Besides, that format does not allow the sense of sweeping majesty of a landscape unfolding which Mike's 'epic' games did - Doomdark's Revenge (1985), the sequel to Midnight, was probably the most beautiful game ever written - I still go misty eyed when I play it now, and I never even completed it - I just load it up to wander - and wonder.
Make no mistake, I'm no computing whizz, and spectrum emulation is beyond me. I got into Intel 8086 for a while and programmed a version in Debug (pain in the rear end) but Javascript gave me the opportunity to at last create a (passable?) imitation of the original.
Mike's graphics actually proved easier to emulate than his wargame programming. Beyond simple strength values,
recruiting weaker armies and object finding, your character can do little more than wander about. I found, to be honest,
that my attitude remained much as it always did towards the game part. I'd rather wander around and look at the scenery,
and over the four years since I created the first version of this, nearly all the work has been on creating a more
believeable landscape, and in applying what Mike couldn't with the Spectrum's infamous 8 x 8 colour block attributes.
The obvious thing was to create the 'warmer land south of Midnight' that he planned to build as the final part in the
trilogy, and which was (so it seems) never completed. Perhaps it was the colour problems (although in my Spectrum mcode version,
I used dark blue and green for all the monochrome graphics, so it could conceivably have been done).
There are still wolves, trolls, dragons and skulkrin, there are still objects to locate, and there are also passwords to allow
you into certain locations and into the even warmer southern desert land (under construction). I am still adding caves and other
things to it (as in Revenge) but I thought people might like to 'go for a wander' when the stresses of this world prove too much -
heads drooping from too much 3D excitement (yuk). I can't physically do that, so I practically live here - and I'm planning to see
if I can do a multi user version of this thing eventually, so we can all meet each other!
The story behind the game I have written in five chapters like Mike's own, and this will be shortly available to download. The basic gist:
Midnight's long winter is over, and the excitement this causes is soon overtaken by Rorthron's fear that Midnight will lie wide open
to new enemies from the south. Morkin, son of the Moonprince Luxor, sets off after a brief honeymoon with Tarithel to win friends and
influence people in the new land. In my version, all he has to do (and he can just roam around and take in the local scenery) is collect
(a) enough of an army to attack the great southern citadel of Marmuris;
(b) the five sacred objects that will allow him to discover the secret of the Eye of the Moon, a fabulous jewel that will restore the
Moon prince to his rightful position as Midnight's lawful king. Once he has the eye, he must retreat to the northern gate that leads back to Midnight.
On completion of that... well, find out!
Old roads cross the land in a grid pattern, and mighty citadels mark where the roads cross. The lesser (western) way connects the small westlands together, crossing the Fioris near the borders of Assenjo, the northernmost land. The greater (eastern) way stretches from Assenjo in the uttermost north to Wyameliand in the furthest south, where a gated way leads to the far south.
South of Wyameliand, beyond the rock walls, you will find other lands of the region known as Far Tarandjo. There are kingdoms and fiefdoms here too, but I'll let you discover those for yourself! I am planning to build other lands to the south soon.
May the gods go with you....
The towers of the land house the scrolls of Edhe, ancient texts of wisdom. From towers and cities you
will get a panoramic view of the countryside. The temples here are dark places where the priests of Legge, not wholly rooted out, still practise foul rites in the bowels of the earth.
The old roads are still marked by the Liths. These can be used to
navigate by - sometimes.A Guide To Tarandjo
Tarandjo is a strange little land. Its principal features are defined below:
The Mountains of this land are its chief feature and can be found in the temperate
lands of the north, and also the deserts of the south as well as the cooler extreme north. A mighty mountain chain divides
north from south, and its foothills are clad in numerous forests of pine, spruce and fir. You will be able to see very little
of the surrounding landscapes as you pass through forests and woods.
The forests of the land are found in all regions and are inhabited by the warrior
maidens who often ride naked to battle and are said to be fiercer than any man.
Mountains will tire you out, and after a while
you will need sustenance. Passing through cities and fortresses, as well as villages, will restore certain amounts of
strength, but beware: wolves, trolls, dragons and skulkrin are waiting to waylay you. If they prove stronger, you will
die and be buried with a grave mound to mark your passing - this will be visible next time you enter (provided you do not leave the site).
The Cities of Tarandjo are built upon the ruins of even more ancient dwellings of thousands of years ago.
Secrets may often be learned in the libraries of the cities - particularly with regard to the passwords that must be
learned if you are to proceed to the other lands. The land is bordered by oceans, and numerous lakes and rivers are
strewn across its wide leagues. Villages will offer you sustenance, though not back to your full strength. There
are several types scattered around - a chieftain's hall will also offer you some food, if they have any
to spare. Caves offer entrances to the subterranean world below. These passages connect up numerous
parts of the land, sometimes emerging in cities, towers and other caves.Type 'in' to enter and 'out' to leave. Sometimes you will see rock outcrops (these originally were used to border the land
but were later replaced by the sea). These are impassable, although if they contain waterfalls then you may pass through!
Hills will not slow you down much, and may harbour friendly villages. If a character has an army, you will see it approaching from a long way off. Armies will not attack you, but unless
you attack them you will not win anyone to your cause. Rules are simple - greater force wins, so attack the right ones first (and you won't know how strong they are
till you do...)
Notes on moving around
Move the mouse over a direction to look that way, then click to move in that direction.
Netscape Users
This runs In IE and in AOL browsers so I have not bothered to include NN
compatible code - in any case it would double the size of the program which is vast enough already
thank you very much (for a website).
To be honest, that last sentence was written four years ago -
I've no idea if that still applies, in the words of Edward Lear, 'or what to do, or why, or which... or whizzlepops....'
Characters
You may encounter some of the denizens of this land while
on your travels. They don't move about I'm afraid but some of them are armed and dangerous!
You'll need to defeat some of the armed ones to get more forces behind you - these are needed
in order to storm certain cities which otherwise you cannot enter.
Featured places
Without giving too much away, I can give you some pointers to the main places to visit.
The nearest equivalent to a 'blog' (Weblog, or online diary) can be found at the Weblog Tower. Stroll along to Ed's
Kitchen At The Sign of The Golden Thurible, where a current recipe awaits. There are a few
webloggy features of the site, I might as well personalise it...
Map
For what it is worth, an ancient map gives you some idea of the layout of Tarandjo proper. Its
southern realms, beyond Wyameliand, are little known save for the description given above.
click here for map
Actually, I have recently overhauled Tarandjo so
much (itself overhauled form the previous Wandonia) that this needs to be redone. At the moment, it's blank
... so please bear with me. Watch this space...
Troubleshooting
I gather a few of you are having problems with getting in or with moving once you are there. A few general
points to note:
And don't forget Mike - he is still out there somewhere, and he is one of the great unsung heroes of
programming, so visit the temple of Maikh Sang-el tun in the desert lands (being built at the moment)
and say a benediction! (Take time out to visit the temple of Sain cler as well!)