Temple of Vran
Adventure Game: Text-Only · ZX-Spectrum 48K · 1 players · English
Incentive Software Ltd · 1984 · Pound sterling 5.50
Ket Trilogy, 2 of 3
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- templeofvran.rzxRZX playback file
- TempleOfVran.z80.zipSnapshot image English20 KB
- TempleOfVran.tzx.zipTape image English29 KB
Documents
- TempleOfVran(EN).pdfInstructions English505 KB
- TempleOfVran(EN).txtInstructions English7 KB
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Credits
- Richard A. McCormackcredited
- Kimberley GunnInlay/Poster Art
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Scores
In the magazines
- Crash #51984 · Overall Value8/10
- Sinclair User #301984 · Gilbert Factor8/10
Elsewhere on the web
- WorldOfSpectrum 16 votes8.06
In the magazines 70
Your Spectrum #8Oct 1984 · p.62MISS
Alan Grier MISS
Alan Hunter
Alex Entwhistle
JOYSTICK JURY On the jury this month are Alex Entwhistle, Alan Grier and Alan Hunter - all members of the Saltcoats Computer Club. Meeting every Tuesday evening (7.10pm) at the Argyle Centre, [redacted]. Contact Daniel Canavin on [redacted] if you'd like to join them. TEMPLE OF VRAN Incentive Software £5.50 On the eve of your execution, having been framed for murder, you're given the chance to either do or die. You're sent on a mission with an assassin bug called Edgar hanging on to your neck; he'll sink his fangs into you if you do a bunk.
Sinclair User #30Sep 1984 · p.118/108/10
Gilbert Factor 8/10
Richard Price 8/10
Memory: 48K Price: £5.50 The perils and deep places of the magic mountain lie behind our reluctant adventurer in Temple of Vran, second of the programs in the Ket Trilogy from Incentive Software. The sound of running water and the scent of lush grasslands greets him as he emerges into daylight again. He has retained some useful items to see him through the troubles to follow and must now search for the temple of the mad sorcerer. Those who have played Mountains of Ket will know that text adventures from Incentive are well-crafted and abound in tough puzzles. The combat routine in the first game has been modified and improved to allow a choice of weapons, thus giving more realism and variation. Temple of Vran is ingenious and original in its design. The player can identify strongly with the central character and, through the provision of status indicators, the game can mirror at least some of the complexity of role-playing scenarios. Enjoy yourself, but remember, take care.
Micro Adventurer #11Sep 1984 · p.18
Tom Frost
THE LAND OF KET MICRO: Spectrum 48K PRICE: £x.95 FORMAT: Cassette SUPPLIER: Incentive Software Mountains of Ket, Temple of Vran and a third adventure, entitled The Final Mission, comprise The Ket Trilogy, for which there is the incentive of £400 worth of video equipment. This prize is for the first adventurer to identify a message, a short part of which is revealed only on successful completion of each adventure. Prizes for computer games are not new, but this time it would appear that the identification of a winner is a decided possibility. The ridiculously high rewards offered by Pimania and Krakit are protected by equally ridiculous and, to date, impossible to solve puzzles. The Ket Trilogy offers a more modest prize and, on the evidence of the first two adventures, a hope of eventual success. Mountains of Ket opens the trilogy as a modest challenge with several interesting features, followed by the more difficult Temple of Vran. It is to be expected that the final adventure will continue this progression but remain within the bounds of possibility. In the trilogy you assume the role of a wrongly-convicted murderer, offered a reprieve in return for the destruction of Vran Verusbel and Delphia, the leader and priestess of a cult of mad monks who are terrorising the Land of Ket. In order to ensure your loyalty, a magic assassin bug accompanies you and also provides details of anything you may encounter. Before you set out you are informed of the value of some vital attributes under the categories of Prowess, Strength and Luck. In any fight these attributes are compared with those of your opponent, over a series of rounds, in order to determine the victor. This combat feature injects a flavour of Dungeons and Dragons into basically standard two word input text adventures, and enhances the atmosphere of hidden danger. With a sword in your possession, and this combat routine to be used, it is tempting to kill in order to obtain possession of vital objects. However, such indiscriminate use of your prowess is to be discouraged, unless there is no alternative. RIDING ALONG In part one, the objective is to find your way to, and finally through, the mountains. The action begins on a road leading into a small village. You are informed that the mountains are a short horse-ride to the east. From this information, it is logical to assume that you will never reach the mountains without a horse. A short stroll around the village soon identifies the presence of a stable where the stableman demands four coins for the purchase of a horse. But you have only two coins! An increase in your wealth can be obtained by considering the shopkeeper as a friendly trader and providing the cartographer with the means to fight off the cold. A nice gentle start to the task, but the response to SCORE indicates that this initial success has barely scratched the surface. A short horse-ride does take you to the mountains and, once inside, the action gets more furious with many obstacles to overcome. In certain instances here, the sequence of commands is quite precise and in particular the problem of the hungry dog is inexorably tied to further progress. The puzzles to be solved in the mountain caves are often inter-related, with some objects having a dual purpose. The empty bottle, for instance, can be filled with oil and magic elixir but what to do with either? Both have a purpose and the "spring in your step" after drinking the elixir wears off after a short time, making the choice of location for imbibing one plateau which must be scaled very precisely. Bribery and gambling are both encountered and, although the former is quite newsworthy, the latter really is a gamble, so that before entering into the dice game it is wise to exercise the SAVE option. Delphia eventually proves to be a rather tame opponent, disappearing in a cloud of green smoke, only to re-appear in Temple of Vran. The exit from the mountains is eventually discovered by dressing up as a wizard and solving the final HELP clue that wizards are totally magical. The word totally is the clue here for an action foreign to all underground adventurers. Mountains of Ket is an enjoyable, not too difficult adventure, which should certainly encourage successful adventurers to move on to Temple of Vran. This can be played independently of Mountains of Ket but it is possible to carry forward your attributes if you so wish. Now on the other side of the mountains, your objective is to seek out and kill the occupants of the castle. The format is substantially similar to the first part, and again it is important to preserve your vital strength and luck points. Initial exploration reveals a large number of locations and strange objects with interesting possibilities. For instance, will the mouse waken the sleeping kitten or perhaps frighten the elephant into motion? Will the trampoline enable you to jump on to the elephant or up to a hole high in a wall? The kitten and mouse both ignore the offer of food but the elephant will follow you to the cliff top to get it. As with Mountains of Ket, several items perform a dual purpose but after only a few false starts you should be swinging across a quicksand pit to meet the delightful Aphrodite. The reward of a key for the castle is offered for successful completion of tasks in two different time zones to which she sends you. The first is 1940 where you are subjected to exploding bombs and to the indignity of wearing a moustache (are all adventurers male?). The second time zone is 2300 and, as with 1940, this should pose no serious problems as success is obtained by simply picking up, using, or wearing all of the easily found objects. However, it is imperative to return to the present time zone with any other objects for which there was no apparent use. Rewarded with the key it only remains to find the castle. You know where it is and can see it across a stream of lava, but how to reach it? Once across the lava (no clues for how) you will discover one vital puzzle thrown at you. Final success depends on having eight objects with you but you can carry only seven and cannot re-cross the lava. Nice one. A QUESTION OF LOGIC As with most good adventures the solutions to all the puzzles are maddeningly logical when they are finally discovered, although the two time zone sections of Temple of Vran are not of the high standard of the rest of the adventures. Two minor criticisms are perhaps worthy of mention. The noun vocabulary could be more extensive - it does not even recognise the existence of your travelling companion, Edgar, and on a few occasions the response to an input (always a fatal one) is only fleetingly displayed on screen. Due to the prize on offer no HELP sheet is available yet from Incentive Software, but a careful re-read of this article may provide a few clues. The third part of the trilogy is due to appear in Autumn 1984. All those with the first two parts of the apparently meaningless message should be eager to explore The Final Mission.
Incentive's Steve Benfiels and Richard McCormack.
C&VG (Computer & Video Games) #35Sep 1984 · p.115
Keith Campbell
This is the second game in the Mountains of Ket trilogy and starts off on the far side of the mountain. To reach that point was (had you played it) your objective in Ket. However, it is not necessary to have played Mountains of Ket to be able to enjoy Vran. Your aim here is to reach and enter the temple and put an end to its evil occupants. You start off endowed with the three items you were carrying as you reached the far side the mountain in the previous game. One hazards encountered is a right nest of nasty warts - creatures who are in the habit of throwing acid at you without warning. As in Mountains of Ket, there is a combat mode, though this time the rules have been slightly altered. Some of the things you may come across are an elephant, a huge pile of washing up, a kitten and a mouse. A small point of confusion arose when I tried feeding the elephant. Unless I was carrying a certain object, the reply came back WITH WHAT? and this was followed by WHAT NOW? It became apparent, when I had the right object, that the game assumed I meant to feed the elephant with the right thing and allowed me to, proving that WITH WHAT? was not really a question to the player, but a comment. Trying to be kind to the little puss, I tried to feed it whilst carrying the mouse, only to be rebuffed. Kitty was one of those two out of every ten cats who don't prefer Whiskas - this one's scene is Go Cat! Vran follows the same format as Ket, being a text only Adventure (if you exclude the mini-pictures of some of the objects). The problems did not seem too difficult. Although I welcome a game that allows me to EXAMINE something, a feature I did not like was the fact that I was expected to be carrying it first. That limited the use of EXAMINE to portable objects - it is somewhat difficult to carry an elephant or a hole in a wall! Temple of Vran is from Incentive Software for 48k Spectrum, priced £5.50.
Crash #5Jun 1984 · p.747/107/107/107/106/108/108/10
Difficulty 7/10
Atmosphere 7/10
Vocabulary 7/10
Logic 7/10
Debugging 6/10
Overall Value 8/10
Derek Brewster 8/10
DEREK BREWSTER'S ADVENTURE TRAIL This month programmer and adventurer Derek Brewster launches properly into his quest for the perfect adventure. It's going to be a long trail, but in its course there will be many gems to uncover and doubtless many less than useful objects too. Although this issue of Crash has a few adventure games which are included although not reviewed by Derek, we will be incorporating most reviewed adventures in future within the Adventure Trail. Letters which have been pouring in from frustrated, bewildered and stuck adventurers are being sorted out even now, and hopefully Derek will be able to cope with some of them in time For the next month's issue. Derek has also devised his own rating system for reviewed adventure games, which he feels is more suitable - it is explained below. Adventure hints and help requests should be addressed to: Adventure Trail, Crash Magazine, [redacted]. This month: Fantasia Diamond - a new offering from Hewson Consultants: Here Comes The Sun (Alligata); Temple Of Vran - the second in the Incentive Ket Trilogy; Incredible Adventure from CRL: a murder inquiry called Mystery Manor from Bamby; and The Lost Gnomes from Eric Bean Adventures. THE SEARCH FOR REALISM PUSH, PULL, EXAMINE HIT, GET, MOVE... STATUE - it often ends up with you entering expletives. If your input is designed simply to match the words in the computer's memory, is this what adventuring is all about? What you need, surely, is a sense of reality in the otherwise fabulous world of the adventure. When engrossed in a good adventure you are aware of the computer as an aid only. It is a good sign when the program responds to as much of the input as possible. It is infuriating when attacking and leaving a character for dead he returns fit and active enough to give you considerable problems only a few frames later. Never mind, he's carrying some food this time and it'll be worth it but on examining the dead body you discover no food. Where has it gone? The way in which a landscape is mapped out is a moot point. Many well-known adventures have vast regions where it is impossible to chart your progress (or retreat). Although this may add atmosphere in a misty swamp or the (unfortunately) ubiquitous maze. In the long run it makes you acutely aware of the data in the computer - as would a seemingly random selection ruin the storyline behind a set of holiday snaps. A realistic combat scenario is important to any adventure - assuming the adventure is sophisticated enough to support one. A small defenceless creature should be easily dealt with without much loss of face whereas a warrior may well force upon you an early exit from the game. Something that becomes clear after much adventuring is the absurdly linear and singular pre-eminence of the route you must take. An example is when you have some food, say gooseberries, that you are incapable of eating since they can only be eaten by their rightful consumant. Strange gooseberries! EXAMINE, SEARCH and LOOK are becoming popular in adventuring since they allow you to take a more active role. I can only encourage such developments since the more active the part you play the more likely you are to become enveloped within the adventure. Isn't this what the whole thing's about? Two adventures stand out above all others this month - Temple of Vran, which features a good combat scenario, and Fantasia Diamond, a superb graphic adventure with a very intelligent and friendly vocabulary. ADVENTURE TRAIL REVIEW RATINGS The kind of headings used for ratings in the rest of Crash are not entirely suitable for adventures. You may feel that the headings listed below require some additions - we would be interested to hear your views. DIFFICULTY: The likely level of difficulty experienced by an average adventurer. ATMOSPHERE: This rating reflects the quality of location descriptions and graphics, and how credibly the characters you meet behave. VOCABULARY: Here we are looking for completeness of vocabulary and the friendliness of its response. A program should contain in its vocabulary all objects which are described in its locations, and all obvious words associated with these objects. If a tree appears in a location then the vocabulary should contain the word 'tree' as well as the associated word 'climb', otherwise the rating will suffer. LOGIC: This rating reflects the logic of the problems encountered in an adventure and whether or not you are likely to be killed without warning or chance of escape. Chopping down a tree to cross the forest river is very logical throwing a rope into a boat which is described in no location description is certainly not logical. DEBUGGING: This indicates the level of crashproofing and debugging of the program. A program should not be crashed simply by making an incorrect entry or by pressing an unfortunate combination of keys (including BREAK!). This rating will also suffer from bugs within the program and spelling errors. OVERALL VALUE: A general rating based on price and the other ratings BUT NOT AN AVERAGE OF THE OTHER RATING FIGURES as is the case in all other Crash reviews. TEMPLE OF VRAN Producer: Incentive Software Memory Required: 48K Retail Price: £5.50 Author: R. A. McCormack Temple of Vran is the second part of the Ket Trilogy from Incentive Software. Your mission in this part of the trilogy is to enter the temple and once there to put an end to all of its evil occupants. You start the adventure with a sword, some armour, a ring and, of course, Edgar, your friendly assassin bug, who can be trusted to sink his poison fangs into your neck should you decide to shirk your quest. This is a classic style text-only adventure with a large number of locations and many problems to solve which could take weeks to complete. Your travels will take you across the plains of Ket, into the depths of the Wart's Lair and ever forward in time to the years 1940 and 2300 before returning for your final confrontation in the Temple of Vran. There is a good number of useful (and not so useful) objects scattered around. Care must be taken not to waste useful objects or leave them in another time zone. The locations are lucidly described and are consistent in creating an exciting and credible atmosphere. Input consists of Verb/Noun couplings which is adequate although limiting when communicating with other characters. The vocabulary is quite flexible but there are a few annoying omissions and the use of the verb 'examine' is confined to those occasions when you are actually carrying an object. Combat is much more sophisticated than in most other adventures, giving your statistics for Prowess, Energy and Luck. Prowess is your skill in combat. Energy indicates your state of health and Luck your fortune in combat. The tussles take place in rounds in which either you or your opponent is hit. If you are struck you are given the option of running or continuing to fight. Running can often prove to be the most dangerous as you can be struck from behind. All this adds up to make a more interesting game charged with atmosphere. One small bug I encountered occurred during one moment of gratuitous violence. I was involved in a fracas with a mouse in the same location as an elephant. To my horror the combat status appeared with the mouse having an energy of 20 compared to my meagre 10. In the ensuing battle, which lasted nearly 20 rounds, I was knocked over and kicked several times and brought to the verge of death. Quite a blow to one's delusions of heroism. Overall an excellent game which can be heartily recommended, particularly for novice adventurers as the problems are not too difficult.
The Ket Trilogy carries this game and has 36 references of its own.
Advert35
- Micro Adventurer #16Feb 1985 · p.21
- Micro Adventurer #15Jan 1985 · p.17
- Micro Adventurer #13Nov 1984 · p.44
- Sinclair User #32Nov 1984 · p.69
- C&VG (Computer & Video Games) #36Oct 1984 · p.133
- Micro Adventurer #12Oct 1984 · p.25
- Sinclair User #31Oct 1984 · p.55
- Micro Adventurer #11Sep 1984 · p.33
- Popular Computing Weekly #32Aug 1984 · p.39
- Big K #5Aug 1984 · p.5
- Crash #7Aug 1984 · p.35
- Big K #4Jul 1984 · p.5
- Crash #6Jul 1984 · p.39
- Sinclair User #27Jun 1984 · p.107
- Personal Computer News #63Jun 1984 · p.11
- Your Spectrum #4Jun 1984 · p.81
- Crash #5Jun 1984 · p.29
- Big K #3Jun 1984 · p.94
- Micro Adventurer #7May 1984 · p.47
- Sinclair User #26May 1984 · p.57
- Crash #4May 1984 · p.73
- Popular Computing Weekly #21May 1984 · p.25
- C&VG (Computer & Video Games) #31May 1984 · p.57
- Your Spectrum #3May 1984 · p.25
- Popular Computing Weekly #18May 1984 · p.35
Tips19
- Sinclair User #70Jan 1988 · p.74
- Sinclair User #64Jul 1987 · p.72
- Your Sinclair #15Mar 1987 · p.60
- Your Sinclair #12Dec 1986 · p.78
- ZX Computing #28Aug 1986 · p.40
- Your Computer #7Jul 1986 · p.77
- Popular Computing Weekly #42Oct 1985 · p.18
- Crash #21Oct 1985 · p.115
- Sinclair Programs #34Aug 1985 · p.31
- Crash #16May 1985 · p.123
- Sinclair User #37Apr 1985 · p.71
- Crash #15Apr 1985 · p.107
- C&VG (Computer & Video Games) #40Feb 1985 · p.77
- Crash #12Jan 1985 · p.130
- Crash #10Nov 1984 · p.117
- Micro Adventurer #13Nov 1984 · p.55
- Crash #9Oct 1984 · p.89
- Popular Computing Weekly #41Oct 1984 · p.46
- Crash #7Aug 1984 · p.75
Solution3
- Die Speccy CDJan 1996
- Your Sinclair #57Sep 1990 · p.56
- Crash #70Nov 1989 · p.32
Feature3
- Sinclair User #32Nov 1984 · p.146
- Sinclair Programs #24Oct 1984 · p.32
- Micro Adventurer #11Sep 1984 · p.18
News/Note2
- ZX Computing #14Aug 1984 · p.36
- Games ComputingJul 1984 · p.7
Review2
- Computer ChoiceJun 1984 · p.27
- Popular Computing Weekly #19May 1984 · p.56
CoverGame1
- Crash #68Sep 1989 · p.7
Related
- Compilations
- Crash issue 68: Presents 4, The Ket Trilogy
- Ports
- (BBC Micro)
- Tags
- Prize Game
- Elsewhere
- CASARZX ArchiveThe TipshopUVL
- Same entry at
- Spectrum ComputingZXInfo
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