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1993
Dungeon
Hack
Published: 1993
Publisher: SSI
Dungeon Hack was both a departure
from and a return to SSI's role-playing game roots. It was based on Eye
of the Beholder's first-person pseudo-real-time engine, and had absolutely
nothing in the way of an underlying story, outside of your character being
required to reach the bottom of a dungeon to retrieve an artifact. It
allowed players to generate distinctive dungeons to explore and conquer
on the fly. By means of a couple of on/off switches and sliding bars,
players could adjust the number, and to some degree the type (undead creatures
on/off) of monsters, amount of treasure, number of hints, number of locked
doors and number of traps present in each dungeon. Players who craved
real excitement could also toggle the "player death real" switch
on or off. This switch, when on, would make dying in a particular dungeon
a permanent affair, as that character would be immediately deleted, along
with all saved games.
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Dungeon Hack truly lived up
to its title: It was a no-nonsense dungeon romp that was as hard or as
easy as the player decided to make it. It featured better graphics, a
boatload of different magical weapons, treasures and goodies, and nearly
infinite replayability, since every dungeon was generated randomly. However,
its Eye of the Beholder heritage did give rise to a problem or two, like
the inability to cast spells while wearing armor (you had to remove it,
cast, then put it back on), which was really a specific case of the cumbersome
and awkward click-and-drag inventory system. In spite of its minor flaws,
Dungeon Hack managed to be an enjoyable and addictive little hack-and-slasher.
Read
CGW's review of Dungeon Hack (80k graphic).
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