Dungeon Master

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Dungeon Master
Dungeon Master Logo.jpg
Dungeon Master Logo (Atari Game Box)
Studio FTL Games
Publisher United StatesUnited States FTL Games Mirrorsoft , later Psygnosis Victor Interactive Software
EuropeEurope
JapanJapan
Senior Developer Doug Bell, Dennis Walker, Michael Newton, Andy Jaros, Wayne Holder
Erstveröffent-
lichung
1987
platform Amiga , Apple II GS , Atari ST , PC ( DOS ), SNES , Sharp X68000 , PC-9801 , FM Towns
genre Real-time - First-Person - RPG
Subject Fantasy
Game mode Single player
control Keyboard , mouse
system advantages
preconditions
Amiga: 1 MB RAM
medium 1 × floppy disk (Atari ST, Amiga)
language English, German, French, Japanese, Korean
Current version v3.6 (Psygnosis Release)
copy protection Fuzzy Bits , Checksums (removed with v3.6)

Dungeon Master (English for jailer ) was one of the first real-time - computer role-playing games and appeared in 1987. The game's plot took place in a in central perspective shown subterranean labyrinthine dungeon (ger .: dungeon instead). Dungeon Master had a decisive influence on the dungeon crawler genre and created its own sub-genre. Still in the year of publication, it was sold 40,000 times, reached a market penetration of 50% at all ever sold Atari STs, becoming the biggest bestsellers of the manufacturer FTL Games .

Dungeon Master

meaning

Dungeon Master was based in every respect on the typical pen & paper role-playing games and implemented all the traditional elements of these games in a high-quality graphics compared to the state of the art and in a real-time game mode that was completely new for computer role-playing games . It created a new, very successful game category that combined the strengths of the complex, but clumsy, turn-based computer role-playing game with those of the simple, but fast action adventure . Dungeon Master was the forefather of a new game genre and has many other games of the same type, e.g. B. Eye of the Beholder or Black Crypt , in the following years. While Dungeon Master itself was influenced by the early Ultima games, it later itself became a crucial inspiration for the Ultima Underworld offshoot of the Ultima series.

Another important aspect was a sophisticated user guidance that achieved intuitiveness with an interactive mouse cursor , drag and drop and tabs and thus made a real-time game system with complex game world interaction accessible to the player for the first time.

Modeling the game world

Game screen of a representative Dungeon Master Clone (English) : in the
middle , the view into the dungeon from the first person perspective of the adventure group
above , character portraits with the basic attributes of life points, mana energy and stamina in bar presentation, objects held in hands above them for use in the
top right / in the middle : magic field in the Lo Ful is selected, now the form runes to choose from, above tabs to choose between the adventurers
right-center , action menu of the short sword by Vaughan held in the right hand,
bottom right , movement buttons for control with the mouse

The special thing about Dungeon Master was that it was the first role-playing game to not use randomly generated events with monsters , but to define the NPCs at the beginning of the game and then let them interact freely in the dungeon equipped with a (simple) AI . The real-time interactions of all these NPCs with the dungeon (movement, opening doors, stepping into a trap) and the player characters (attacking, stealing, fleeing) is simulated for the entire duration of the game. Accordingly, the monsters attack in real time, and the control of the individual player characters must also take place in real time, in contrast to turn-based predecessors such as Wizardry . The modeling of time is very extensive for the circumstances of the time: every action costs time, a complicated attack takes longer than a simple, heavily loaded character group runs slower, the spells are not prefabricated, but have to be put together sequentially from runes each time they are used and while sleeping The game characters can be surprised by wandering monsters. The modeling of the game characters themselves comprises two dozen partially revealed, partially hidden properties. In addition to the usual genre attributes such as strength, dexterity, and luck, satiety, thirst and a metabolism rate (vitality) also existed, which influences the necessary frequency of food intake and healing speed. Furthermore, characters can fall into states - u. a. exhausted, poisoned, injured or dying of thirst - as well as body-part-specific wounds. An injury z. B. the hands has the consequence that a weapon can no longer be held, and with the feet that the transportable load is significantly smaller.

Technical characteristics

Graphic technology

The computing capacity of the Motorola 68000 processors used when Dungeon Master was released required the graphic representation of the 3D environment with static graphics for all game elements. Although texture mapping (for the first time with Ultima Underworld from 1992) and shading was not yet possible, graphic dynamics were also achieved to a limited extent through global lighting variations, reflections and the exchange of sprites in the game.

Platforms

Dungeon Master was first released by FTL Games in 1987 for the Atari ST and was then ported to many other systems: Amiga , PC ( DOS ), Super Nintendo Entertainment System , Apple II GS, X68000, PC-98 and FM-Towns. A source code variant could be reconstructed through extensive decompilation and reverse engineering of an Atari ST version by Paul R. Stevens . This made it possible to Dungeon Master & Chaos Strikes Back to be made available on modern hardware for many other platforms: Windows , Linux , Mac - OS or Pocket PC .

Backstory

A great magician (English Gray Lord ) is looking for the ultimate magic weapon , the "Fire Staff " (English Firestaff ). A misfortune happens during the experiments and the magician splits into his good ( Lord Librasulus ) and his bad self ( Lord Chaos ). At the same time, a disaster happens in the area. Hundreds of adventurers make a pilgrimage to the dungeon to eliminate the evil, but all fail. Lord Chaos hung up the twenty-four best adventurers in the form of picture frames , like a picture gallery, to deter them on the first level. The player should now, in the role of the white magician's assistant, select up to four adventurers, find the Firestaff and restore normalcy.

The intended variant to end the game successfully is to merge the two sides of the magician with the Firestaff, but there is also an alternative ending if the adventurers bring the staff back to Lord Librasulus.

Building the maze

The whole game consists of 14 levels (including the gallery). The level of difficulty increases from level to level. The first level is still free of monsters. In the fourth and ninth levels, after fighting free monsters, the player has created a retreat point where the adventurers can train and rest for as long as they want due to the infinite water and food supplies. The player not only has to do with monsters, there are also traps in the form of pitfalls and hidden floor switches that activate a mechanism. Triggered traps can, for example, be fireballs shooting out of wall holes or poison projectiles that damage the health of the adventurer. In addition, each level is divided into areas that are separated from each other by locked doors and for which the player must first find the right key or fight for it. Lord Chaos, the antagonist, is with demons in a part of the thirteenth level, which can only be reached via the lowest level.

Magic system

As is usual with fantasy role-playing games, the use of magic is an integral part of the game in Dungeon Master. While Dungeon Master is generally very closely based on traditional pen & paper role-playing games, the magic system is extremely innovative and consciously uses the possibilities offered by realizing the game on a computer.

While spells are firmly defined in traditional role-playing games and the mastery of each spell must be acquired individually by the character, Dungeon Master uses a flexible system in which spells can be put together according to rules implemented in the game.

Darkness, enemies and puzzles make mastering the spells a necessity. The sayings are represented by a combination of two to four “ runes ”, which cannot be used in any order or any combination. The runes are there from the start, but the mana consumption and the complexity of the spells initially limit their use. The spells are divided into magician (fight, light) and priestly spells (healing, protection). A saying is structured as follows: " Strength Element Form Alignment " in this order.

Initially, d. H. limited by one's own abilities, only the simplest sayings from “ strength element ” are available.

More effective spells can contain the following runes:

Strength Lo (weak) Around On (neutral) Ee Pal (strong) Mon (maximum)
element Ya (earth) Vi (water) Oh (air) Ful (fire) Des (emptiness) Zo (antimatter)
shape Ven (poison) Ew (creature) Kath (expansion) Ir (flight) Bro (help) Gor (enmity, war)
Alignment Ku (way of the warrior) Ros (way of the thief) Dain (path of the wizard) Neta (way of the priest) Ra (light / energy / sun) Sar (darkness / evil / moon)

To understand the system, here are a few examples:

  • To light a magical torch you need the element of fire, so the saying "strength" is Ful . An activated Lo Ful brightens the dungeon for a relatively short time, a Mon Ful lasts much longer.
  • In order to fill the air with light, one chooses “Strength” Oh Ir Ra , ie “Air”, “Flight” and “Light / Energy / Sun”.
  • You want to create a cloud of poisonous gas; for this you need the Oh rune (air), the Ven rune (poison) and the rune that represents strength.

Not all sayings are so logically structured, and most possible combinations do not result in a saying. potential sayings would theoretically be possible. But even with the six possible combinations of two, “only” four result in a valid saying. Some of these sayings also require you to hold an empty vial in your hand. There are only 25 sayings in total. The order is given by the program.

The magic system is like a black box. If you have enough mana, you can activate any combination. The initially accidental success certainly depends on the level you have reached as a magician or priest. Also, someone who has never played the game and has not yet read a list of valid sayings can gradually read valid sayings on scrolls. There is no automatic system in which you can activate a finished saying at the push of a button, or a reminder system in which the sayings that have been read are noted down. The player has to take notes for himself.

The most powerful rune of the form, the Gor rune, has no meaning in the game. The Corboramite created by Zo-Kath-Ra , a weightless luminous object, could be used as a permanent light source (in the strongest version), was the solution to a riddle and was needed to activate the "Firestaff".

Character system

At the beginning the player has to choose his up to four characters in the gallery of heroes. The player can now decide whether to revive the adventurers or whether they should be reborn. Resurrected adventurers begin with the condition and skills they had when they passed away. The consequence of rebirth is that all acquired experience is lost (this makes the game more difficult at first, but the player has more influence over the development of the character).

There are four orientations in which an adventurer can continue their education: the path of the warrior, the ninja / thief, the wizard and, last but not least, the priest.

  • When fighting with melee weapons, the adventurer in question increases his status as a warrior and receives strength and endurance points.
  • Through training with punches, kicks, throwing weapons and thief skills such as picking locks and climbing with ropes, the adventurer gains better ninja ranks and, as a result, more dexterity and a little more strength.
  • With light and combat spells the adventurer increases in his rank as a magician and improves his supply of mana and some wisdom.
  • With the application of healing and protection spells, the adventurer rises in his rank as a priest and, above all, his wisdom increases.
Character development strategies
  • Four fighters (only one of whom can do a little magic)

You choose four fighters, e.g. B. Stamm, Halk, Hissa and Darou who are resurrected. As a result, all adventurers lose their ranks. It is important that there is at least one adventurer in the group who can activate a light spell (Ful) from time to time, because he can only ascend by practicing spells and thus generate more mana. From a certain point in time he is able to create mana potions, so that adventurers who do not have mana by default can use this potion to get mana for a light spell. If you have created a light spell through the mana potions often enough, you will get your own mana supply so that you can train your magic skills without mana potions in the future. Mana can also be added to a fighter by placing a wand in their hand. In the course of the game there are wands that give so many mana points that you can at least increase the mana points with the light spell. This is a way of saving yourself the mana potions, which also cost mana points to make. You can also increase your priest level by screams of war in order to get started with magic.

  • Training in the retreat zones

While you are in one of the two retreat zones, you can raise the magician, priest and ninja levels of your adventurers and thus improve their skills by saying light, combat and healing spells as well as punching and kicking into the void. With a joystick with continuous fire you could automate the punches into the void and thus do something different during the training phase.

Features

For Atari ST and Amiga there is a dungeon master editor, which can, however, cause unpredictable effects in the game. If you removed a certain wall in the “Hall of Fame”, a standing fireball wave was triggered during the game, which it was absolutely fatal to walk through.

Artwork

The cover artwork of the Dungeon Master sales box was created by the English artist David R. Darrow, for whom Andy Jaros posed as a character pulling a torch, Darrow's wife Andrea presented the magician and the fighter at the door was an unknown, Darrow at the time was one hired local health club. The original work was later shown at the Science Museum in London as part of the Game On exhibition (October 21, 2006 to February 25, 2007).

Press review

Chaos Strikes Back
Csb-logo.gif
CSB Logo (Amiga Version)
Studio FTL Games
Publisher FTL Games
Senior Developer Wayne Holder, Doug Bell, Michael Newton, Dennis Walker, Andy Jaros
Erstveröffent-
lichung
1989
platform Amiga , Atari ST , X68000 , PC-98 , FM Towns
genre Real-time first-person role play
Subject Fantasy
Game mode Single player
control Keyboard , mouse
medium diskette
language English, German, French, Japanese, Korean
Dungeon Master II: The Legend of Skullkeep
Dm2logo.gif
Dungeon Master II Logo (Interplay website)
Studio FTL Games
Publisher JapanJapanVictor Interactive Software Interplay Entertainment
United StatesUnited StatesEuropeEurope
Senior Developer Wayne Holder , Doug Bell , Michael Newton , Dennis Walker, and Andy Jaros
Erstveröffent-
lichung
JapanJapan1993 1995
United StatesUnited StatesEuropeEurope
platform Amiga , PC ( DOS ), PC-9801 , Mac OS , Sega Mega-CD
genre Real-time first-person role play
Subject Fantasy
Game mode Single player
control Keyboard , mouse
system advantages
preconditions
PC : 386DX / 25 MHz, 256 colors VGA or MCGA, 4 MB RAM, DOS 5.0, 23 MB free hard disk space, CD-ROM drive, keyboard, mouse, sound cards: Sound Blaster (Pro / 16 / AWE322), Pro Audio Spectrum or Compatible
medium Floppy disk , CD-ROM
language English, German, French, Japanese
Age rating
USK released from 6

A comprehensive, but not exhaustive, overview of the awards Dungeon Master received in the 1980s. For example, it does not include those added after it was released in Japan in 1990.

  • Special Award for Artistic Achievement awarded in 1988 by Computer Gaming World
  • Adventure Game of the Year, 1988 - UK Software Industry Awards
  • Best Selling Atari ST Title, 1988 - UK Software Industry Awards
  • Best Role Playing Game, 1988 - PowerPlay
  • Best Role Playing Game, 1988 - Tilt Magazine
  • Best Sound Effects, 1988 - Tilt Magazine
  • Game of the Year, 1988 - Computer Play Magazine
  • Best Atari ST Game, 1988 - Computer Play Magazine
  • Game of the Year, 1988 - 4th Generation Magazine (French)
  • “Golden Sword” Award, 1988 - The Adventurer's Club of the UK
  • Best Role Playing Game, 1988 - The Adventurer's Club of the UK
  • "Beastie Award," 1988 - Dragon Magazine
  • Best Atari ST Title, 1988 - Dragon Magazine
  • Best Game, 1989 - Amiga World Magazine
  • Best Role Playing Game, 1989 - Amiga World Magazine
  • Best Amiga Game, 1989 - Game Player's Magazine
  • Best Amiga Game, 1989 - Datormagazin (Swedish)
  • "Beastie Award" Best Apple // GS Title, 1989 - Dragon Magazine
  • Best Game, 1989 - Info Magazine
  • Best of the Amiga, 1989 - Compute magazine
  • First member of the Computer Gaming World Hall of Fame in 1989
  • Awarded one of the 100 Best Games by PowerPlay Magazine (January 1990)

A 1988 review of Dragon Magazine in issue 136 by Patricia Hartley and Kirk Lesser in The Role of Computers column gave the game 4½ out of 5 stars. Another review of the PC / MS-DOS version in 1993 in the Dragon , number 195, also gave this version 5 stars. In 1997 Dungeon Master again achieved 5 out of 5 stars in a re-review of an English-language game review site.

Chaos Strikes Back

Dungeon Master Expansion Set # 1: Chaos Strikes Back , often also CSB for short, was a successor to the Atari ST and the Amiga released in 1989. Due to the frequent level changes and the inevitable teleportations, it was considered a playfully very challenging sequel. It was a standalone game and did not require an existing Dungeon Master, but you could import an existing team of adventurers from Dungeon Master for a new CSB game.

Improvements

The game engine was the improved Dungeon Master Engine, with minor graphical adjustments, some new spells and new game items such as magic cards. An extensive character editor was also introduced, as was an oracle with which one could get information about the current score.

Dungeon Master II: The Legend of Skullkeep

In the mid-1990s, Dungeon Master II: The Legend of Skullkeep came out years late. The gameplay hadn't changed, but the graphics were expanded from 16 to 256 colors and the pixel resolution was roughly doubled. If you had won a troop with Dungeon Master, you couldn't take them over, as in Chaos Strikes back , but had to choose new, different characters. Criticism of the outdated graphics is also justified in view of the long development time with several redesigns.

Improvements

In contrast to Dungeon Master , Dungeon Master 2 introduced trading. Objects that had been found could be sold for metal and crystals and, on the other hand, with these crystals or those that had been found in the caves, in turn, buy objects.

The process of buying was as follows: You stood in front of a round table with a dwarf standing behind it. Then you selected the desired object, which the dealer then placed on his side of the table. You yourself now put the required pieces of metal and crystals on your own side. If the dealer agreed, he turned the table top so that the desired object was on its own side and could be picked up. If you paid more than what you asked for from the dealer, the change was also included.

The sale was exactly the opposite. To change small change for larger money, you put the pieces to be changed on the table and the dealer exchanged them for larger pieces.

The dealer principle was also built into the role play in the form of a task. In the first part of the task, where you had to find several keys, the last key was on a round table. No matter how you approached the table, which was accessible from all sides, the key was always on the opposite side. Only when you put some money on your own side of the table top did a trader's spirit suddenly become visible who turned the table top so that you could take the key.

Other parts of the series

Shortly before Dungeon Master II, another offshoot of Dungeon Master was produced for a console platform, Dungeon Master: Theron's Quest (1992, for TurboGrafx and PC Engine ). Furthermore, in 1998, after FTL had already ceased operations, a part with a new 3D engine for the Japanese market and the Sega Saturn called Dungeon Master Nexus was released by Victor Interactive Software Inc.

Legacy and Successor

Since Dungeon Master was a great success and created a new genre, there were a large number of commercial copies in the following years (e.g. Eye of the Beholder , Black Crypt ) and until today the trend in the context of retrogaming freeware - or open source -Create remakes and clones .

Legend of Grimrock

Screenshot from Legend of Grimrock, the basic principles and the structure of the game elements are very similar to Dungeon Master: in the middle, first-person perspective view of the dungeon with opponents behind bars, on the right the game party consisting of four characters with an open inventory of one character.

In April 2012 the classic and commercially dead dungeon crawler genre was revived with the release of Legend of Grimrock . The game, developed by the small Finnish independent development studio Almost Human , is so oriented towards Dungeon Master that it can be considered a remake with modern means. It was also a commercial success, with the game reaching the top of Steam's Steam Top Sellers list the week after its April 2012 release and receiving positive reviews from the press and gamers as well, with an average rating of 81 on Metacritic .

Fan ports and remakes

Dungeon Master has inspired a large number of software clones and remakes from the fan base over the years .

Approx. In 2003 Paul R. Stevens extracted a source code variant from the Atari ST version of Dungeon Master by reverse engineering , which was then used for many ports to other systems under the name CSBWin . This version is also used by fans to create a DM variant that has been improved in terms of depth, graphics and sounds under the name "Conflux".

A post-programmed “Dungeon Master” game engine with a level editor as freeware and including Dungeon Master, Dungeon Master Chaos Strikes Back and Dungeon Master 2 as a replica was released in 2008 under the name “Return to Chaos” . With the help of the included editor, fans have since developed a multitude of new dungeons through to completely new dungeon games such as "Ravenhood" or "Tower of Champions".

Table of spells of the Dungeon Masters series

Saying effect needs vial Priesthood Magic spell
Ya Endurance potion x x
Vi Healing potion x x
Ful light x
Zo Door opener x
Ya Ir Magic shield x
Ya bro Magic shield x x
Vi Bro Antidote potion x x
Oh ven Poison gas cloud x
Ful Ir Fireball x
Of the ven Poison gas projectile x
Of the Ew Damages ethereal enemies x
Zo Ven Poison gas grenade x x
Ya Bro Ros Magical footprints x
Ya Bro Dain Wisdom potion x x
Ya Bro Neta Vitality potion x x
Oh Ew Ra See through walls x
Oh Ew Sar Invisible x
Oh Kath Ra lightning x
Oh Ir Ra better light spell x
Oh Bro Ros Skill Potion x x
Ful Bro Ku Starch potion x x
Ful Bro Neta Fire shield x
Des Ir Sar Darkness x
Zo Kath Ra ZoKathRa corboramite x
Zo Bro Ra Mana potion x x

Web links

Ports and Clones
  • CSBwin - Dungeon Master & Chaos Strikes Back port for Windows, MacOS & Linux v12.0 (English)
  • RTC - Return to Chaos - A fan project, which Dungeon Master has reconstructed with the original optical impression (English)

Individual evidence

  1. Victor Interactive Software: Releases ( English ) In: GameFAQs . GameSpot . Retrieved January 19, 2011.
  2. a b c d e Damien McFerran: The Making of Dungeon Master ( English , PDF; 1.7 MB) In: Issue 34 . Retro Gamer Magazine. Pp. 30-31. 2006. Retrieved January 19, 2011.
  3. a b Christophe Fontanel: Technical Documentation - Copy Protection ( English ) Dungeon Master Encyclopedia. January 29, 2009. Retrieved January 4, 2011.
  4. Christophe Fontanel: Technical Documentation - Detailed analysis of the Dungeon Master and Chaos Strikes Back for Atari ST Floppy Disks ( English ) Dungeon Master Encyclopedia. January 18, 2009. Retrieved February 8, 2011.
  5. Lara Crigger: Chasing D&D: A History of RPGs ( English ) In: 1up.com . Archived from the original on June 29, 2011. Retrieved on January 31, 2012: “ Developed by Blizzard in 1996, Diablo wasn't even close to groundbreaking or innovative. It wasn't the first real-time 3D RPG (that honor goes to FTL Games' Dungeon Master, released in 1987) [...] "
  6. a b Matt Barton: Part 2: The Golden Age (1985-1993) ( English ) In: Gamasutra . UBM TechWeb. February 23, 2007. Retrieved February 12, 2012.
  7. ^ Sandy Petersen: Eye of the Monitor . In: TSR, Inc. (Ed.): Dragon magazine . No. # 200, Lake Geneva, Wisconsin, Dec 1993, p. 73.
  8. Maher, Jimmy: Dungeon Master, Part 1: The Making of . In: The Digital Antiquarian . December 11, 2015. Accessed December 11, 2015.
  9. Owens, Dennis: Beauty is in the Eye of the Beholder . In: Computer Gaming World , June 1991, p. 14. Retrieved November 17, 2013. “ This personalized combat perspective undoubtedly earned much of the price for FTL's CGW Hall of Fame member, Dungeon Master. In a very real sense, Eye of the Beholder (SSI's first entry in the "Legend Series," a new line of AD&D computer role-playing games) is Dungeon Master meets veteran storyteller George MacDonald. " 
  10. Max Magenauer: Classic: Dungeon Master . Amiga Joker 3/93. P. 101. March 1, 1993. Retrieved on February 21, 2011: " [...] setting standards and defining style [...] "
  11. ^ Paul Neurath: The Story of Ultima Underworld ( English ) Looking Glass Studios . June 23, 2000. Archived from the original on March 9, 2001. Retrieved January 4, 2011.
  12. a b Boris Schneider : Dungeon Master . Power play . Pp. 78-79. February 1, 1998. Accessed on February 21, 2011: “ Exclusively in Power Play: The first test of a fantasy role-playing game that sets new standards with an ingenious user interface. "
  13. ^ Edwin Robert Stahl: Exploring the Virtual Frontier: The Evolution of Narrative Form in Immersive Video Games ( English , pdf) Saint Louis University . Pp. 44-45. 2002. Archived from the original on June 26, 2008. Info: The archive link was automatically inserted and not yet checked. Please check the original and archive link according to the instructions and then remove this notice. Retrieved June 19, 2008: “ It was the most advanced RPG experience available and a true immersive milestone. [...] What made Dungeon Master so important [...] was its combination of a first-person 3D engine, point-and-click interface, and enveloping sound. " @1@ 2Template: Webachiv / IABot / gameapparent.com
  14. ^ Daniel Durgan: Interview with the Apple Dungeon Master programmer Don Jordan ( English ) The Un-Official Dungeon Master Web Site. October 1998. Archived from the original on December 5, 2000. Retrieved January 2, 2011.
  15. a b Paul R. Stevens: Chaos Strikes Back for Windows (and Linux, MacOS X, Pocket PC) ( English ) Dungeon Master Encyclopaedia. October 24, 2005. Retrieved August 7, 2013: “ Finally, after many years, I got my hands on the binary executable for the game. I wrote a disassembler to turn it into human-readable op-codes and proceeded to translate it to C ++ using the Microsoft Version 6.0 C ++ compiler. Eight hours a day for six months. About 120,000 lines of pseudo-assembly language. Crazy thing to do. But it works. "
  16. ^ A b Paul R. Stevens: / CSBwin / - Dianne & Paul. Net ( English ) dianneandpaul.net. November 14, 2012. Retrieved August 7, 2013.
  17. Dungeon Master - Review at oldgames by Andreas Ganje
  18. Mark FXJ Oberhumer: Dungeon Master 1987 . 1997. Archived from the original on April 18, 2001. Retrieved January 2, 2011.
  19. FTL Games: Dungeon Master Manual ( English ) Scribd .com. 1987. Retrieved January 8, 2011.
  20. This is how the cover art of Dungeon Master (1987) was made - Spelpappan.se (2013)
  21. Christophe Fontanel: DM Original Artwork ( English ) Dungeon Master Encyclopedia. Retrieved January 8, 2011.
  22. a b c Dungeon Master II ( English ) interplay.com. April 14, 2001. Archived from the original on April 13, 2001. Retrieved January 2, 2011.
  23. ^ Daniel Durgan: Awards ( English ) The Un-Official Dungeon Master Web Site. October 1998. Archived from the original on December 4, 2000. Retrieved January 5, 2011.
  24. Michael Hengst: The 100 Best Games: Dungeon Master - Mummies, Monsters, Mutations and Magic . PowerPlay. January 1990. Retrieved November 18, 2010.
  25. Kirk Lesser, Patricia Hartley: The Role of Computers . In: Dragon . No. 136, August 1988, pp. 76-81.
  26. Kirk Lesser, Patricia Hartley: The Role of Computers . In: Dragon . No. 195, July 1993, pp. 57-64.
  27. Rosemary Young: Dungeon Master dust off after 10 years 5/5 Stars rating ( English ) January 1, 1997. Archived from the original on April 11, 2007. Retrieved January 5, 2011.
  28. Christophe Fontanel: Theron's Quest for TurboGrafx / PC Engine ( English ) Dungeon Master Encyclopedia. Retrieved February 25, 2011.
  29. Martin Weidner: Dungeon Master Theron's Quest . In: Megafun 8/93 . 1993. Retrieved April 2, 2011.
  30. Christophe Fontanel: Dungeon Master Nexus for Sega Saturn ( English ) Dungeon Master Encyclopedia. Retrieved February 25, 2011.
  31. ^ Dungeon Master Nexus ( Japanese ) Victor Interactive Software. March 10, 2003. Archived from the original on March 10, 2003. Retrieved January 9, 2011.
  32. Christophe Fontanel: Clones ( English ) Dungeon Master Encyclopaedia. Retrieved on August 4, 2011: “ Dungeon Master opened a new way for computer role playing games, inspiring many developers. A lot of commercial games tried to improve the genre (like Eye of the Beholder I, II and III, Captive, Lands Of Lore, etc ...) [...] More recently, some fans have been active at keeping the dream alive. "
  33. Edge editorial team: Legend Of Grimrock review ( English ) Edge . April 12, 2012. Archived from the original on April 13, 2012. Retrieved on May 9, 2012: “ Legend Of Grimrock isn't a love letter to Dungeon Master, the 1987 blend of subterranean exploration, survival, switches and traps. It's a near-facsimile. But that's not a fact Almost Human is trying to hide; it's the selling point. Legend Of Grimrock replicates a classic faithfully enough to massage the nostalgia glands of anyone who played the original, and it's a test of the timelessness of an almost universally loved game. "
  34. http://www.grimrock.net/2012/04/13/launch-week-update/
  35. Legend of Grimrock on metacritic.com
  36. John Walker: You Could Be Playing Dungeon Master Right Now . Rock, paper, shotgun . March 29, 2012. Retrieved August 3, 2015: “ There is a version that just works, without an emulator, and it's free. [...] A madman by the name of Paul Stevens spent six months, eight hours a day, writing 120,000 lines of what he calls “pseudo-assembly language” to rebuild it in C ++. And then released the game and source code for free. Can he do that? I've decided that yes, he can, which legitimizes my promoting it to you. "
  37. http://dmwiki.atomas.com/wiki/Conflux
  38. http://www.ragingmole.com/RTC/index.html