
That pretty much says it all.
Bad text formatting. Lo-Res dots for
the player, enemy and treasures. A total of 6 treasures,
10 monsters and 10 quests. Students of AD&D will recognize
all the monster and (most) treasure names as being totally
ripped off from the Monster Manual and Dungeon
Master's Guide.
Trilogy Of Terror
Unfortunately, I created
3 of these Lo-Res quest-type atrocities. My second attempt,
Trapped!, looks a little cleaner but is too difficult
to play. I really think that on my third try, Relic
Quest, I may have actually created some fun from this
design.
There's a pretty sad
error in the game, a BAD SUBSCRIPT ERROR, which means an
array element is being referenced which is out-of-bounds.
The way to get this to happen is to go UP through any "door"
on the top row of rooms.

A Lo-Res pile of ass. But at
least it's funny. Kinda.
Each room occupies a
spot in a grid with the starting room being at (0,0). As
soon as you go up a row, you are at row (0,-1) and that
array element is impossible to address in a program... so
BASIC just crashes. Sure, if I cared enough I could have
made the dungeon generator not put UP doors on the top row
(or just made them wrap-around to the bottom)... but I guess
I was just too ready to move on to something else. |
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Idea
From The Deep
The main reason I created
Crazy Dunjun is because I was totally in love with
the arcade game Venture! It was such a cool game
- it was trying to capture the essence of playing D&D,
but in a very rough way.
Yeah, I played Venture
quite a bit. Maybe that explains why I wrote three copies
of it! |
If you do a CATALOG of the disk image,
you'll notice a file named BIN.CRAZY DUNJUN.
This is a COMPILED version of the BASIC game, compiled with
Microsoft TASC (yes, back then Microsoft was making
Apple II software and hardware!) It weighs in at 47 sectors
(kinda big for such a pile) and runs WAY faster and smoother.
On a real Apple II the game was more fun but using an emulator
like AppleWin - it's just too fast.
I only used Microsoft TASC on
a few of my games. The last thing I wanted to do was resort
to using a compiler to get speed out of my games instead
of learning 6502 assembly. That reminds me of a funny story... |
|
A
Story About A Liar
Back when my friend Robert
and I were in our "knowledge race" to see who
could learn to code the best in the fastest amount of time,
our holy grail was to learn 6502 assembly before the other
guy did. Try as we did (and we tried pretty hard), we just
could not figure it out.
But one day... I somehow
got ahold of a copy of Microsoft TASC. I couldn't
believe it - here was a program that could take Applesoft
BASIC and translate it into 6502 machine language! I was
really excited because that meant I could make my games
run faster right now and I didn't have to wait to learn
6502 to make fast games.
But first a diabolical
idea popped into my head.
The next day on the school
bus going home, I told Rob that I "was reading my Assembly
Language book last night and I completely understand it
now!" |
Of
course, he couldn't believe it. I asked him to come up with
a little challenge program idea and I would code it in 6502
and give it to him the next day. His idea was for me to
draw a crosshair on the Hi-Res screen and move it around
using the joystick - all in 6502. I said,"No problem."
and told him I'd bring it with me the next day.
I went home, wrote the
little program in Applesoft BASIC, ran the TASC
compiler on it and it worked like a charm, except that the
file size was 47 sectors (!). The next day, I bring my disk
with me and show it to Rob in the computer lab at school
and he just could not believe what he was seeing. The crosshair
moved superfast on the screen, all controlled by the joystick
and he even typed in the BRUN command himself to run the
program so he KNEW it was in 6502.
Then, he did a CATALOG.
"Hey, why's the program 47 sectors? That's way too
big for this!" Oops. Busted. I started laughing and
told him everything and, of course, had to give him a copy
of the compiler to play with as well.

Oh, another thing, I
actually named this game John's Crazy Dunjun. Why
did I use the word "Dunjun" instead of "Dungeon"?
I think I was just trying to be different... I had seen
"dungeon" spelled like "dunjon" (Epyx's
Temple of Apshai), saw Wizard of Wor (instead
of War), etc. Hey, uh... go with the flow, dude.

To play this game, you
will need to download AppleWin from the Links
Page.

Download CRAZY
DUNJUN
for the Apple II (DOS 3.3)
Have any comments about this game?
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1982
Crazy Climber
Dodge 'Em
Alien Attack
Phazzar
Missle Defense
Trashman
Smash 'N' Score
Maze Craze
Crazy Dunjun
Phantasm
Alien Attack II
Trashman II
Relic Quest
Bricklayer
Phantasm II
Trapped!
Alien Attack III
1983
Mach-Six
Targ II
Brick Breaker
Alien Conflict
Enemy Attack
Scramble
Battle Zone
Frogger
Donkey Kong
The Unknown
Mystery Mountain
Jumpster
Objectoids
Alien Attack IV
Phantasm III
1984
Scout Search
Miner 2049er
Mines of Moria
Snag!
Maze Panic
Cavern Crusader
Bongo's Bash
Krazy Kobra
Subnodule
1985
Pyramids of Egypt
Major Mayhem
City Centurian
1986
Zippi Zombi
Twilight Treasures
Operation: Obliteration
1987
Lethal Labyrinth
2400 A.D.
1988
Space Rogue
Might & Magic II
Tower Toppler
Wacky Wizard
Neptune's Nasties
Dangerous Dave
1989
Zappa Roids
Sub Stalker
Magic Boxes
Twilight Treasures - PC
Alfredo's Stupendous Surprise
Zappa Roids - PC
Pyramids of Egypt - PC
1990
How To Weigh An Elephant
Dinosorcerer
Same or Different
Dark Designs
Double Dangerous Dave
Dangerous Dave - PC
Catacomb II
Slordax
Commander Keen 1
Commander Keen 2
Commander Keen 3
1991
Shadow Knights
Dangerous Dave II
Rescue Rover
Hovertank One
Keen Dreams
Rescue Rover II
Commander Keen 4
Commander Keen 5
Commander Keen 6
Catacomb 3-D
1992
Wolfenstein 3-D
Spear of Destiny
1993
DOOM
1994
DOOM II
Heretic
1995
The Ultimate DOOM
Master Levels for DOOM
Final DOOM
Hexen
1996
Quake
2000
Daikatana
2001
Anachronox
Hyperspace Delivery Boy!
2002
Dig It!
Jewels and Jim
2003
Congo Cube
Red Faction N-Gage
2004
CN Block Party
2005
Gauntlet: Seven Sorrows
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