Didn't want to start a new thread, but having finished DROD yesterday, I wanted to express my general opinion of the game.
favourite level: If I had to pick one, I would probably say 23. Somehow I felt these puzzles opened up a whole new dimension of DROD. And luckily 1S,2W left room for error.
level with the most playtime: certainly 8, although I don't know for sure
level most inconsistent with Beethro's contract: I think it was 11. At any rate, there was one in which the rooms weren't required, you just had to plow your way through the tar. It didn't matter how many tar babies you left behind. But then again, one could argue it from the angle of "
when you reenter the room, they are gone"
kinda thing, but that would drift off into the metaphysical DROD-reality discussion that I am sure has been held hundreds of times.
room that took me the most time to conquer (by which I mean: longest real-time interval from first entering to finishing, lots of days I had only 15 minutes, but I remember the room being very dastardly): 7:1S in the Webfoot version (no checkpoints). By the time I finished this room, I could do the first hundred movements with my eyes closed. Of course, none of the rooms on 24 was a cake-walk, but
Click here to view the secret text
×since I had read of the two-room tar puzzle before, I unwillingly had a head start on perhaps the hardest part.
most frustrating room: Hard to say, maybe 15:2W with that lone Wraith that somehow didn't want to cooperate even after I had discovered the solution. Or 23:2W. I never was a very good dancer, even in my younger days.
Click here to view the secret text
×Is there anyone that used that trapdoor-horseshoe in the north of the room?
scariest room in DROD: 12:2S,2E. It reminds me of the original Wolfenstein 3D with the Frankenstein monsters. The colours are pretty creepy.
Since I wimped out on the webfoot version after having gotten stuck on level 8,
(possible spoiler: )
Click here to view the secret text
×I warped from level 4 in the Caravel version, so now I have to go back an do levels 5, 6, and 7 to see the entire ending. (Although I've never done 5, since it is impossible to get to the normal exit on four after entering the secret room. In the Webfoot version, it would have been too much work to return to the normal exit.) And I found the level numbers in the secret exit room very clever!
I made mental notes of this sort of thing once I discovered the forum in order to share them, but seems I wrote them in disappearing ink. Two things disappointed me. I kept looking for the Big Picture on the level maps, some kind of Inca Drawing only visible high above the Eigth, but there didn't seem to be any. I guess considering the original Webfoot version had no such level viewer, that this expectation was unwarranted. And one day after having read parts of the web site and getting to know Erik's sense of humour a bit, I answered the "
Do you really have something more important to do than playing DROD?"
question for the first time with "
No"
, expecting some wise-*ss answer, but, alas.
I also wanted to ask whether there are any trivial solutions in the Caravel version. Considering the complicated development process of the game, I wouldn't expect any, but two or three times I sorta had the feeling I had found one. At this point I have to mention my mental note problem. Anyway, it was a great game, thanks Erik, (and free, I still can't really believe that), and I am looking forward to the player holds, and maybe one day I will be able to make my own contribution, but I am sure that will take a while. So now I'm off to do 5 through 7 and get the entire ending.
leroy
Edit: Oh yeah, I forgot to say one thing. My favourite aspect of DROD in general was the slightly paranoid feeling it gave on the higher levels, when I stood with my swordpoint on some goblin's throat or some roach's chitin shell or a tar mother's eyeball and wondered (without wanting to give a spoiler here): "
Can I afford to kill this guy or might I need him later on?"
I think this reflects the combination of puzzle and hack-and-slash that is pretty much unique to DROD and which is responsible for a large part of my fascination with the game.
Edit (I gotta start writing outlines before I post): For some reason I was expecting the 'Neather to be a really big, very pernicious version of a tar mother. There's some sort of verbal association in the depths of my subconscience that lead to this, I am sure, but I haven't been able to localise it, yet.
[Edited by leroy00 on 11-06-2003 at 09:20 AM GMT]
[Edited by leroy00 on 11-06-2003 at 09:43 AM GMT: forgot sumpthin]
____________________________
You can hear happiness staggering on down the street -- footless, dressed in red.
-Jimi Hendrix, "
The Wind Cries Mary"