New World Computing, 1990
MS-DOS, PC-98, PC-88 和 FM-Towns
New World Computing, 1990
MS-DOS, PC-98, PC-88 and FM-Towns
隧道与巨魔（Tunnels & Trolls）改编自肯・圣安德烈（Ken St. Andre）于 1975 年创作的同名 TRPG（桌上角色扮演游戏）T&T，当时这款桌游的设计初衷就是要做得比同时期发售的《龙与地下城（D&D）》更简单、门槛更低和更易上手。
Tunnels & Trolls is based on the tabletop RPG of the same name, designed by Ken St. Andre in 1975 as a light-hearted and accessible alternative to the recently released Dungeons & Dragons.
When Tunnels & Trolls was released in Japan in 1987, it became extremely popular. And so Starcraft, the company who published the Japanese versions of Wizardry and Might and Magic, asked New World Computing to co-design a licensed T&T CRPG.
令人遗憾，上述这些恼人的设计最终葬送了这款原本应该十分有趣的游戏，但本作出色的“玩家自选冒险（CYOA）”般的事件设计使得它在当时（甚至是现代）的 CRPG 游戏中做到了独树一帜，但只有那些愿意忍受本作令人沮丧的难度和勇于无数次读档的玩家才能从中感受到乐趣。
As such, Tunnel & Trolls: Crusaders of Khazan's design was done in the US, then sent to Japan, where the game was programmed. This can be immediately noticed in the unusual mouse-driven interface, similar to early Japanese graphical operational systems.
Overall the game plays mostly like an Ultima clone, with various cities, a large overworld, turnbased combat and a customisable four-character party. What truly sets it apart is the presence of countless Choose Your Own Adventure-like events, most taken directly from T&T's solo adventure game books.
Instead of having interactive NPCs, the game is filled with countless text-heavy encounters and events where you can pick one of many options, leading to vastly different outcomes; from a nice reward to instant death – some may even change depending on your race, class, stats and/or known languages!
However, while events are well-written and offer many role-playing opportunities, far too often a blind choice will wipe your party – for example, ignoring a castaway's plea for help can lead to an impossible battle against a horde of angry water elementals.
To make matters worse, enemies scale to your level in an unfair way. If there's a dragon blocking your way and you decide to grind a few more levels, chances are next time you'll face three dragons instead.
To survive you'll have to save after almost every step, because any harmless-looking empty square nearby may actually contain a deadly trap, ambush or event that can take you to the Game Over screen.
It's a shame, but these annoying issues ended up dooming what's otherwise an intriguing game. The excellent CYOA-like events set it apart from any other CRPG of the time (and even of today), but only those willing to endure a frustrating difficulty and many, many reloads will get to enjoy them.