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Telengard

Using primitive text-based graphics, Telengard books for
you a no-expenses-paid vacation through dungeons and hallways full of
orcs and other nasties. If you can map the twisty passages, you
might just make it back to the Adventurers' Inn to claim your
newfound experience points and heal from your many battles...and if
you get lost? There are other inns out there - and many painful ends
as well.
(Avalon Hill, 1982)

Telengard was my introduction to computer-based adventure
RPGs. I was already one foot into the Dungeons & Dragons
world at the time, though truthfully some of the people I played those
pencil-and-paper-and-dice RPGs with scared me. Some of them - not
all of them, by any means, but a few - tackled these games with
enough intensity to make a kid nervous. So when something closely
approximating that experience became available for my Apple, I was
hooked. That addiction led to Zork I, and that
addiction dovetailed into my obsession with the Ultima games...
the rest, as they say is history.
Telengard suffered somewhat from its cryptic command
structure, which I later came to believe was made indecipherable so
software pirates - who didn't have the benefit of the docs - would
be unable to play the game. Hell, I bought the game and had the docs,
and it still baffled me at times.
But that didn't stop me from playing. A lot.
Sadly, computer RPGs haven't remained as relatively simple as
Telengard and the first five Ultima titles. They've
grown into something much more elaborate and involved and intense.
Enough intensity, one might say, to make a kid like me nervous.
Rating:
Three quarters - worth repeat play, but with some annoying features that
might alienate less patient arcade veterans.
Reviewed by Earl Green
theLogBook.com editor/webmaster

 
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