AD&D Tower of Mystery

Name:
AD&D Tower of Mystery
Company: Mattel
Model #:
7175
Programmers:
Jane Terjung and Mike Sanders (Program) & Jane Terjung (Graphics)
Year: 1984
Released?
No
Notes:
Called D&D III and Revenge of the Master during development

 

Advanced Dungeons and Dragons Tower of Mystery (which will henceforth be shortened to Tower of Mystery for the remainder of this review) was the third game Mattel developed based on the Dungeons and Dragons license (hence the WIP name D&D III).   The first AD&D game was Cloudy Mountain (originally simply called AD&D), this was followed by Treasure of Tarmin, and eventually Tower of Mystery (originally called Revenge of the Master).  While all of these games made it to the Intellivision, the Atari 2600 wasn't so lucky.  Neither Atari 2600 Tower of Mystery or Atari 2600 Treasure of Tarmin made it out the doors before Mattel closed down.  Interestingly when the Intellvision version of Tower of Mystery was finally finished and released during the INTV years it was renamed Tower of Doom in order to avoid paying for the AD&D license.  It is believed that INTV may have also been considering finishing up the Atari 2600 version in a similar manner (see the individual prototype pages for more information).

 

Although they were developed at the same time, the Intellivision and Atari 2600 versions of the game are rather different.  This is not only due to the less sophisticated hardware of the 2600 but also because the gameplay of the Intellivision version was still in the process of being defined when programming on the 2600 version was started.  Programmer Jane Terjung was a huge Dungeons and Dragons fan and was given free reign to make the game any way she wanted so it deviates from the Intellivision version in several ways.  However the games do share many similarities including the map screened used to move around the tower, the inventory system, scrolling text, and the close up battles when fighting monsters.


Upon starting the game you'll be asked to enter your name (up to six characters).  This is one of the few 2600 games that allows the player to enter their name to customize the game (RS Tennis also allowed name entry).  Creatures in the game will refer to your character by name as will the summary screen at the end.  This is a nice little touch and shows just how advanced the game was for the time.  Tower of Mystery was so advanced in fact that it needed a 16K board with 2K of on-board RAM  which was something almost unheard of at the time.  After entering your name the game will show your character's footsteps descending the stairs into the tower.

 

Unlike AD&D Treasure of Tarmin, which is a more of an adventure style game, Tower of Mystery is an action oriented game (in fact it was referred to internally as 'Arcade D&D').  Here you control the player, who must traverse the deadly Tower of Mystery in order to win the game.  There are actually three different ways to complete the game.  First, the player may successfully make their way to the bottom of the tower and escape (the number of floors varies with each game).  Second, the player may find the kidnapped princess in a locked room in the tower.  Touching the princess will instantly win the game.  Finally the player may find and kill the evil lich Aga Aga on one of the floors.  After winning the game you can start over with all your items intact by pressing the fire button (your stats will reset however).


Each floor of the tower is a 4x4 grid of up to sixteen rooms (although most floors have fewer rooms than that) which must be explored in order to find the stairs leading down to the next floor.  Some passageways are blocked by locked doors which require a Key or Special Key to open.  You can also look through the keyhole to see what might be waiting on the other side if you equip the Hat of Vision.  There can also be hidden doors in rooms that do not have items.  As the name implies these doors are invisible and can only be revealed with the the Special Key or the Hat of Vision (just bump into the wall where you think they are).  You'll know when you've found a hidden door by the special animation that plays.  Once the hidden door is revealed it can be opened with either the regular or special key like any other door.


Fun Fact: There are sixteen different level layouts that are chosen at random.  Many of the layouts form the initials of programmer Jane Terjung's friends and family (J, T, S, C, O, E, etc.)



This is probably as good as time as any to explain the control system.  Since the Atari 2600 controller lacks the keypad and extra buttons found on the Intellivision controller, the second joystick controller is also used to access various functions (similar to Raiders of the Lost Ark):

Left Joystick

During Exploration
Up/Down/Left/Right - Move around the screen
Hold down button + left or right - Select item in inventory (denoted by the glowing dot)
Hold down button + up - Drop item
Hold down button  + down - Store treasure from inventory into the Bag of Holding (after getting the bag)


During Battle
Up/Down/Left/Right - Move around the screen
Up - Shoots arrows (requires a weapon)
Button + Up - Bribe monster with selected item


Right Joystick

Left - View map
Right - View status page (requires the Scroll power up or be on Easy Mode)
   


The status page shows the current value of each of the players stats as well as how many arrows and treasures they are carrying.  Each stat has a different use and can be raised or lowered by items, traps, and monsters:

Strength
This is supposed to determine the power of your attacks but is checked so all attacks deal 1 damage
Stamina
The number of hit points you currently have
Charisma
This is supposed to determine how easy/difficult it is to bribe a monster but is never checked so bribes always work
Treasure
How many treasures you have found.  Treasures are used for score.
Arrows
How many arrows you are carrying
Level
The current level of the tower you are on.  Level one is the starting level at the top of the tower.

As the player wanders around each floor they will encounter a number of items.  Some items can be picked up and carried in the players inventory while others are consumed immediately.   Keep in mind that you can only hold six items at any one time and must drop or use an item in order to clear room in the inventory to pick up another.  Once dropped the item will appear on the bottom wall of the room.  You can pick up a dropped item by standing above it and pressing down into the wall.  The positioning on this is a little tricky so it may take a few tries.  Also note that you may only have one of each item at a time.

Items fall into six basic categories:

Weapons These need to be selected to fire on monsters on the combat screen.
Equipable Items These items need to selected in your inventory to have an effect  such as the Hat of Vision or Boots of Speed.
Bribe Items These items don't seem to have a use outside of bribing monsters.   Some however will increase one of your stats by 1 to 3 points when picked up.
Consumable Items These items are used immediately and don't appear in your inventory.  These include arrow pick ups and stat boost items
Treasures These are simply used for scoring and will be added to your treasure count when grabbed if you have the Bag of Holding power up.  Otherwise they go into your inventory slots.
Power Ups
These items grant special powers to the player and last forever or until the player picks up a different item to replace it.  There are six different power ups but you can only carry four at once.  Picking up a fifth one will replace the oldest power up.  You can see which power ups you have on the status screen but only when you have the Hat of Vision equipped.


List of Items

Item
Type
Icon
Description
Boots of Speed
Equipable

Makes your character move faster
Hat of Vision
Equipable
Probably the single most useful item in the game.  The Hat enables you to see traps and invisible monsters, allows the player to see the special items they've picked up on the status screen, see through the keyhole of locked doors, and even open hidden doors.  The reason for this is most likely that the Hat of Vision was being used as a debug item for testing, allowing the tester to avoid having to grab all the other items to get their powers.

Fun Fact: The Hat of Vision was originally the Glasses of Seeing
Ring of Stealth
Equipable
Freezes monsters in place but makes the player invisible so it's hard to move around without running into walls.  Also increases your charisma by 1 to 3 points.
Key
Equipable
Opens doors
Special Key
Equipable
Opens doors and chests.  Also can reveal hidden doors.
Wand of Healing (yellow)
Bribe

Increases your lowest stat (stamina, charisma, or strength) by 1 to 3 points
Wand of Healing (white) Bribe

Same name and icon as the yellow Wand of Healing but white.   Doesn't give any stat boosts when picked up.
Candle Bribe
Unknown
Bluish Scroll Bribe
Increases your stamina by 1 to 3 points
Vial of Stuff Bribe
Increases your stamina by 1 to 3 points
Book Bribe
Unknown
Potion of Invisibility Bribe
Unknown
Bow Weapon

Allows you to attack monsters
Crossbow Weapon
Allows you to attack monsters
Dancing Sword Weapon
Allows you to attack monsters
Rope Power Up
Saves the player from spiked pit traps, but still drops you down a level.  Disappears when you change levels.
Shield Power Up

Unknown
Bag
Power Up
Archives treasures on the status screen instead of putting them into inventory
Gauntlet Power Up
Protects from Teleport Traps
Wings?
Power Up
Unknown
Scroll Power Up
Allows you to view the status screen.  Not needed in Easy Mode.
Coins Treasure

Treasure item
Necklace Treasure
Treasure item
Chalice Treasure
Treasure item
Candelabra Treasure
Treasure item
Gem Treasure
Treasure item
Cup Consumable

Increases Stamina
Bowl Consumable

Increases Stamina
Arrow Quiver Consumable
Adds one arrow to your inventory
Chest
Other

Requires the Special Key to open.  Chests usually contain a random item but sometimes contain monsters or teleport traps.


In addition to items, the player will also encounter various monsters during their travels.  While the monsters may look different and have a different amount of hit points, they all do the same amount of damage.  Since the Strength stat is not checked, you will always do 1 point of damage to any monster.

All monsters except for Aga Aga can be bribed with any item at a 100% success rate making it important to have at least one item on you at all times to allow for escaping the battle screen.  It is thought that in the final version of the game that the type of item and your charisma score would play a role in the success of bribing but the stat is not checked in this prototype.  Monsters start out moving slowly but will increase with speed the deeper into the tower you get.


Monster
Icon
Description
Beholder
Not nearly as deadly as their pen and paper counterparts.  Beholders have 1 HP.
Wraith

A ghostly apparition.  Wraiths have 1 HP.
Serpent

Looks like a very large snake.  Serpents have 2 HP.
Bat

A giant bat.  Bats have 2 HP.
Mummy

Looks like a skeleton on the dungeon screen.  Normally invisible but can been seen with the Hat of Vision.  Mummies have 3 HP.
Aga Aga
The big bad guy of the game.  Aga Aga is a lich who looks like a red wizard on the dungeon screen but a giant skeleton on the combat screen.  Killing Aga Aga will automatically win the game.  He's found randomly in the tower.  Aga Aga cannot be bribed and will actually taunt you if you try.  Aga Aga has 5 HP.

Fun Fact: Aga Aga is named after a glitch that occurred during programming where Jane accidentally pointed the wrong area of memory to retrieved the name entered at the beginning of the game.  The game then returned the gibberish name 'Aga Aga' which Jane decided to keep for the evil master of the tower.
The Princess
Not actually a monster, but rather a damsel in distress that is locked away somewhere in the tower.  If you find the princess you'll automatically exit the tower and win the game.

 

As if monsters weren't enough, the player must also contend with various traps as they explore the tower.  All traps are invisible unless you have the Hat of Vision equipped.

Trap Type
Description
Pit Trap
Drops your down to the next level and you lose 1 Strength point
Spike Pit Trap
Kills you instantly unless you have a rope.  If you have the rope you will still drop down to the next level.
Teleport Trap Teleports you to a random room and you lose 1 Strength point.  Unlike the other traps the Teleport Trap never disappears.  You will need to find the Gauntlet power up to get past these or avoid them.
 

While there are no options in this prototype, the various console switches can be used to increase or decrease the difficulty of the game:

Color/B&W Switch

The Color/B&W switch turns the Debug Mode on and off.

Color - Debug Mode.  In this mode you start the game with a Hat of Vision and Boots of Speed but the game will end after only three levels (on level 4).  You can also see your status screen without the scroll.  The Princess will always found on level 2 and Aga Aga on level 3.

B&W - Normal game.  You start with no items and the number of floors is determined by the Left Difficulty switch.


Left Difficulty Switch

The Left Difficulty switch controls how many floors the tower is.  While the exact number is random, the switch controls the minimum number of floors.

A Position - 48 - 63 floors (48 + 0-15)
B Position - 10 - 26 floors (10 + 0-15)




Being a prototype, there are a number of unimplemented features.

* Many items don't actually seem to do anything yet.  This may be because their powers were assigned to the Hat of Vision for debuging purposes.

* All the weapons seem to be the same.

* Monsters can be bribed 100% of the time

* Stats other aren't checked and therefore don't do anything yet.  However if any of them reach zero you will die.

* There is a duplicate Wand of Healing that is supposed to be another item.


There are also a number of bugs still in the game.

* At the start of the game sometimes you are shown falling down a pit instead of walking down the stairs.

* Sometimes the game doesn't end when it should it will continue to generate new tower levels.  The Level counter rolls over at 100.

* Occasionally graphical glitches such as tin black lines can be see in the walls.

* The map will sometimes fail to blink the room you're currently in.

* It's possible to get into a monster encounter without arrows or items to bribe with so you cannot escape and must restart.

* If you keep shooting a monster after it surrenders it will turn hostile again and cannot be made to surrender again so you cannot leave the screen.  You can still however bribe the monster so it will allow you to leave.


Jane continued to work on Tower of Mystery until she was swept up in Mattel's first round of layoffs in late 1983.  After Jane left Mattel programmer Mike Sanders was then tapped to finish up the game but only worked on it for short time.  The game was about a month away from completion when the final layoffs happened and Mattel closed its doors.  There are two versions of Tower of Mystery known to exist.  The first is the 1984 CES demo which was once in the possession of Keith Robinson of the Blue Sky Rangers who showed it off at the CGE in 1999.  The second is the version that was updated by Mike Sanders up until the January 1984 layoffs.  Both versions were considered lost until two copies surfaced in 2024.  The first dated 6/12/86 was posted on Facebook with pictures of both the prototype and the game being played.  Unfortunately the owner disappeared before dumping his copy.  The second copy was found in the possession of programmer Jane Terjung who graciously allowed it to be preserved and distributed.  Although Jane's version was dated 1/16/84, the checksums on the EPROMs matched the 6/12/86 prototype which indicates that they are exactly the same.  It is unknown which version of the game these prototypes represent, but the mid-January date on Jane's prototype seems to indicate that this is most likely the last version that  Mike Sanders worked on.  However until a copy of the CES Demo version surfaces this is purely speculation.


Version Cart Text Description
1/16/84 DD III 1/16/83
80% Complete
6/12/86 DD III 6/12/86 80% Complete


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