Just some final words on the game, to finish it off. Do I think its good? Obviously not, it's barely an RPG, it has minimal character development with automatic leveling up and only four stats (of which the age stats seems the most dubious, I wonder if I can die of old age in the game), no items, no weapons or armor, no classes, almost nothing I like about RPGs. Combat is simplified to such an extend that its just a coin throw every time. Save scumming to survive for long seems to have been intentionally, since as far as I can remember, few console games from that area had save everywhere. The graphics are pedestrian, if we're talking wall set and it never changes, but the occasional event graphic and the monster sprites are sufficiently cool looking. I always liked finding new enemies on each level, even if their combat behavior is not very varied, you have glass cannons, somewhat more durable two-shot killers and the monsters that were clearly designed so that you could replenish HPs during the fights.
If the game has one redeeming quality, its the dungeon design. If someone would rip out the terrible one-character system and the combat system and replace it with a Wizardry-style system, the game would be really good. Each level introduces new dungeon design elements, the 1st one has secret walls you can find via the automap, the 2nd one start withs lots of one-way "illusionary" walls (from one side they are not visible, you pass them and then it's a wall, ha) and introduces the idea of teleporters, the 3rd uses teleporters as a major level design element and introduces a field that can harm you and pits that let you fall down one level.
The 4th has the first spinner (and I love the design of the spinners in the game, whoever said that spinners are useless in the presence of automaps hasn't seen these, they obviously aren't intended to confuse mapping anymore, but more as an obstruction to move where you want to go) and combines harm fields and one-way walls in new ways. The 5th sends you off to a side dimension that's all darkness (sadly the only place in the game that uses this) as well as breaking through the wall and disregarding the expectations you might have for how the overall N/S/E/W level walls of the tower connect. The 6th is mostly a breather, although it has a neat corridor that combines pits and secret walls to get ahead.
The 7th is another breather to a large extend, and then we get to the 8th level that has probably the hardest maze in the game, 81 squares only connected by secret walls, secret one-way-walls, harms fields, one spinner and an increased random monster attack rate with most of them killing you in one or two hits. Once you clear that its smooth sailing almost to the end.
Whoever designed this was really good at it, not just at the pacing of how new level elements are introduced and then used more extensively on the next level, and later in combination with other elements, but as well as how the overall levels are designed. aweigh might scoff at the overall design approach to each level, its highly linear with almost no branching parts. You finish each level by going through sub-sections of each level in sequence, but the way how these sub-sections combine and are layered around each other is different each time. There's an art to doing this, and whoever did it here was quite good at it.
Again, moment to moment the game is pretty terrible to play and really tests your patience. But if you're in it for the mapping challenge, then boy is it fun at the same time. That's probably the one aspect that kept me going till the end.
Also found a website that shows all the
monster sprites, neat.