Mines of Morgoth
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.
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.
. Only a human wizard is allowed at character creation.
. All code is rewritten from scratch in VB6 + DirectX. This is not a port.
. 32x32 pixel art tiles.
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.
. Digging is allowed with a proper tool.
. Secret passages are present in all levels.
. Traps are found in many places.
. Word-of-Recall scrolls work in the same way as in Moria : beam back up to the surface and return to the lowest level reached.
. Identify scrolls are the only way to determine the true value of an item and to know if it is cursed.
. Shops can identify an item after the player has sold it to them.
. The quantity of identify scrolls is limited so risks have to be taken with unknown objects.