released a modding SDK for Din's Curse.[3] The mod allows players to directly impact the way the game is played, from basic things such as raising or lowering the game difficulty to changing game dynamics (e.g. lowering or increasing damage done/taken, removing spiders from the game for those with arachnophobia).

Reception[edit]

Din's Curse has generated overall favorable reviews (Bytten: 94%;[4] Co-Optimus: 4/5;[5] GameZone: 8.0;[6] The Adrenaline Vault: 4/5;[7] AusGamers: 7.7;[8] Gamersmint: 3.5/5[9]) amongst online gaming sites.[10] Following the successes of its predecessors from Soldak Entertainment, Kivi's Underworld and Depths of Peril, reviewers appear to see Din's Curse as a suitable and much more dynamic successor.[11][12] One reviewer from fidgit.com describes the game aptly with his article titled Din's Curse is like Diablo, but with dungeons that fight back.[13]

References[edit]

  1. ^'Din's Curse - action RPG (fantasy) - Windows & Mac'. Soldak.com. Retrieved 2010-06-10.CS1 maint: discouraged parameter (link)
  2. ^Din's Curse Co-Op Review. 'Din's Curse Co-Op Review'. Co-Optimus. Retrieved 2010-06-10.CS1 maint: discouraged parameter (link)
  3. ^'Mods / Dins Curse'. Soldak.com. Retrieved 2010-06-10.CS1 maint: discouraged parameter (link)
  4. ^'Bytten'. Bytten. 2010-05-07. Retrieved 2010-06-01.CS1 maint: discouraged parameter (link)
  5. ^Din's Curse Co-Op Review. 'Din's Curse Co-Op Review'. Co-Optimus. Retrieved 2010-06-01.CS1 maint: discouraged parameter (link)
  6. ^'Din's Curse review - GameZone - Reviews'. Pc.gamezone.com. 2010-04-08. Archived from the original on 2010-04-11. Retrieved 2010-06-01.CS1 maint: discouraged parameter (link)
  7. ^'Din's Curse PC review The Adrenaline Vault'. Avault.com. Archived from the original on 2010-05-24. Retrieved 2010-06-01.CS1 maint: discouraged parameter (link)
  8. ^Din's Curse. 'Din's Curse Review'. AusGamers.com. Retrieved 2010-06-01.CS1 maint: discouraged parameter (link)
  9. ^'Gamersmint Review: Din's Curse'. NS Media Films(P)Ltd. 2010-07-30. Retrieved 2010-07-30.CS1 maint: discouraged parameter (link)
  10. ^'Press / Dins Curse'. Soldak.com. Retrieved 2010-06-10.CS1 maint: discouraged parameter (link)
  11. ^'Din's Curse review - GameZone - Reviews'. Pc.gamezone.com. 2010-04-08. Archived from the original on 2010-06-02. Retrieved 2010-06-10.CS1 maint: discouraged parameter (link)
  12. ^'Bytten'. Bytten. 2010-05-07. Retrieved 2010-06-10.CS1 maint: discouraged parameter (link)
  13. ^Chick, Tom (2010-05-24). 'Din's Curse is like Diablo, but with dungeons that fight back'. Fidgit. Archived from the original on 2010-05-29. Retrieved 2010-06-01.CS1 maint: discouraged parameter (link)

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Din%27s_Curse&oldid=934679933'
Forgotten Realms:
Unlimited Adventures
Developer(s)MicroMagic
Publisher(s)Strategic Simulations, Inc.
Designer(s)Jason T. Linhart
Programmer(s)David Blake
Jason T. Linhart
Bill Sloan
Artist(s)Eric Halloran
Herb Perez
Composer(s)David Govett
George Sanger
SeriesGold Box
Platform(s)MS-DOS, Macintosh
ReleaseMarch 17, 1993
Genre(s)Role-playing video game
Mode(s)Single-player

Forgotten Realms: Unlimited Adventures, also known as Unlimited Adventures, or by the acronyms FRUA or UA, is a video game originally released on March 17, 1993, by Strategic Simulations, Inc.[1] for the IBM PC and Apple Macintosh.

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Gameplay[edit]

Unlimited Adventures is essentially a role-playing game construction kit, and draws on the prior Gold Box engine games for its content.[2] SSI's contract with TSR, Inc. required the former to stop using the Gold Box engine, so the company released its development tools.[3] A player could create hundreds of different monsters, triggers as part of adventure design on the computer.[2]

The chief feature of interest in this computer role-playing game is that it contains an editor that allows the user of the game to create new adventures that anyone else who owns the game can play. The game uses a variant of TSR's Advanced Dungeons & Dragons rules in the gameplay. The engine within which adventures are played is based on the Gold Box engine that made its debut in the game Pool of Radiance, although some improvements have been made (for instance, the color depth has been increased from 4 bits to 8 bits). Despite possessing features that, today, are considered limited (such as a 320×200 pixel resolution), the versatility and ease of use offered by this engine have created a community of users who remain active to the present day.

The original game allowed the user to create dungeon modules, some editing and renaming of monsters and characters, and to import pictures and monster sprites. However, some art, such as walls, combat backdrops, and title screens, could not be changed in the unmodified game.

Those deficiencies have been overcome by a now fairly extensive library of hacks, which allow the designer to change things not changeable in the game out of the box. Other hacks allow the designer to alter the game play itself: to create new weapons and other items, to alter spells, and to change other aspects of gameplay. The availability of these hacks has led to the creation of a number of comprehensive 'worldhacks', designed to allow the creation of science fiction, superhero, Western and Roman Empire adventures, among others. A program called 'UASHELL' applies and manages these hacks and enables the player to apply them. The fanmade game design program Dungeon Craft (originally called UA Forever) is a standalone program that partially emulates FRUA's engine, but with a greater ease of user modification.

More than seven hundred adventure designs have been created for this game. They vary widely in quality, and the best of them are comparable in depth to the original commercial releases.

Compilations[edit]

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Forgotten Realms Unlimited Adventures is included in the compilation 'The Forgotten Realm Archives - Collection Two'.[4]

Reception[edit]

Screenshot of Dungeon Craft, a FRUA clone

SSI sold 32,364 copies of Unlimited Adventures.[3]Computer Gaming World in 1993 called it 'the best adventure-construction kit available' despite the 'sorely lacking' Gold Box engine.[5] According to GameSpy in 2004, although 'the game's graphics were poor [...] and using the tools could be a little complicated, Unlimited Adventures was an excellent tool for budding RPG designers'.[6]

References[edit]

  1. ^Barton, Matt (2007-02-23). 'Part 2: The Golden Age (1985-1993)'. The History of Computer Role-Playing Games. Gamasutra. Archived from the original on 2009-02-27. Retrieved 2009-03-26.
  2. ^ abTresca, Michael J. (2010), The Evolution of Fantasy Role-Playing Games, McFarland, p. 144, ISBN078645895X
  3. ^ abMaher, Jimmy (2017-03-31). 'Opening the Gold Box, Part 5: All That Glitters is Not Gold'. The Digital Antiquarian.
  4. ^'Forgotten Realms: The Archives - Collection Two'. Retrieved July 23, 2018.
  5. ^Craft, Rudy (September 1993). 'Create Your Own Fictions With SSI's Unlimited Adventures'. Computer Gaming World. p. 54. Retrieved 30 July 2014.
  6. ^Rausch, Allen (2004-08-17). 'A History of D&D Video Games - Part III'. Game Spy. Retrieved November 17, 2012.

External links[edit]

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  • Forgotten Realms: Unlimited Adventures at MobyGames
  • The FRUA & Dungeon Craft Community Forums: The Unofficial FRUA/Dungeon Craft Forum for Module Designers and Players
  • The Magic Mirror: The largest FRUA resource online

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Retrieved from 'https://en.wikipedia.org/w/index.php?title=Forgotten_Realms:_Unlimited_Adventures&oldid=1009337502'