Dungeonbuster
@dungeonbuster.bsky.social
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Seeking adventures from the archives of the past, one story at a time. I love taking a look at the history of RPGs, the tales they spin, and in shining a light on these from time to time in my threads. Let's explore together!
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dungeonbuster.bsky.social
When it's time to log off after a dungeon run with a great team. Thanks for the game, everyone!
dungeonbuster.bsky.social
It's not quite as textured as a few of its RPG peers. But with its party of paranormal pros questing to purge a house of evil armed with chemistry, an automap, and whatever else they might find within, Don't Go Alone joined other haunted houses in trying a few new ideas when it came to ghostbusting.
A 1990 ad for Don't Go Alone. It shares a two-page spread with another RPG, The Third Courier, which turned Cold War Berlin into a dungeon crawl of spies and saboteurs. 

The ad for Don't Go Alone features two screenshots of the game including a shot of the game box. Following from the second page, the text for it read:

"Or maybe you'd like to go some place scary? Really scary? Journey to the haunted house on the hill in Don't Go Alone. Your Grandfather went mad attempting to solve the mysteries of this enormous "fortress of fright." Now you, joined by an expert team of 16 polter-professionals, are destined to battle the 100 monsters that dwell inside the multi-level mansion. Remember...don't go alone."
dungeonbuster.bsky.social
Scorpia, writing for CGW's November '89 issue, praised its chemistry system, automap, and 'fear' and retreat replacing that of party members simply dying on the spot. Less impressive was the actual game around said concepts, noting its "empty feel" of anything else to do other than fight.
On this page, Scorpia introduces the game to readers and runs down a number of its features such as the chemistry formulas that players will need to figure out and the idea that characters "don't die" in this game. Instead, fear is substituted for health and when everyone's "fear" reaches critical levels, a party wipe results in the party relocating to a random area in the mansion until their fear slowly falls back down. On this page, Scorpia covers a number of other features including the game's downsides. Despite her praise for its mechanics, the actual game itself wasn't very interesting feeling that it was something more suitable for "those with little to no experience with CRPGs".
dungeonbuster.bsky.social
The turn-based battles, though, involved only ONE person - whoever you chose as the current party lead requiring you to switch around - and taking too long to defeat a monster could mean an item is stolen from your inventory (pray it isn't a chem book!). The same went for running away. Ouch.
dungeonbuster.bsky.social
To use chemistry spells required "concentration" measured by the other gauge on a character's portrait. Fear naturally declined during exploration and concentration slowly restored itself. Attributes had different effects on these. Higher intelligence helped a character overcome fear faster!
dungeonbuster.bsky.social
Each class had ten "ranks" to level through with XP earned in exploring and fights. Instead of hit points, there was a "fear" gauge. Every fight elevated the gauge and at high levels, can incapacitate a character. A party wipe randomly placed the party somewhere in the mansion as they ran in fright!
dungeonbuster.bsky.social
Chemists, Psychics, and Technicians, on the other hand, had some attribute leanings toward the "magic" system in the game - Chemistry - though every character was able to use the skill as long as they had a chemistry book on hand. Spells were cast (and discovered) via formulas. Science for everyone!
dungeonbuster.bsky.social
Players didn't roll up characters but chose from 16 pre-made ones to build their party with. Playsers could rename them, though! Each character's "class" was one of four - Technician, Psychic, Chemist, or Adventurer - with strengths and weaknesses. Adventurers, for example, were good at fighting.
dungeonbuster.bsky.social
Don't Go Alone (1989) was a creepy dungeon crawling RPG by Accolade for PCs. With a modern, four-person ghostbusting party armed with weapons and the power of chemistry, descend down through a haunted house's ten levels where the evil Ancient One awaits! (a paranormal thread)
dungeonbuster.bsky.social
Den Beauvais' vampiric illustration sets the scene for readers in a 1994 ad for Strahd's Possession, an RPG for PCs by DreamForge set in TSR's tabletop horror setting of Ravenloft

It had also previously appeared on the cover of 1992's Ravenloft sourcebook, Van Richten's Guide to Vampires!
Strahd's Possession

Unmask and defeat Strahd, one of the most nefarious of all gothic horror char- acters, or you'll never escape the terror of the AD&D RAVENLOFT game world!

Presented in High Resolution 320 x 400 256-color VGA, STRAHD'S POSSESSION delivers twice the quality of VGA without the cost of a Super-VGA card! So you experience gothic horror role-playing at its best in this visually stunning game.

Bask in the glow of an exceptionally large 3-D gaming window. Explore bone- chilling dungeons. Challenge 30 authentic RAVENLOFT game world creatures. Cast over 60 mage and priest spells. Let auto- mapping keep track of your travels with maps that print-complete with any notes you made on them along the way.

All this plus a haunting musical score and digitized sound effects will keep you on edge for hours and hours! Just be careful, things get pretty eerie when the sun sets!

Available for IBM & Compatibles on 3.5" disks and Enhanced CD-ROM. The cover of Ravenloft: Van Richten's Guide to Vampires (1992)

Ravenloft was the name of TSR's gothic horror inspired tabletop campaign world where classic monsters and more inhabited a prison-like demiplane split into separate regions each ruled by a powerful and tragic darklord. For example, the vampire lord, Strahd von Zarovich, rules over a land called Barovia which has been made a part of the Demiplane of Dread.

Van Richten, for his part, was a scholar and monster hunter whose name graced the covers of supplements like this one describing the horrors he had encountered in more intimate detail.
dungeonbuster.bsky.social
Waxworks (1992) | RPG | PC platforms | Horror Soft

Horror Soft's love of cursed inheritances continued with a wax museum bequeathed to you by your uncle's passing. It also came with a few unexpected surprises such as a family curse and horrifying displays doubling as gateways to murderous worlds!
Reposted by Dungeonbuster
dungeonbuster.bsky.social
The gothic horror of Ravenloft first emerged in 1983 as its own AD&D adventure! Then in 1990, TSR went all in in giving it its own campaign world sharing the same name, turning its inhabitants into prisoners of the Demiplane of Dread with new settings, novels, and even licensed adaptations for PCs.
The cover of 1983's "Ravenloft" by TSR.

Ravenloft was created by Tracy and Laura Hickman who, with Margaret Weis, were also responsible for TSR's Dragonlance. The idea behind Ravenloft was seeded in 1978 when the Hickmans wanted to flesh out a more frightening version of a vampire packed with terrifying personality rather than as a boss monster that just sat in a dungeon waiting to be killed. TSR's revival of Ravenloft was launched in 1990 with a boxed set introducing players to the setting and its titular flagship setting, the imprisoned land of Ravenloft, now sharing its dismal existence with several other "domains" separated from each other by impenetrable fog turning all within into prisoners. "Be Careful, You Might Just Get Your Wish.... The Powers of Ravenloft Call Your Name."

TSR expanded the Ravenloft setting with a series of novels, a practice they continued from the 80s with settings such as Dragonlance, fleshing out their properties and inviting players to experience their worlds beyond dice rolls and tabletops. In 1994, DreamForge Entertainment adapted the land of Ravenloft with this first-person RPG for DOS PCs which was published by SSI who had a license with TSR. The page shows a number of screenshots along with the looming presence of Strahd von Zarovich gazing back at readers in the backdrop.
Reposted by Dungeonbuster
dungeonbuster.bsky.social
WaxWorks (1992) was a horror-themed RPG for PC platforms by Horror Soft. Although their time with Elvira had ended, Horror Soft cobbled together another terrifying tale where you inherit your uncle's waxworks museum only to be told a dark family secret regarding a twin thought dead. (a wax thread)
Exploring the depths of an ancient Egyptian tomb, enemies roaming its halls would like you to stay as a permanent resident. One of the displays in the waxworks museum, each one acting as a gateway to one of four worlds. Uncle Boris contacts you via a special crystal ball to lend hints on how to undo the curse over your twin. Your uncle's waxworks museum that you have inherited after his death holds more than a collection of lifelike statues.
Reposted by Dungeonbuster
dungeonbuster.bsky.social
A 1983 ad for The Nightmare, an RPG for PCs by Marc Russell Benioff

Benioff was in his teens when he dreamt up this terror, trapping players inside a dark castle filled with "Both puzzle-solving & Role-Playing Intrigue!". It also had a deadly twist -- a time limit of eight 'real time' hours.
A few bullet points note the game's highlights such as:

* Superb Graphics, Sound & Color Animation!
* Hours of Challenging Horror!

...and requiring an "ATARI 400/800 & One Disk Drive"

It also noted the "EPYX 30/FOREVER WARRANTY" which was described in the big purple box below the screaming face of the protagonist. It promised "If anything happens to your disk at any time after 30 days, for any reason, just send it back with $5.00 for shipping, and we will send you a replacement." 

Guarantees like this, while shocking now, were casually promised by more than one publisher/developer without pages of legalese.
Reposted by Dungeonbuster
dungeonbuster.bsky.social
Shiryou Sensen: War of the Dead (1987) was an action RPG by Victor Music Industries released in Japan for the MSX2 and later ported to the PC Engine. As Lila, a member of S-SWAT, you head to the town of Chaney's Hills to investigate an outbreak of horrifying monsters! (a monster filled thread)
dungeonbuster.bsky.social
And thanks to the fans at Nebulous Translations, this unusual action-packed RPG was opened up for a wider audience curious about a spooky adventure subtly tipping its bloody cap at horror greats. A neat gem from Japan making every player a part of the Supernatural and Special Weapon Attack Team!
dungeonbuster.bsky.social
Shiryou Sensen's 1987 release on the MSX2 is also considered by some as another early example of "survival horror" alongside Capcom's Sweet Home that would hit the NES two years alter in 1989. With limited ammo and supplies, managing it all was as important as your aim!
dungeonbuster.bsky.social
Random encounters triggered a side-scrolling, Zelda II like battle view. Starting out was tough! Lila began with a knife, a gun, and not a lot of health or ammo against enemies who could destroy her in seconds if not careful. Defeated foes dropped experience orbs for growth. She also had psi powers!
dungeonbuster.bsky.social
Much of the action involved exploring the region around Chaney's Hills for clues as to why monsters are everywhere. "Dungeons" in the form of abandoned buildings may also hide items needed and trapped NPCs that can be sent back to the church for safety - or who may also help in other ways!
dungeonbuster.bsky.social
The translators also noted that the game also loved its references to horror icons. Chaney's Hills was very likely a nod to iconic horror actor, Lon Chaney, for example. And at the local church acting as a safe area for survivors, players might also guess who "Reverend Carpenter" took his name from.
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The fan translation group, Nebulous Translations, released an unofficial English patch in 2017 along with addressing oddball bugs such as when going past the inventory limit erased your inventory! The group also noted that a bug sheet was even included with the game warning players.
dungeonbuster.bsky.social
Shiryou Sensen: War of the Dead (1987) was an action RPG by Victor Music Industries released in Japan for the MSX2 and later ported to the PC Engine. As Lila, a member of S-SWAT, you head to the town of Chaney's Hills to investigate an outbreak of horrifying monsters! (a monster filled thread)
Reposted by Dungeonbuster
dungeonbuster.bsky.social
Shūjin e no Pert-em-Hru (1998) | RPG | PC platforms | Makoto Yaotani

This indie RPG was created for a contest in Japan and stars you as part of a group of tourists lured into the secret bowels of the Great Pyramid by a ruthless archaeologist and their assistant seeking its mysteries!
Reposted by Dungeonbuster
dungeonbuster.bsky.social
A 2002 ad for Konami's Castlevania: Harmony of Dissonance featuring art by longtime series collaborator, Ayami Kojima

Following Circle of the Moon in 2001, this is the second Castlevania for the GBA and was produced by Koji Igarashi who intended it to be similar to 1997's Symphony of the Night.
Seeking a lost friend, Harmony of Dissonance stars Juste Belmont, grandson of Simon Belmont, as he challenges the mysterious ruined castle of Dracula to rescue a dear friend. The starting part of the text reads "Bound by family blood, He must return to the castle."

There are four screenshots along the bottom of the page for the game which bears the ESRB rating of "T" for Teen.

The game was directed by Koji Igarashi who also worked on 1997's Castlevania: Symphony of the Night for the PS1 and contributed to its evolutionary design that transformed the series and inspired countless games thereafter. 

Interestingly, Circle of the Moon, which preceded Harmony on the GBA, was actually created by a different studio within Konami which did not include Igarashi.
Reposted by Dungeonbuster
dungeonbuster.bsky.social
Lords of Doom (1990) was an adventure game with light RPG elements by attic Entertainment Software for PCs. Starting with a pair of investigators, it's up to you to guide them in exploring the haunted town of Vertic to find the clues to, and eventually confront, the Lords of Doom! (an attic thread)
dungeonbuster.bsky.social
Sharp eyed CRPG fans might also recognize the name of the German developer - attic Entertainment Software - who also adapted Germany's incredibly popular Das Schwarze Auge (The Dark Eye) TTRPG into CRPGs that would be known outside of the country as the epic Realms of Arkania series!
Adapted from the German tabletop RPG, The Dark Eye, Realms of Arkania introduced players to a vast quest with isometric battles, a vast land to explore, difficulty levels, "70 Towns, Villages, Dungeons and Ruins", "12 Character Archetypes", and parties of up to six characters!