Legend Of The… Blue Dragon

Following up my thoughts earlier about old-school online games, I did some investigation into what became of fab old games like Legend Of The Red Dragon. It turns out that there was an effort to revive this particular one as a web-based game called “Legend Of The Green Dragon”. Well; as it was open-source I took a copy and adapted it with heaps of suitable “Aberisms”. It’s Abniberific.

Click here to play Dan’s “Legend Of The Blue Dragon”

Feedback appreciated. Usual address.


Additional: In answer to a much-anticipated question – when playing Blue Dragon, you’ll only have so-many turns in which to do things each “day”. However, there are two Blue Dragon “days” in each “real world” day: midnight in Blue Dragon will be occuring at (about) midnight and mid-day (GMT) each day, and between those times you have all the turns you need to do things in the game world.

What Is A Door And Why Do I Care

Geeky post with little value to most people: ignore if you don’t want to learn a little about the history of the BBS, “Doors”, and the subculture around them. This post is written for folks like Ruth, who seemed interested, and others, who seemed possibly-interested.

Before about 1994, even the few of us who had been on the internet hadn’t had much exposure to the (young, at the time) world wide web, but for a decade or more before then, there stood a great remnant of what had come before. And for years to come, still, when internet access was still something for which you paid both monthly and for your call time, and probably to a “local” rather than a “national” ISP, there was another option for getting your “fix” of cyberspace.

That fix was the network of independent bulletin board systems (BBSs) that existed across pretty much every Western country. The US was full of them – pretty much every small town had a young geek somewhere with a spare computer in his parents’ basement. And here in the UK, small BBSs flourished as their members logged on and off and passed files around over now long-dead protocols.

BBSs were small, usually-local, centralised computers with one or more modems (or even acoustic couplers – primitive modems that connected to existing telephone handsets using little rubber suction cups and “spoke” analogue signals to one another across the telephone lines), often operated by hobbyists. To connect to one, you would need to know it’s phone number, and lists of these could be found wherever geeks talked. You’d simply configure your dialler software to “connect” to the specified number, and, a few pips and squeaks later, you were in. A short registration process would give you access to message board, file trading facilities (ah; all that – ah; all that porn), live chat (on the bigger, multi-line boards), and sometimes even internet access – e-mail, newsgroups, etc. Later, some of the more successful BBSs would become ISPs, and some of these maintained a BBS, too, that provided software that you could use to connect to their systems. BBSs had all the benefits of the internet at the time – albeit with a smaller user base – but frequently also had a distinct local feel and a “community” sense of belonging.

Another feature that became quite popular on BBSs were the so-called door games. These were pieces of software installed onto the BBS server computer – usually games – which could be interacted with by the BBS server software through one of several standardised interfaces (e.g. Fossil, DOOR32). It’s almost certain that the writer of Wargames had seen door games in action before he wrote his “Global Thermonuclear War” game into the film script. A majority of these games – like the one in Wargames – allowed a single player to play against the computer, online, with perhaps a shared, centralised scoreboard that all players can access. Later door games allowed a degree of interactivity, sometimes even “live” interactivity, between the players who were playing the game simultaneously.

When I ran Dice BBS (from my bedroom at my mum’s house), I had a selection of door games running on it, selected for their inter-player interactivity: P:TEOS (space trading sim), Legend Of The Red Dragon and it’s underrated sequel (all from Robinson Technologies, who still write computer games to this day), and a MOO (an object-oriented MUD [multiplayer text-based adventure] often with an emphasis on social interaction [like a MUSH]). Later, after Dice BBS’s closure (the internet had become too ubiquitous; too cool; there was no need for it any more), I hacked Legend Of The Red Dragon 2 to pieces and wrote a Pascal front-end to allow it to be played in a protected network environment, developed L2:PC, and deployed it to the Preston College network, where it became so popular that several players rarely did anything else, and one person was even thrown off their course, their grades suffered so badly.

Nowadays, door games are a bit of a forgotten breed. The MUDs and the MUSHes grew up into the MMORPGs of today (think “World Of Warcraft”, “Everquest”, “Ultima Online”, “Puzzle Pirates”). The need for the other games to be played in a centralised manner was negated by high-speed internet links and modern, multiplayer games. But there are still special places where BBSs run (usually adapted in such a way that you can reach them using the telnet protocol, over the internet), and there will always be a home for them in the hearts of those of us that lived aboard them.

Thanks for listening to a bit of nostalgia.

Further reading: