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Adventure Construction Set

Game Description

Starting from the ground up with individual pixels and attribute statistics, Adventure Construction Set allows Apple II users to create their own 2-D RPG/quest-style game worlds, populate them with characters, and then allow other players to explore these new realms. Though a few "stock" graphics are included, ACS gives the Lord British and Scott Adams wanna-bes the means to draw their own background tiles for terrain, buildings, obstacles and items, not to mention characters and monsters that will inhabit those spaces. Attributes are then generated for each of these things -- how fast can characters travel on grass as opposed to desert? Can mountains be climbed over, or will they bring any adventurers to a complete halt? Just how powerful is an Orc, anyway? And is there a weapon hidden anywhere in the world that will fell any enemy with a single blow -- and, come to think of it, is there an enemy out there who can do that to the player?

Some minimal "dialogue" can be attached to non-player characters, and the "world" itself is drawn in a utility very much like a paint program. The end result is a nicely-put-together (assuming the game creator has done his homework) God's-eye-view game, not unlike the early Ultima titles. It's a good idea for those trying to make games with ACS to have a good understanding of the Apple II's color palette and how its colors can sometimes cause undesirable interactions with one another. ACS is a brilliant piece of software that provides budding dungeon masters with the tools they need to conjure up their own grand quests, though playing the resulting game was never as engrossing as making it. The Adventure Construction Set concept has been carried forward to such modern titles as RPG Maker for the PlayStation. ~ Earl Green, All Game Guide

Production Credits

Programming: Stuart Smith ~ Chris Cavanaugh, All Game Guide

 
 
Wikipedia: Adventure Construction Set
Adventure Construction Set
Rivers_of_Light.jpg
Developer(s) Stuart Smith
Publisher(s) Electronic Arts
Release date(s) 1985
Genre(s) Adventure game
Mode(s) Single Player, Multiplayer
Platform(s) Commodore 64, Apple II, DOS, Amiga

Adventure Construction Set (ACS) is a program used to construct Ultima-type games, written by graphic adventure game pioneer Stuart Smith and published in 1985 by Electronic Arts. The game was produced by Don Daglow, with art by Smith and Connie Goldman and music by Dave Warhol. It was initially developed for the Commodore 64 and Apple II, but then ported to the Amiga in 1986 and DOS in 1987.

The program concept was inspired by the groundbreaking Pinball Construction Set (PCS) that had come out in 1983. It provided a graphical editor for the construction of maps, placement of creatures, etc, then let the designer use those to create a standalone game that can be shared with friends. The resulting game was a top-down view similar to Ultima-type games. The ACS came with a complete predesigned game (comparable to other games then on the market), Rivers of Light, and a compendium of sample adventures to show off the design program's capability. Rivers of Light was based on the legend of Gilgamesh, continuing with Smith's theme of basing his games on classical mythology.

Stuart Smith was a pioneer in the graphical adventure game world, earlier creating the seminal game Return of Herakles (the Greek spelling of Hercules). Although the graphics in these games were primitive by today's standards, in a time when any graphics at all were an innovation in adventure games the work of Smith stands out as thoughtful and original. His clear writing style and focus on literature and history also stood in sharp contrast to many other adventure games of this era.

Goldman and Warhol, who had worked with Daglow on the Intellivision game development team at Mattel, also provided art and music respectively for Racing Destruction Set, which was produced in parallel to the development of Adventure Construction Set.

The game was one of Electronic Arts biggest hits of 1985, earning an SPA Gold Disk award.

As technology continued to improve, ACS was followed over the years by more powerful construction kits, culminating in the current world of the shooter game and their mods.

ACS also displayed a key truth reflected in later adventure building systems: they only automated the mechanical parts of game construction; good game design was still difficult and time-consuming. The option to allow the computer to create a random adventure produced treasure-hunt mazes and compounds, but no story or logical succession of challenges to link them together. Many users would use the random function to save time and create large, relatively empty canvases and then build their adventures by modifying them.

Electronic Arts Contest

Shortly after Adventure Construction Set's release, announcements were included in the packaging for players to submit their adventures for a contest to be judged by Electronic Arts and their playtesters. Approximately 50 games were submitted and winners chosen for three categories:

  • Fantasy - Festival by R.C. Purrenhage written for the Commodore 64
  • Science Fiction - Cosmos by Albert Jerng written for the C-64
  • Contemporary - Panama by Will Bryant for the C-64 and Codename:Viper by Peter Schroeder for the Apple II

Many of the winning games and submitted games were turned over to game designer Ken St. Andre and turned into a library of games and a fan club in which players could purchase or trade for copies of the games and royalties were given to the game authors. According to St. Andre all of the old adventures have been discarded.[citation needed]

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Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Adventure Construction Set" Read more

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