ADG Episode 86 - Moraff's World

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Published on ● Video Link: https://www.youtube.com/watch?v=G1MNrDgr7ow



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Duration: 20:27
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Originally Released: May 12th, 2012

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Whenever someone tells you gameplay is more important than graphics, the Moraff games are prime examples, as they're all fun to play but look hideous... the irony being they also were some of the most technically competent games, supporting a massive number of video modes and video hardware.

TBH, that's par for the course for skilled, solo game developers. I speak from experience. ;)

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Additional Information and Corrections:

* Unfortunately, it doesn't look like this game is sold on Steve Moraff's website anymore... If anyone finds out anything later on regarding getting the full version of this game, let me know so I can add the info here!

* I'm aware that I seem to be moving at super-human speed through the dungeon in the gameplay footage. I think this is a side effect of trying to record gameplay footage using DOSBox at such a high fixed cycles count.

* One of the supported graphics chipsets for the 1024x768 256-colour mode are Cirrus Logic chipsets, which a substantial number of 486 PCs came with, including one of my old systems, so I got to play this game (and its sequel) in high-res while I was growing up. Even my laptop, with an 800x600 screen, has a chipset that the game supports for 800x600 16-colour graphics! :)

* Something I should clarify about the Puffballs: While it normally holds true that the low colours in the EGA palette are the bad ones and the hi colours are the good ones, the greys are the exception. Dark Grey is technically a hi colour and Light Grey is technically a low colour, but the dark grey puffballs are bad and the light grey ones are good. I'm not 100% certain but I think this used to be the other way around in earlier versions.

* Something I forgot to mention: There's four different kinds of magic in this game: Permanent, Preparation, Wizard and Priestly. Permanent spells can only be cast while in town and draw from your maximum spell points, but provide a permanent effect. Preparation spells can only be cast outside of combat. Wizard and Priestly magic can both be cast in combat, with Wizard spells being more attack-oriented and Priestly spells being more defence-oriented. There's actually a lot of overlap between these spell types, with certain identical spells costing different amounts of spell points depending on what spell categories it's in. (For instance, Relocate only costs 2 spell points as a Preparation spell, but 4 as a Wizard spell... but the Wizard version can be cast during combat, while the Preparation version cannot.)

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