Firienwood (1982)   8 comments

Brytta, 11th King of Rohan, was not to be given a peaceful reign, despite being beloved by all and given the name Léofa. The War of the Dwarves and the Orcs had caused numerous orcs to leave their realm in the Misty Mountains to find settlement in the White Mountains just south of Rohan. Brytta went to war to remove their scourge, and by his death was thought to have destroyed them; this was not so, as they were merely in hiding.

Brytta slaying the orc chief, from the Lord of the Rings Online game.

The next king, Walda, met unfortunate circumstances 9 years into his reign. As Tolkien explains in Appendix A of Lord of the Rings:

He was slain with all his companions when they were trapped by Orcs, as they rode by mountain-paths from Dunharrow.

Walda’s son Folca took up the task of vengeance for his father, and swore to never hunt a beast until all orcs were removed from Rohan for good. This task he accomplished by the age of 60, so he followed this up with a trip to the Firienwood (or Firien Wood, or Firienholt) on the border between Rohan and Gondor. It held a mighty boar, and while Folca the orc-slayer managed to defeat the boar, he soon died after from tusk-wounds.

The battle depicted in 3d form, via Mithril Miniatures.

Today’s adventure is from another British company (MP Software) where I have only been able to scrounge out the barest of information. Their adventure Firienwood first gets mentioned in the November 1982 issue of Personal Computing Today as “coming soon”, and I’ve been able to confirm it is listed as existing by the February 1983 issue (reaching the street January 1983) and the internal copyright date says 1982, so we’ll roll with that; if it didn’t quite squeak in being published by the end of ’82 it was close enough. (Thanks to Ethan Johnson who helped with my search.)

As far as I can tell Helen Seymour and John Hudson produced all the MP Software products; this is the first of four adventure games they made (later: Crown of Mardan, Sadim Castle, Woodland Terror). They were originally for the BBC Micro, but also ported (with likely very little change) to the Electron. The address listed (even on later printings) is a clearly residential area in Bromborough, Merseyside, suggesting the pair were yet another garage-operation (well, the houses don’t have garages, but you get what I mean).

From Every Game Going.

This is harkening back to the cavalcade of Crowther/Woods clones but adds an element which makes it almost uniquely painful. It’s easier to explain in context what I mean, so let’s dive in–

Our aim is to find a golden bird of paradise, and there’s a Wizard making things difficult. We are rather unusually told up front that monster kills are worth 10 points each, which is more like RPG than adventure behavior.

Our adventure, not shockingly, starts near the title forest, and if we try to go in we get tangled in and die via thorns.

The intent seems to be to funnel the player towards a boat at the very start, where you pick three out of six items (as you can’t carry more on the boat).

I already know the hambone gets used almost immediately, and I think the sword is necessary, and I’ve found use for the keys. This is not an absolute guarantee that this represents the set that must be chosen. Philosopher’s Quest had two gimmicks, one where a bonus item could be scrounged, and one where an item that doesn’t get taken nevertheless gets found anyway. So I could see (despite me using the keys early) another set of keys somehow surfacing, or maybe a way of putting them out forward. (Having said that, the most obvious action, tossing stuff in the river hoping it gets carried somewhere helpful, doesn’t get parsed.)

Taking the boat leads to a cave with a “vicious dog”. This is where the bone comes in handy.

Specifically, the dog suddenly not only becomes happy, but brings forth a “Wizards Staff” that “has many powers”. The only power I know of so far is that it lights up automatically in darkness.

From here comes the traditional cave-in-many-directions, and I’ll give a pair of screens which might explain my struggle:

Specifically, past this point in the game, a goblin can attack at any time. The goblin will have a random chance of killing you on sight. If it doesn’t kill you, you have a chance of doing KILL GOBLIN via the sword and having success, but then the goblin can still return at any moment. “Any moment” includes actions like “check if an particular direction has an exit or not” or “check if the passage that you entered from the east lets you go back the same way to the west, or if it is one-way”. This has one of those unfortunate twisty maps wherever everything everywhere needs to be checked but this is also combined with a high probability of death at any moment.

(Oh, in addition to N/S/E/W/NE/SE/SW/NW, LEFT and RIGHT are directions too sometimes.)

The very curious thing is that the two 80s reviews I’ve run across (not intentionally, just trying to find files for the game) both mark this as a “beginner game”. Both are reviews for the Electron, though, rather than the original BBC Micro version I am playing. I may switch it up if this gets too terrible and see if the authors lightened up the RNG death in the revised version. What I can’t do is simply hack BASIC source, as this is a machine code game.

Posted November 16, 2024 by Jason Dyer in Interactive Fiction, Video Games

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8 responses to “Firienwood (1982)

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  1. Having to pick the exact correct needed objects without any hints of what might be needed, before sailing away forever? Sounds like Ulysses and the Golden Fleece.

  2. Can you please link the reviews so I can add them when putting this game on IFDB?

  3. Feels somewhat ironic for a Tolkien-inspired game to have an evil wizard in it.

    Given that the Electron and the BBC Micro are broadly the same machine, it strikes me that if the Electron version is easier, that’s an oddly conscious choice to make. Difficulty always varies from person to person though, and maybe the reviewers got lucky…

    • the BBC Micro one came out first (the Electron wasn’t even out until August of ’83) so I could see in the process of porting it over thinking “hey, this setting seems wrong” and tweaking it

      the problem is because it’s RNG I am having trouble telling if I’m really get a difference yet or not

      I did have an easier time early with the Electron version but it is well within RNG that I just happened to have some bad luck early with BBC Micro, and you still face a Balrog in both versions which I have yet to successfully kill (it just randomly pops up like a goblin, so it’s really funny to fight when you’re just outdoors)

      I can’t confirm yet but it does seem to be the case there might not be any “hard puzzles” but it’s just a matter of coping with some serious map weirdness and random death rather than thinking about things

  4. Pingback: Blog Roundup (2024-11-17) | Virtual Moose

  5. Pingback: Firienwood: For the Rest of Your Days | Renga in Blue

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