Talk:Castle Adventure

From Wikipedia, the free encyclopedia

[edit] Roguelike?

I remember this game - it's a classic. However, I'd have to disagree that Castle Adventure is a roguelike for the following reasons (based on the list of common Roguelike features listed in the Roguelike article):

  • User types (short) words to perform most actions other than moving
  • The game world is not randomly generated. The treasure locations might be (I don't remember) but for the most part there isn't really any replay value
  • The game is real-time, at least as far as combat goes

There's also no real character development (as far as I remember) - it's a lot more like Adventure (Atari 2600) and Haunted House (video game), and possibly Kingdom of Kroz and ZZT.

Also, here's a link to the MobyGames info on the game: http://www.mobygames.com/game/dos/castle-adventure

--HunterZ 02:29, 10 June 2006 (UTC)

I think you might be right. I remembered the game being simaler to nethack, but now that I've actually played it again I realized it isn't. I'll fix this up when I get the chance, or anyone else can that feels like it. What would be a good genre for the game?

--Uselesswarrior

That's a tough one - it's kind of unique. I want to say action-adventure but that's really vague. Maybe action-adventure with interactive fiction elements, in the same vein as Atari 2600 Adventure? --HunterZ 14:37, 12 June 2006 (UTC)

I updated the article to say it was a text game/dungeon crawl because I think thats a little closer than rougelike but its not perfect. It reminds me of early Sierra games: Kings quest, Space quest etc. Those games are later but they all share that "get item", "use item" game play. Is "get item", "use item" a genre?

G5reynol 03:23, 13 June 2006 (UTC)

Well, Sierra games helped to define the graphical adventure games genre. They were inspired by Interactive fiction but took advantage of PCs ability to communicate what is happening graphically as opposed to purely using text. By comparison, Castle Adventure is similar in its use of a parser interface and visual representation of the game world, but it is much simpler both in terms of graphics (ASCII instead of pixel-based) and story (I don't recall it really having one).
The article on adventure games might be helpful (note that the link goes to the types of adventure games section).
--HunterZ 16:39, 13 June 2006 (UTC)