
[The original version of this appeared in PC Gamer. There's been a handful of additions.]
Maths was always our favourite lesson, for the simple reason we never did any Maths in it. There were always more obvious rebels for the teacher to whip into line than David Hyland, Simon Holmes and myself, crouched over our desks and using the class’ infinite supply of squared paper to copy out each others maps. From a distance, it even looked as if we were working.
The Bard’s Tale wasn’t the first computer role-playing game by any measure, but its conversion-from-DOS was the first any of us had actually played. The previous Spectrum fantasy games were grown from first principles of what a videogames should be, with D&D as an indirect influence. Conversely, following on from Ultima and Wizardry, Bard’s Tale was an attempt to – basically – be Dungeons and Dragons on a home computer. It was a particularly American desire, it seemed. When I was interviewing assorted developers about D&D’s influence, Big Huge Games captured the zeitgeist elegantly: “Back in those days I’d say the holy grail of teenager boys learning how to program was to figure out how to ‘make the computer play D&D’. Because if we could do that, what else would we ever need?”.
Even if us Britkids didn’t seem to actually do it as much, we were hungry for it, and had the graph-paper to prove it.

The plot was archetypal: the city of Skara Brae has been isolated in eternal winter by the Archmage Mangar! Stop him! The characters were archetypes: any six selected from a list of Warriors, Paladins, Magicians, Conjurers, Rogues, the eponymous Bard and so on. The settings were archetypal: Sewers, Cellars, Castles, Towers and Catacombs. But the mapping? Unautoed.
This is where things differed back in the eighties. While much of The Bard’s Tale’s constituents would be familiar to a modern gamer, this is a world before the joy of either overhead views or automaps. To have a clue where you were, you resorted to scrawling on squared paper.
In fact, people seemed to think this now-lost art was actually a core part of the game. Take Bard’s Tale’s sequel which describes its new wilderness areas as “a mapping challenge never before seen in a fantasy game, and a whole new way to get lost”. Christ. It wasn’t as bad as it could have been. While viewed from the first-person, this wasn’t a true scrolling 3D environment. You pressed forward, and your trundles an entire square forward. Play comprised of taking a step forward, pausing, carefully noting with a few pencil marks the walls and then progressing, occasionally interrupted by traps, fisticuffs or trips back up to the city to heal and recharge spell-points. Our Maths lessons-sans-Maths were all about collating everyone’s work. Which could go awry: our map for the first level of the Catacombs stretched across three textbooks before we realised that the dungeon loops every 22 squares.
I never completed Bard’s Tale. The “play” key of my Spectrum +2 snapped off when I was wrestling with the multiload, leaving Hyland and Holmes to rush ahead in the three weeks it took to be fixed. Holmes got tied-up battling in Harkyn’s Castle, stuck in an attempt to grind the 396 Berserkers (When you faced off against enemies in Bard’s Tale, it arranged them into four groups. At low levels it may be “You face death itself in the form of… a Halfling”. As you progress, you get things like “You face death itself in the form of… 5 gnomes, 4 orcs, 3 magicians and a Wild Dog” which does make you suspect Magnar must be the proverbial charming motherfucker to get all these diverse personages to join beneath his banner. But its all low double-digits figures until you open a certain door in Harkyn’s and get the ominous message “You face death itself in the form of… 99 berserkers, 99 berserkers, 99 berserkers and 99 berserkers”. Erk!) Only Hyland persisted to the final confrontation with Mangar, where he discovered the game really hadn’t bothered with a proper end-sequence.

They say you can never go back. Tell that to the abandonware folk. With their help, I booked a one way ticket to Skara Brae to see how time has treated this particular blighted city. You go back to games like this with a certain knowledge. Firstly, strategy games – especially turn based games like The Bard’s Tale – tend to age better than their action-based brethren. An RPG now is an RPG then, so those skills of perfecting character builds and equipping people with the right armour or weapons, practiced in every role-playing game since, move directly into play.
Which makes the bits where they were clearly learning how to actually make a role-playing game work stick out like a Thief who’s forgot to take any stealth skills. Take how it treats death. When someone dies, unless you’re willing to pay the (unfeasibly enormous for a beginning character) fee to raise them from the dead, they’re dead. You can’t reload a previous game to recover. It’s Nethack-style hardcore play. Except, after setting the game up like this, the manual actively goes out of the way to advise you how to work around it by backing up your character files or just turning off your PC when a party member has died before it saves their dead state. They knew something was a bad idea, but couldn’t see that was a reason not to include it – presumably it was because of the aforementioned deification of D&D. D&D has permadeath and tricky inacessible resurrection? That’s how we have to do it.
It’s an odd experience. After a worryingly short period of time, Skara Brae gets beneath my fingertips. I had most of the city memorised, and the muscle memory is still there. Soon I’m running from the guild to the central temples to the magical recharge-shop to the Review Board with barely a glance at the screen. Stepping into the Catacombs (The Mad God’s Name is “Tarjan”, twenty-years out of date Spoiler fans) I effortlessly locate the room featuring 9 Wights which I used as an early grinding run, relying on my bard blowing his area-effect Fire Horn before they tore us to pieces, for about 1500XP a pop. How can I remember all this when I don’t remember the name of 95% of my classmates? But since it’s a fledgling prototype of the modern RPG, there’s little which hasn’t been seen in more advanced games. While an interesting historical exercise, it fails on the ultimate test: which is “Is there a reason to play it now”?

Well, it would, if it wasn’t for one thing. The thing which we all were seemingly glad to see the back of when a technology allowed us to bypass it. Yes, it’s the mapping. Automapping made maze-based games as obsolete as video made the radio-star. At the time, we shunned those who claimed to be losing anything as the sort of luddites who – to steal a line – responded to the appearance of writing as “But You’ll lose your memory”. But, in a small way, they were right. Since then, the RPG has been primarily defined by aspects like character-customisation and advancement. Fiddling with equipment is in the Bard’s Tale, but nowhere near as sophisticatedly implicated as – say – Neverwinter Nights or any other modern RPG.
But the vast majority of the Bard’s Tale is actually based around the simple process of mapping a closed environment. And, even after all these years, it’s fundamentally satisfying to make a map. With the square-based dungeons, there’s something soothing about the repetitive process of a move – pause – scribble – another move. Step by step, your knowledge of the world becomes more complete, and you’re inching closer to defeating Mangar. Your growing collection of maps are a physical representation of your progress. You’ve made something.
I knew I’d be glad I’d returned to Skara Brae. I’m surprised that it’s for a reason other than nostalgia. Less the Bard’s Tale, more the Cartographer’s Journey, there’s still more of a flash of adventure worth appreciating here.
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A further comment of love for Etrian Odysey – just picked it up a week or so ago and have been pretty happily obsessed for a while. I agree completely – I have found it more fun to go to that game which harks back to a golden age, but includes many other modern design elements to remove the frustration and up the pace a bit. Love it.
I loved that screamer room. Get ‘em under that gate and just thunk!thunk!thunk! your way to food.
To think I probably wasn’t even conceived when this game came out… and I had never even played them. For some reason I love old games, maybe its the charm behind the (now) godawful graphics, maybe it is the thought at how many books of graph paper were bought in order to actually play these games, or maybe because almost every PC I had ever owned until about 3 weeks ago fell into the category of outdated POS and the only games that they could play were at the very least 3 years older than them. However, I have got to play this game and Etrian Odyssey when I either get a DS or find my copy of No$GBA. Now where the hell can I find that much graph paper, although it doesn’t really matter, because I can’t draw or write anything legibly anyways, so I guess I’m screwed… but I do have a old LCD monitor that i can plug in to my laptop and I do have access to computer mapping software for paper RPGs… I guess I DO have it more easy than you did, and a lot cheaper too because I’ll have to get it online, because even if I could get the disks, they would be so degraded by now that they would better serve as drink coasters than a data storage medium, and the simple fact that I haven’t seen a floppy drive on ANY computer made in the past few years so the point is moot. Besides think of how much money I will save on graph paper alone!
Has anyone played Etrian Odyssey 2? Out in the US and, as usual, it’s cheaper to get DS games from America than here
I played BT1 and 3 on my Apple II. I could never get anywhere with BT1 as I kept dying before I could toughen up but I ended up finishing BT3. I had a friend who had BT3 on his C64 and we’d bring his computer over in his mom’s car and play it side by side.
In BT3, after you finished the beginning section. the review board would give you enough XP to go from lvl 10 (or something) to level 35. There was a great bug in the Apple version where if you summoned a creature, and went to the review board, they’d give you that huge XP bump again. Needless to say, I abused that something fierce.
And yes, the monk was unbeatable.
BT3 also had the geomancer. When a fighter reached a certain level (mine was named Blade, wholly original for an thirteen year old :)), you could switch classes to a massive damage dealing magic user.
Ahh, good times, good times.
I loved the Phantasie series as well. I had a pirated copy of Phantasie II that I played and played and played until I realized (coming to the end) that I had been playing the entire time from a savegame that had already beaten the game and I had been wasting my time. Piracy wounds again…
I then went out and bought Phantasie III which was hard as hell at first, but it stands as the first RPG I legitamately won (BT3 doesn’t really count since I was able to level up to such a huge degree).
Thanks for the memories RPS!
Pest
Eirik:
I remember Shadowlands – bastard hard from what I recall.
It’s sequel (Shadow Worlds – set in space) prompted me to buy a 14″ telly with a scart lead for my Amiga as the small text was too blurry to read on the old telly.
Played Bards Tale 3 on the Spectrum for days on end (my brother cruelly wouldn’t let me play the original on his C64).
Ooh, don’t forget Dungeon Master either.
Eye of the Beholder was superb. Level 5 when you first meet the giant spiders (conveniently _before_ you get the neutralize poison spell…), playing in the dark with the sound turned right up… who needs horror movies?
All this talk of the bard’s tale series has brought back some nice memories. Does anyone know if a Windows compilation of the series has been released?
I don’t believe they have. But the originals play with DOSBox.
KG
I used to love these games, I may even have finished BT though I’m not sure now.
Never mapped though, I always found it too boring, thank god for automapping.
How do people feel about the Ultima Series?
I feel about the first 6 Ultimas (Plus Worlds and Underworld series) the way the regular RPG community seems to feel about Final Fantasy.
Cept without any desire to write, read, or draw stories involving the characters having rampant amounts of nookie.
So that would mean I love the series like its the cutest effing puppy you could ever want to own.
And its fall is one of the many reasons EA can choke on its own bilous vomit.