Ludography
73/100
Players5 ratings
Telengard cover

1982 · Adventure · Roguelike

Telengard

Telengard is an earlier example of a "dungeon crawler" role-playing game--albeit with a top-down view- with either real time movement (DOS version) or turn-based movement and turn based combat. Telengard is also played in real time, which means that monsters can attack even when the player's character is not moving.

Released
1982
Platforms
Apple IIApple II PlusAtari 8-bitCommodore 64Commodore C64/128/MAXCommodore PETFM-7MS-DOSPC-8800 SeriesPC-9800 SeriesTRS-80TRS-80 Model I
Genres
AdventureRoguelikeRole-playing
Developers
—
Publishers
Avalon Hill
Modes
Single-player
Perspective
Bird view / Isometric
Themes
Fantasy
Country
United States
Languages
English

About

Telengard is a 1982 role-playing dungeon crawler video game developed by Daniel Lawrence and published by Avalon Hill. The player explores a dungeon, fights monsters with magic, and avoids traps in real-time without any set mission other than surviving. Lawrence first wrote the game as DND, a 1976 version of Dungeons & Dragons for the DECsystem-10 mainframe computer. He continued to develop DND at Purdue University as a hobby, rewrote the game for the PET 2001 after 1978, and ported it to Apple II+, TRS-80, and Atari 8-bit computers before Avalon Hill found the game at a convention and licensed it for distribution.

Its Commodore 64 release was the most popular. Reviewers noted Telengard's similarity to Dungeons and Dragons. RPG historian Shannon Appelcline noted the game as one of the first professionally produced computer role-playing games, and Gamasutra's Barton considered Telengard consequential in what he deemed "The Silver Age" of computer role-playing games preceding the golden age of the late 1980s. Some of the game's dungeon features, such as altars, fountains, teleportation cubes, and thrones, were adopted by later games such as Tunnels of Doom (1982).

›Story

Nobody knows who built the great underground labyrinth called Telengard. Some say that the souls that perish there feed some unspeakable demon. Others say that it is a testing ground for wizards and warriors. Even the most seasoned of fighters sometimes do not return from the nethermost levels of the dungeon. But, like gamblers, even the most successful of adventurers return again and again down into the circular stairways tomblike corridors of Telengard, risking their very lives for gold, treasure and magical powers.

Keywords

  • magic
  • roguelike
  • teleportation
  • attributes
  • skeletons
  • treasure chest
  • potion
  • cga graphics
  • rpg elements
  • merchants
  • sleeping enemies

Media

The articlegameplay, story, development, reception

Gameplay

In Telengard, the player travels alone through a dungeon fraught with monsters, traps, and treasures in a manner similar to the original Dungeons & Dragons. The game has 50 levels with two million rooms, 20 monster types, and 36 spells. It has no missions or quests, and its only objective is to survive and improve the player character. The game is set in real-time and cannot be paused, so the player must visit an inn to save game progress.

In the early releases such as Apple II, the game world has no sound and is represented by ASCII characters, such as slashes for stairs and dollar signs for treasure. Unless the player enters a special cheat code, progress is lost upon dying.

Development

While a computer science student at Purdue University, Daniel Lawrence wrote several games for the university's PDP-11 RSTS/E mainframe computer, and one grew into Telengard. In his 1976/77 college summer breaks at home, he worked at BOCES in Spencerport, New York, where he wrote a dungeon crawl game called DND in the BASIC programming language for the DECsystem-10's TOPS-10 operating system. He had been influenced by the pen and paper role-playing game Dungeons & Dragons. At college, he ported the game to Purdue's PDP-11 RSTS/E.

The game's mechanics grew from conversations at the Purdue engineering building. Part of its real-time nature descended from the need to not have players monopolize the few shared computer terminals.

Reception

Norman Banduch provided an early review for Telengard in the December 1982 issue of The Space Gamer, saying that "Telengard could have been a good game, but is marred by poor programming and lack of polish. If you don't want to rewrite it yourself, wait for the second edition".

Troy Christensen reviewed Telengard for Different Worlds magazine and stated that "Telengard is one of the finest computer games around today, it is inexpensive, full of excitement and it has the ability to intrigue both the inexperienced and experienced alike. Telengard reminds me of a mixture of adventure games like Dungeons & Dragons, RuneQuest, and the boardgame Dungeon. I would strongly recommend this game to anyone who has a Commodore 64 and who enjoys adventure gaming. I don't think anyone will find this game disappointing or boring."

Releases by platformdates and regions as published

PlatformReleasedRegions
Atari 8-bit31 December 1982North America
Commodore PET31 December 1982North America
Apple II31 December 1982North America
TRS-8031 December 1982North America
Commodore C64/128/MAX31 December 1983North America
FM-731 December 1983Japan
PC-8800 Series1 January 1984Japan
PC-9800 Series1 January 1984Japan
MS-DOS31 December 1985North America

Games like this

Collections5 collections

Platform libraries

Genres

Licensing

Description adapted from its source, CC BY-SA 4.0.