Dungeon Master: The Lost Scrolls
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ST Action cover
Magazine
Issue
Notes
Original
ST Action
December 1988
This was taken from ST Action, a monthly British magazine devoted to Atari ST games. There is a spelling mistake on the second page: 'weird' in the caption for the first image has been spelled as 'wierd'. This mistake has been retained.

DM Editor banner

 
 
Ed Penman displays just
some of the 32k datafile he
had to crack.
 
Dungeon Master must be one of the best selling games on the ST - if not THE best! Ever sinces its release, way back in March, the game has constantly been in the top of the software charts. The game's success has created a cult following and with it a whole host of people calling for help. Speculation about the availability of a dungeon editor has been rife, although all claims have been false... until now!
DM screenshot
Like many other Dungeon Master freaks, Ed Penman found the game both frustrating and infuriating. Anybody who has been captivated by Dungeon Master will know the thrill of solving a puzzle or killing a monster, followed by the sheer madness of turning a corner only to be slaughtered by yet another creature. Having reached level five, Ed incorrectly assumed he must be near the end of the game. As he played on, the dungeon slowly revealed its size.
Dungeon Master , having been available for some time now, has been supposedly accurately mapped. Ed, however, did not have a floorplan to fall back on, so instead, he decided to see if the game could be modified in any way. Ed explained how he tried looking at the program's code. The first problem was the game's immense security protection. The second hurdle was poking the game, if he had actually changed the original code of the game he may not have been able to change it back, thus rendering the game totally useless. Ed decided to look at the save game files which Dungeon Master produces. At first, he randomly changed the data, stopping and starting as he tested out the amended files. After many hours of only moderate success, Ed noticed that some of the coding formed patterns. Could these be the maps of the dungeon? Ed explained how, if he changed the code within these patterns, it was possible to create new passages or walls. Combining his previous knowledge with this new find, Ed soon managed to amend the blueprint of the dungeon.
Of course, wading through thirty-two kilobytes of data takes time; Ed spent six months developing the editor, sometimes nearly staying awake all night! Ed told me how he wanted to make his editor as easy to use as possible, and for this reason he made the program GEM compatible. After making all the necessary enhancements Ed took his effort along to the PC show, where, after showing the program to various companies, he decided to sign a contract with Softex.
Having met Ed and talked to him about his remarkable program, I decided to see just how good his editor was. I loaded my copy of Dungeon Master , chose my four heroes and then saved my game. Have set up the editor I proceeded to load in the save game file. Sure enough, at the click of a mouse button, a map for any of the fifteen levels was revealed. Not only could I view any of the dungeon levels, but by using the mouse, I could also create
new passages or walls. Doors, too, were no longer a problem. By selecting an option from one of the menu bars it was possible to change all of the doors to ones which could be activated by pressing a button. This useful routine certainly comes in handy - especially if you use a TV or can't find an elusive key! Doors, or course, are not the only barrier would-be Dungeon Masters can come up against. Secret rooms can provide useful provisions to help adventurers - these sanctuaries, however, are somewhat difficult to find. Again, by selecting an option from a menu bar, I was able to open up all the secret rooms, allowing me to grab all the goodies I had previously missed.
Although the editor is a powerful program, it is not possible to completely change the layout of the levels. Stairs must stay in their designated positions; radical restructuring of the dungeon can be somewhat hazardous resulting in the program crashing. Ed was quick to point out that the term "editor" was only loosely used - he prefers to call his program a cheat routine. The program may be used to only help solve certain problems or, if you wish, to create passageways that bypass all of the hazards. I would recommend the program is used conservatively as the game's charisma can easily be destroyed.
I asked Ed whether the program would be compatible with future Dungeon Master products, such as the next five levels. He seemed to think not, but as he had already mastered the save-game structure, he saw no reason why an upgrade disk wouldn' become available.
Finally, I asked whether he had solved the "put the gem back" puzzle. Apparently, if you pull the nearby lever and retrieve the gem, you must then stand well back and throw it through the portcullis. If you manage to cast the gem back onto its original square, the portcullis will open, allowing further exploration of the dungeon.
The editor, provisionally named — " Dungeon Master Editor - The Ultimate Cheat Routine", will be released at the Christmas Atari show, and will be available on the Softex label for a mere £9.95; together with the program there will be a set of hints, tips and puzzle solutions. small STA logo

Weird effects
(Above) As you can see, the editor can produce some wierd effects.
Dungeon map: before and after
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