Difference between revisions of "Mines of Morgoth"
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.Enhanced AI that varies in smartness according to type of monster.<br> | .Enhanced AI that varies in smartness according to type of monster.<br> | ||
.Synth sound effects.<br> | .Synth sound effects.<br> | ||
.Saving the game is only allowed in the village so as to avoid perma-death.<br> | .Saving the game is only allowed in the village so as to avoid perma-death yet still punish careless playing.<br> | ||
.All code is rewritten from scratch in VB6 + DirectX. This is not a port.<br> | .All code is rewritten from scratch in VB6 + DirectX. This is not a port.<br> | ||
Revision as of 10:25, 9 January 2021
Mines of Morgoth | |
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Stable game | |
Developer | Philippe Wartelle |
Theme | Fantasy |
Influences | Moria |
Released | 2002 Jan 14 (?) |
Updated | 2009 May 02 (1.0) |
Licensing | Freeware |
P. Language | Visual Basic 6 |
Platforms | Windows |
Interface | Graphical tiles |
Game Length | Many hours |
Official site of Mines of Morgoth |
This clone of Moria (Amiga version) with the first 20 levels is free to download from the website.
- This page is a stub. Please help RogueBasin by expanding it. Click here to edit this page.
Notable differences from the Amiga version of Moria :
.Completely different dungeon generation routines generating far more diverse patterns.
.Enhanced AI that varies in smartness according to type of monster.
.Synth sound effects.
.Saving the game is only allowed in the village so as to avoid perma-death yet still punish careless playing.
.All code is rewritten from scratch in VB6 + DirectX. This is not a port.
Similarities :
. All monsters, objects, spells are the same as in Moria except the end monster as it stops at level 20.
. Only the first two spell books are implemented (out of four in the original).
. The village has the same shops but the haggling, amusing at first but tedious in the long run, has been removed.