Jump to content
  • entries
    313
  • comments
    824
  • views
    63,312

Gateway to Apshai (Epyx)


DoctorSpuds

776 views

blog-0687722001532989732.png

Gateway to Apshai is one of the O.G. granddaddies of the top-down dungeon crawling RPG genre, and one of the granddaddies of adventure/RPG games in general. The game was released on the Atari 8-bit line of computers, the Commodore 64, and the Colecovision, I have neither the C64 or an Atari-computer, but I do have a Colecovision, and I have a Taiwan Cooper bootleg which goes by the name Gateway to Apsh (great name change there fellas, they'll never figure it out). The only thing standout about the box is the hilarious box art, look at the dog head peaking in from the right and try not to either laugh or groan at the awfulness. The other main problem with the game in general is the lack of controller overlays, thank goodness Pixelboy exists, they've created several custom overlays and Gateway to Apshai happens to be one of them. Unfortunately I can't figure out if they're for sale or not, or if they were ever for sale at all, so I formatted one of the images Pixelboy provided, printed it out, and laminated it with shipping tape, not as good as the real thing but it'll do. So enough about how I prepared to play the game, and let's just play it already.

 

This game looks quite basic, even for Colecovision. There are several elements that go into making this game look the way it does, first is the rooms of the dungeon, they are rectangular with a blue wall with a basic pattern on it, a basic all black floor (which is mildly disappointing), and the 'unknown space', which are unexplored areas. When you start you can only see the one room, and as you progress through the dungeon the 'unknown space', which is a weird tan colored pixel-y mess, changes to more rooms, it makes sense when you play the game. There are also locked doors which are indicated by little red squares in the walls. One aspect of the graphics which I find to be extremely disappointing is the enemies, one of the great motivators of a dungeon crawler, or RPG in general, is to see what sort of new and fantastic enemies you'll be faced with as you get further and further into the game, in this one however, all the enemy sprites are monochrome, small, and messy. If the quality of the enemy sprites didn't hurt enough, they're reused throughout the game, same sprite different name, and that just sucks. Speaking of sucks the treasures you collect sucks. They all use the exact same sprite, and it's so abstract I have no Idea what it is, some item sprites are self explanatory, the armor, the sword, the bow, the arrows, the potion(s), and the dinner pla- I mean shield, and the spell scroll. What sucks is that I've seen better quality treasures and Item sprites in Atari games, Dragonfire is the first to come to mind, and even the treasures in Mythicon games were multicolored. When Mythicon is doing something better than you, you know you messed up.

 

Sounds don't fare much better, they are few and far between, and definitely below par when it comes to quality. The main sound you'll hear when playing this game is the walking sound, which is more like shuffling. The Colecovision was capable of so much more than the Atari 2600, so why does it sound like an Atari 2600 is making these sounds? There is very little in the way of music, just a little arpeggio when you pick up an item. It is seriously disappointing, especially since it's Colecovision.

 

I don't know about the home computer ports, but the Colecovision version sucks to play. Most of i-well actually all of it comes down to the atrocious controller. You can barely control yourself, and I wish I could say you can use a 2600 or Genesis controller but this game RELIES upon the keypad. Whats worse is, the game never had a controller overlay until later, when Pixelboy drew one up back in 2006. You spend your first few minutes pressing all of the keys to figure out which one does what, thankfully the function is deisplayed on the screen, so you don't have to press all the buttons to guess. The biggest detractor out of all of them is the combat though, it renders this game nearly unplayable, and again it's due to the controller. You can barely hit anything with that floppy noodle of a sword, if you are not lined up perfectly with an enemy when you swing, you will not hit them. Even though the game shows your dude waving his sword side to side, I have hit so many enemies with my sword only to have them walk through it and damage me. You cannot move and attack, if you are attacking you are standing still,but guess what? Enemies damage you by simply making contact, meaning they can move and attack you at the same time. I would recommend against playing on a keyboard, just playing the first dungeon, trying to get screenshots, I got a game over on the first enemy. It is seriously an awful game to play.

 

Once the cool factor wears, off this game is nothing more than a pain in the wrist (Seriously). Don't buy this game, all the versions are fairly expensive, but the Colecovision version especially. It's about twenty bucks for a loose cart and probably forty to sixty for a boxed copy. Needless to say this game goes into the Collector's Zone, because it's influential crap with a price-tag. I seriously rather play Dark Chambers on the 2600 than this game.

  • Like 1

6 Comments


Recommended Comments

We played the Atari 8-bit computer version in the HSC last October. While I generally like dungeon crawlers/rogue games, others like Sword of Fargoal (also Epyx, but only for VIC-20 and C64) suit me better.

 

Note that Epyx used to be called Automated Simulations and starting from 1979 released 10 games in their Dunjonquest RPG series, of which the triology Temple of Apshai, Upper Reaches of Apshai and Curse of Ra are the best known, available for PET, TRS-80, Apple II, Atari 8-bit, VIC-20, C64 and MS-DOS. The Dunjonquest series ended with Gateway to Apshai in 1983, which then is action oriented rather than turn based as the older games were.

  • Like 1
Link to comment

Quite the lineage to be sure. But I must admit to not being very fond of turn based RPG's, yes all of them, I tend to lean more toward the action RPG's, like Y's, and Gauntlet come to mind. That's why I found this game to be so disappointing in particular. But I really should have curbed my expectations considering the age of this particular game.

Link to comment

I think Gateway To Apshai is basically pretty cool on the Coleco, but it's definitely very rigid, swordfighting is a crapshoot of "hit, run, repeat," and the constant stopping and searching for booby traps and secret doors really bogs down the gameplay. That, and the tediousness of it--there's something like, what, a hundred dungeons with a hundred levels each, and they're all basically the same except for tougher monsters and better items. There's nothing that really gives a palpable sense of progression or that you're "going" somewhere, and that's actually the biggest problem for me for what is ostensibly an "adventure" game. (In reality, it's an "adventure-style" arcade game.)

 

The scoring is nice, though--the goal isn't to actually "finish" dungeons, but to stay alive as long as you can to score as high as you can, by killing monsters and finding treasure. It's that perpetual quest for that big number at the end that drives you onward. Being able to start on any level from the start is very nice, as well.

 

Overall it's an interesting enough concept, and playable enough, but I can usually only get about five or six levels in before I've had enough.

 

(FWIW I play Coleco titles primarily on a DINA system; using the keyboard on that console isn't appreciably worse for this game than the Coleco keypad IMO, since you're still doing a lot of stopping and hunting for the key you want. :P )

 

Speaking of cart variants, I have both an original Epyx cartridge, and the Telegames release with the plain white label and CBS shell. :)

  • Like 1
Link to comment

and the constant stopping and searching for booby traps and secret doors really bogs down the gameplay.

Oh crap! I forgot to talk about that in the review! Well... It's pretty self explanatory, also it sucks and I hate it, that sound effect is the worst. I know I'm being harsh, but If the floor had texture It would be more challenging, hiding the traps in the textures so that only the truly observant would notice, and getting rid of that 'search for traps spell' entirely, same goes for the hidden doors, Instead of just running around spamming the locate spells you have to feel your way around the dungeon, relying on your eyes, not a spell. I'm pretty sure the Colecovision could handle it, If they'd only used a larger ROM they could have put so much more into the game

  • Like 1
Link to comment

I haven't played this in forever, but I bought this, new, and even "on sale" back in the day, and we Loved it!

 

I might not agree, but you've written a good review. I understand your thoughts being the way they are...I consider it almost a "trap", if you will, of reviewing classic games in modern times. It's too easy to compare this to what's available now, as opposed to being in the context of what was available then.

 

I'll tell you what I remember: This was a favorite of the day, because unlike Venture, where I wanted Even More rooms, this seemed to go on and on. And Unlike Dragon Stomper or Adventure, you had an actual character that looked like a man;... a sword fighting man!, not a square with an arrow.

 

I think it's fair to say I, too, wished there was some more progression, or different rooms (I mean different looking rooms), or maybe special areas in certain rooms...I guess I chalked it up to limitations of the times.

 

And although my memory is hazy, I remember when my friend came up with the idea of blowing through the levels until you got to the levels with the Death Spells...Then there was some way to collect those over and over again. Then you could go take on the toughest enemies and just annihilate them with those spells. Fun Times! Sorry, I can't remember the details of how to do it now...At the moment I'm a little, a lot tired...

Link to comment

I might not agree, but you've written a good review. I understand your thoughts being the way they are...I consider it almost a "trap", if you will, of reviewing classic games in modern times. It's too easy to compare this to what's available now, as opposed to being in the context of what was available then.

 

This one was especially difficult to review because I like this genre of action based dungeon crawler so much, so I will admit to a large amount of bias when it came to writing the review. I have been VERY spoiled when it comes to this genre of game, especially with the Indie Revolution, it seems every other game is a dungeon crawler these days. I'd say this 'review' turned out to be more of an opinion piece than an actual review.

Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...