RARE Dungeon Campaign / Wilderness Campaign Disk By Synergistic For Apple II




Item History & Price

Information:
Reference Number: Avaluer:19188500Country of Manufacture: United States
Compatible Brand: Apple II Plus, Apple IIe, Apple IIc, Apple IIGSMPN: Does Not Apply
Brand: Synergistic SoftwareCountry/Region of Manufacture: United States
Type: VINTAGE COMPUTER GAMEUPC: Does not apply
Original Description:
This is 2 VERY RARE games,  Dungeon Campaign and Wilderness Campaign by Synergistic Software, Inc. for Apple II Plus, Apple IIe, Apple IIc, and Apple IIGS.It is just the disk. It is TESTED and WORKING. The label is a little worn, probably from touching on inserting the disk (common).
Dungeon Campaign Description:Dungeon Campaign is one of the earliest role-playing games for home computers and in a way again, like Beneath Apple Manor of the same year, an obscure Rogue-like ...-- two years before Rogue actually coined the term.  Dungeon Campaign is a basic fantasy dungeon crawl that doesn't even care about a background story -- enter dungeon, slay monsters, amass treasures, find exit. Not even a fabulous all-powerful item to be found here! Unusual is that the player does not control a single character, but rather a fighting force of 25 men -- who, effectively, represent the player's hit points. The game starts out by generating the four random dungeon levels the player will be exploring. This takes a few minutes, but as the maps are shown on-screen while generated, the player can try to memorize them. After this introductory cutscene the game begins. In a top-down view, the player guides the party (a red block) through the level's maze. All commands are entered by key presses, using LRUD for walking left, right, up, or down which needs getting used to. The player will soon encounter green blocks -- groups of werewolves, vampires, orcs, goblins, basilisks, giant spiders, gargoyles, trolls, griffons, and whatnot. Walk onto them to pick a fight, walk the other way to try to evade -- some monsters are slow and can be evaded, while others will catch up with the player. Combat is done in a basic manner: Dice are rolled for the player and the opponent; depending on the result, the player and the enemies' losses are computed; last man standing's the winner. An interesting twist is that the dice rolls are interactive: random numbers scroll up the text window, with the player pressing a key to stop them when the player feels lucky. After a successful fight, the player can search to find and grab any treasure carried by the defeated enemy. Sometimes the player will find a magic carpet, with which the player can fly, making the player randomly fly about the current level -- great for exploring, and indispensable for reaching parts of the map that cannot be reached (yes, map-generation isn't so sophisticated). When a certain time spent on a level, the player will wake a special monster (grey block) who'll begin to chase the player. If he catches the player, the player will lose one of the party. On earlier levels, this block represents a man-eating dragon who is quite easy to escape, deeper levels feature a giant snake chasing the player in real-time, or a specter who, not being restricted by walls, goes directly for the player and is sure to get the player after some time. Other hazards found in the maze include pits, necromancers or pteridactyls (sic!) that transport the player to other parts of the level, or even to other levels (the abundance of these makes this game somewhat similar to the Snakes and Ladders board game), or areas with poisoned gas that the player will have to leave quickly (in real-time, again). The player will get a warning if he is near one of these dangers, but note that the player is not told exactly where it is. The player can try to jump over a square where the player suspect some dangers -- this feature can also be used to move quickly, for example to escape enemy monsters. The main goal, of course, is to find the stairs down to the fourth level, and find the exit.  Wilderness Campaign Description:The sequel to Dungeon Campaign takes graphical role-playing games on a very early foray to the great outdoors, with extra enhancements and added game mechanics inspired by the Dungeons & Dragons ruleset. Wilderness Campaign is another turn-based affair set in a fantasy world, this time starring a party of adventurers on a mission to save the once-prosperous realm of Draconia from the unpleasant Necromancer, who's running things from his magically-protected keep. The party starts out with ten members - still not controllable individually, but more stats now apply to the party as a whole: experience, charisma, dexterity, speed and strength, which play a role in determining factors and events; weapon and armor classes, calculated by summing up the party's arsenal; and a more detailed inventory system, where the total weight of your items is measured against the party's carrying capacity. A variety of environments make up Draconia: plains, swamps, mountains, deserts, jungles and badlands. Each zone has its own set of monster populations, random dangers (like sandstorms and landslides) which require saving throws, and obstacles (bogs, chasms, thickets and more) that set you back if you're not carrying specialized equipment. On each new game, the land is randomly populated with temples, ruins and castles, where most of the action (and loot) will be found. Besides these, you'll find friendly villages - here you can change money, hire bearers and fighters to swell up your ranks, or haggle with the local merchants for food, weaponry, armor and various other items. For instance, you can buy a mule if you need to haul lots of weight around, or certain magical items, each with its own specialized function. When encountering monsters - in the realm's various abandoned locations, or outdoors at random - battle will ensue, unless you chicken out and try to run (which won't always work). Monsters come in four kinds: normal, giant, flying and undead, each with its strengths and weaknesses. Battle consists of a series of attack and defense rolls for both sides, also influenced by luck, bonuses and defensive/offensive spells; on each turn you may also choose to flee, or to improve positions and boost up your bonus. The ultimate goal is to destroy the Necromancer and his standing army. This will require a sizable and well-equipped fighting force, as well as a powerful magical item (which can only be acquired from the elusive White Mage). If you choose to exit, you may save your progress and resume the game on a later run. We also have lots of Apple II, II Plus, IIe, IIc and IIGS manuals, software and hardware.HTTPS://www.stores.ebay.com/id=79168?refid=store

Just click on the LINK above to visit our eBay STORE to see them. If you win more than one auction we will ship them together to save on shipping. * International Buyers – Please Note:Import duties, taxes and charges are not included in the item price or shipping charges. These charges are the buyer's responsibility.Please check with your country's customs office to determine what these additional costs might be prior to bidding/buying.* NOTE TO ALL BUYERS: If you are buying more than one item, do NOT pay for them individually. Let us know when you are done and we will send an invoice with combined shipping.
 If you buy more than 1 different item please add each item to your shopping cart and ask/WAIT FOR A COMBINED SHIPPING INVOICE. Do NOT pay separately add them to your shopping cart.  INTERNATIONAL BUYERS CHECK UNDER SEE ALL DETAILS. We will still do combined shipping on multiple international orders so let us know when you are done buying. We will then send a combined shipping invoice. The USPS International shipping rates have gone up a lot so ask for combined shipping. This will help some.

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