Wednesday 8 January 2020

Case of Dungeons (PC98)

It's time for that rarest of treats: a Japanese microcomputer game that has an English translation! Well, a partial one, at least. The character names are romanised and the names of the items and some of the enemies are translated, and not much else. But that does make it a lot easier compared to playing the raw Japanese version, and there doesn't really seem to be much of a plot to be missing out on, either. Anyway, Case of Dungeon is a simple isometric dungeon crawling RPG.

To start of with, you pick one of many pre-made characters from a little book at the start of the game. There's knights, mages, elves, thiefs, and so on, and one little odd thing I noticed is a few sneaky little Addams Family references, with some of the characters' names containing "Fesuta", "Gomezu", "Wenzudi", and "Motesha", though there's no "Paguzuri". The characters aren't at all balanced, with some having stats that just totally put the others to shame, even when you take into account the differing amount of points you can add to stats yourself when you select one. Once that's done with, you enter the dungeon, on your quest to (I think) kill the Black Dragon.

As mentioned, everything's seen from an isometric viewpoint, and the game is controlled with either the mouse or the arrow and Z/X keys. You don't directly move your character, you move an arrow around the screen, where it'll be pointing in one of four directions, then press Z to make them take one step in that direction. It's pretty slow, as the dungeon is procedurally generated and revealed one space at a time. Every now and then, you'll also enter a random battle. The commands for the battles aren't translated, so I'll tell you what they are here: from left to right, you've got escape, magic, and attack. Your item window is also open during battle, and oddly, using items and changing equipment doesn't use up a turn, so if you're about to die, you can just eat a load of bread until you get back to full health.

Something that was clearly done to extend the length of the game is that the stairs down to the next floor of the dungeon won't appear until you've explored every last tile on the current floor, except for those covered by locked doors. (On the subject of locked doors, you do start with a load of keys, and they're pretty commonly found in chests, too, but it's not worth the effort of going into your inventory and using them, as doors are almost always generated in frong of walls, or in the middle of rooms. So you can just either walk round them or they don't lead anywhere anyway. Weird.)

This, more than anything else, is what killed this game for me. I was actually fine with the incredibly slow walking speed and the slightly glitchy battle menu, but after I'd gotten a few floors in, I was traipsing around the place looking for the one last unexplored tile somewhere that would make the stairs appear for over 20 minutes. I saved my game and gave up. I might never go back to that file, but you never know. It's a shame, as despite having everything going against it, Case of Dungeon was, like The Hunter, it's a game that really held my attention despite really being quite boring.

I can't really say that I recommend this game after saying that, can I? But if you're more patient than I am, maybe you could give it a shot? Everyone like isometric graphics at least, don't they? Oh, and for some reason, the translated version doesn't seem to be listed on romhacking.net or on the "beginner's guide to PC98"-type articles going around, so here's the link.

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