The Lords of Midnight

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The Lords of Midnight

Developer(s) Mike Singleton
Publisher(s) Beyond Software
Platform(s) ZX Spectrum, C64, Amstrad CPC
Release date 1984
Genre(s) Adventure game, strategy game
Mode(s) Single player
Rating(s) N/A
Media Cassette
Input methods Keyboard


The Lords of Midnight is a 1980s video game, written by Mike Singleton, and released in 1984 for the ZX Spectrum. Conversions for the Amstrad CPC and Commodore 64 soon followed.

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[edit] Gameplay

It is a wargame/adventure game considered to be ahead of its time. The player starts with four characters (Luxor the Moonprince, Rorthron the Wise, Corleth the Fey, and Morkin), and then recruits further Lords (Ithrorn, The Utarg of Utarg, Blood, Xajorkith, Shadows to name but a few) to the cause in the quest to destroy Doomdark, the Witchking of Midnight. The game manages to combine a hugely overpowering ambience with deep elements of tactics and strategy.

The game can be played in three ways. Firstly, as a straight adventure game, where you focus on Morkin's quest to destroy the Ice Crown, the source of Doomdark's power. Secondly as a wargame, where you ignore Morkin's quest and concentrate on recruiting lords and troops to battle Doomdark's armies and eventually take the fight to him. Thirdly you can play both variations simultaneously. That, in a way, echoes The Lord of the Rings, the game's main inspiration: the War of the Ring happens at the same time as Frodo Baggins' quest.

The human player has the advantage in that only one of two objectives is required to defeat Doomdark. If the Ice Crown is destroyed, or Doomdark's home citadel of Ushgarak falls, he wins the game. In order for Doomdark to win, he has to complete two objectives. Firstly Morkin must be killed, as long as Morkin is alive the game will continue. Secondly he must subdue the armies of the Free. He can do this by either killing Luxor the Moonprince or conquering Xajorkith, the capital citadel of the Free lands.


[edit] Scale

The Lords of Midnight was groundbreaking in its scale: there were 31232 views displayed in pseudo-3D, from 3904 locations and nearly every view was different. It was also notable for the characterisation given to the available heroes, most of whom came with troops, but some of whom required to be recruited in a particular way. For example, some characters are so cowardly that once aware of the enemy they became too terrified to move.

At the time of its release, the game creator Mike Singleton thought there was no way to defeat Doomdark before Xajorkith fell. Gamers proved him wrong, and to this day the various internet groups devoted to the game continue to refine strategies to defeat Doomdark. Popular strategies by expert players include "Holding the Keep Of Blood", "Holding all Citadels", "Taking Ushgarak by Day 9" and the slightly-insane "Invading Valethor" which has only been managed by a few.

The fact that a game nearly 25 years old can still create furious debates, inventive new strategies and numerous modern spinoffs is a testament to its scale, scope and depth - especially considering the technology available at the time.

[edit] Aftermath

The Lords of Midnight established a cult following on the internet. It has been ported to and emulated on various platforms including Windows and Game Boy Advance.

There is also a Yahoo! Group on the subject, and as of 2004, a fast-growing online community which arose after a multi-user version was released by an independent programmer.

There was a Spectrum sequel called Doomdark's Revenge, but despite the title Doomdark did not appear in it at all. Luxor, Rorthron and Morkin returned, however.

[edit] Novelization

Upon release Beyond Software -- the publishers of the game -- offered to turn the campaign of the first person who could offer proof of completing the game into a published novel. While there weren't many ways of offering proof that the campaign was completed, many players sent reams of thermal printer paper to Beyond Software, hoping to get their campaign published. In the end, however, no publisher was interested in publishing what they deemed a fringe publication, and the offered prize was forfeit.

Tentative discussions were held, where Mike Singleton offered to write the novel himself. Ultimately time constraints and the reluctance on the publishers part made any and all plans for a novel impossible.

[edit] External links

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