Retrospective: Telengard

Of all these, the one I remember most is the Atari 400 8-bit computer. A neighborhood friend, whose older brother was a gaming mentor, owned one – or, rather, his father did – and our little circle of boys used to gather round it in his living room to goggle at this marvel of modern technology. We also played games, as we were able, most of them quite forgettable. Of course, we didn't care at the time. The mere existence of a computer game was usually enough to hold our attention, resulting in a lot of wasted time.
Looking back on those days, one game continues to stand out in my memory as being better than the rest: Telengard, released by Avalon Hill in 1982. Telengard was what would nowadays be called a "dungeon crawler" in that the focus of play was navigating one's randomly generated character through an immense, 50-level dungeon filled with all manner of monsters, traps, and treasures. Like most computer games of that era, it was exceedingly limited, both in terms of options and presentation, but that didn't matter. To a thirteen year-old in the early '80s, Telengard was unbelievably cool – and about as close as you could get to digitizing the experience of playing Dungeons & Dragons.
That's because Telengard pretty much was D&D. I'm honestly surprised that TSR didn't sue or at least legally threaten Avalon Hill over the game. Characters in the game had the exact same ability scores as in D&D and the purpose of the game was to amass experience points through defeating monsters and finding treasure, thereby achieving higher levels of power, just like D&D. The selection of monsters (36 in all) included a number obviously derived from D&D, such as the gnoll and experience point-draining wraiths and spectres. Spells and magic items were likewise derivative of Gygax and Arneson's creation, with elven cloaks and boots, magic missile, and cure light wounds available, among others. As I said, I'm startled that TSR let this slide.
The primary difference between Telengard and D&D is that the computer game had no character classes. Instead, every character was equally adept at casting spells and engaging in combat. Spellcasting was handled through the use of a spell point (or "spell unit") system, but was otherwise reminiscent of the way D&D handled magic. Interestingly, turn undead was a spell; indeed, the spell list is a mixture of those available to clerics and magic-users in D&D. This gave your character a bit more versatility than in D&D, but that's understandable as Telengard provided neither an option for multiplayer nor for the acquisition of henchmen. Instead, your character was left to his own devices in facing off against the dangers of the dungeon.
To call Telengard unforgiving is an understatement. Not only were the contents of dungeon rooms random (though, like D&D, scaled to level), the entire game was played in real time. In fact, the game manual, as I recall, takes great pains to point this out to the player. There are no safe areas except outside the dungeon itself. Further, you cannot save your progress within the dungeon. The combination of these factors meant that caution was advisable, just as in D&D. Of course, the computer was even more merciless than a living referee; no amount of whining or wheedling could convince it to keep your character alive after a foolhardy decision or a bad throw of the virtual dice.
And yet, we loved it. Some of that love was no doubt a function of neopohilia. The very idea of playing a fantasy game on a computer was simply so captivating in itself that we didn't care how hard it was to survive. At the same time, I also think that its difficulty appealed to our competitive instincts and desire for genuine challenge. Being able to escape the dungeon with enough gold to gain a new level felt like a genuine accomplishment, especially when we knew just how easy it was to turn the wrong corner and run into a dragon or a vampire, not to mention a teleporter trap that sent us to some unknown lower level. The very unfairness of Telengard was part of its attraction, I think – but then the minds of teenage boys are strange things.
I don't know that I'd enjoy Telengard or a game like it anymore. At the time, though, it was genuinely engrossing and I can still remember how much fun we all had facing off against the program. There are days when I wish I could have these kinds of experiences again.
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