The Keys to Maramon
Developer(s) | Knight Tech |
---|---|
Publisher(s) | Mindcraft |
Platform(s) | Amiga, Commodore 64, MS-DOS |
Release | 1991 |
Genre(s) | Role-playing |
The Keys to Maramon is a computer game published by Mindcraft Software Inc. in 1990 for MS-DOS. It takes place in the same universe as The Magic Candle.
Plot
The Keys to Maramon is an adventure role-playing game in which it is the mission of the characters to rescue Maramon.[1] Initially, the player can choose from one of several adventurers who have different strengths and weaknesses. The protagonist begins by accepting a position from the mayor to protect the town of Maramon from monsters. They daytime is peaceful and can be spent exploring or resting to recover health. Every night monsters will come from some of the towers and attempt to loot and pillage Maramon. Initially you won't have any keys to access the locked towers, but by carefully searching and fighting you can discover the keys. The towers contain some mysteries, treasure, and ultimately the "source" of the monsters. The game is won by exploring the towers and eliminating the source which will end the relentless nightly cycle of monster attacks.
Other Information
This game utilizes a basic copy protection method of prompting the player at several points during the game to input specific words from certain pages of the instruction manual.
Reception
Computer Gaming World stated that Maramon was "not an epic quest for the jaded adventurer", but a "manageable quest for new adventurers" despite, or because of, its short length.[2] The game was reviewed in 1990 in Dragon #163 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 3 out of 5 stars.[1]
References
- 1 2 Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (November 1990). "The Role of Computers". Dragon (163): 47–50.
- ↑ Emrich, Alan (September 1990). ""Books" Are The Keys To Maramon". Computer Gaming World. p. 20. Retrieved 16 November 2013.