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Kroz
Kroz
from Wikipedia

Kroz
Screenshot
DeveloperScott Miller
PublisherApogee Software
DesignerScott Miller
PlatformMS-DOS
Release1987
GenreRoguelike
ModeSingle-player

Kroz is a series of Roguelike video games created by Scott Miller for IBM PC compatibles. The first episode in the series, Kingdom of Kroz, was released in 1987 as Apogee Software's first game. It was also published on Big Blue Disk #20. Kroz introduced the scheme of the first episode being free and charging money for additional episodes, a technique which defined the business model for Apogee and was adopted by other MS-DOS shareware publishers.[1]

The games were discontinued in 1999. In March 2009, the whole Kroz series was released as freeware by Apogee, and the source code was released as free software under the GPL-2.0-or-later license.[2]

Gameplay

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The object of the game is to survive numerous levels of attacking monsters and ultimately find the priceless Magical Amulet of Kroz. The player character collects gems as they go; each time a monster touches them, they lose a gem and the monster dies. The character's main defense consists of whips which can be used to kill monsters and destroy certain walls, but each whip can only be used once. Some levels are generated randomly; these tend to be rather chaotic, and essentially consist of a mad dash through waves of attacking enemies to pick up valuable objects and/or escape to the stairway. A major part of the game is careful conservation of gems and whips; sometimes it is better to allow an enemy to take a gem rather than use valuable whips that will be needed to break down walls blocking the exit.

Development

[edit]

The Kroz games were inspired by an earlier dungeon crawling game, Rogue. Scott Miller tried to create a game that had some of the elements of Rogue, but with less randomness and more reliance on the abilities of the player than on luck.[3] Miller, fond of including backwards words in his games, came up with the name by spelling Zork backwards.[3]

Kingdom of Kroz was written in Turbo Pascal 3.0. Later games in the series were written in Turbo Pascal 5.0. The game was implemented entirely in the 80×25 16 color CGA text mode[1] of IBM PC compatibles, using various characters in the computer's character set, as well as different colors, to present a "graphical" environment. The game uses ASCII characters, as well as some extended ASCII graphical characters from the original IBM PC character set, to represent the player character, walls, monsters and items.

Releases

[edit]

The game was originally distributed as shareware. It was later expanded to consist of seven episodes, with only the first episode distributed as shareware, and the rest available commercially. The episodes are:

Collection Episode Release Levels Notes
Original Kroz trilogy #1 Kingdom of Kroz 1987 25
  • a.k.a. Kingdom of Kroz I
  • a.k.a. Kingdom of Kroz II
#2 Caverns of Kroz 1988 40
  • a.k.a. Kroz
  • a.k.a. Caverns of Kroz II
#3 Dungeons of Kroz 1989 30
  • a.k.a. Kroz II
  • a.k.a. Dungeons of Kroz II
Super Kroz Trilogy #4 Return to Kroz 1990 20
  • a.k.a. Shrine of Kroz
  • a.k.a. Castle of Kroz
#5 Temple of Kroz 1990 20 a.k.a. Valley of Kroz
#6 The Final Crusade of Kroz 1990 25
  • a.k.a. The Last Crusade of Kroz
N/A #7 The Lost Adventures of Kroz 1990 75
N/A #8 The Underground Empire of Kroz Cancelled N/A Planned to be released in March 1991.

The first two games in the series, Caverns of Kroz and Dungeons of Kroz, were originally published in the disk magazine I.B.Magazette in 1987.[4] The third game, Kingdom of Kroz, was sent in 1987 to the disk magazine Big Blue Disk as a submission for a contest they were having, where it was published in 1988.[5] The other two games were also published later on Big Blue Disk, in 1989.[6][7]

At the same time, Miller, looking for other avenues to distribute his games, turned to the shareware model.[8][9] Shareware was distributed freely through bulletin board systems (BBS), where the boards' users made voluntary donations. Since shareware was not very profitable at the time, Miller developed a variation of the shareware model, dubbed the "Apogee model", in which only a fraction of the game would be made available to play for free on BBS. The game, upon completion, would display Miller's mailing address to the player and ask them to contact him to pay for that game, which would allow them to buy the rest of the game's "episodes".[8] He applied this model to the Kroz trilogy by sharing only Kingdom of Kroz over BBS while retaining the other two for sale.[8][10] This shareware version of Kingdom of Kroz was the first game to bear the name of Miller's one-man company, Apogee Software Productions.[10] The game proved successful, with checks sent to Miller amounting to roughly US$80,000US$100,000 and him receiving between US$100 and US$500 every single day.[10]

Return to Kroz, originally called Castle of Kroz, was initially published in Big Blue Disk in 1990,[11] before becoming the shareware episode of the second trilogy of Kroz games, the Super Kroz Trilogy.

In 1990, an enhanced version of Kingdom of Kroz was released as Kingdom of Kroz II, which became the shareware episode of the series as a whole. Kingdom of Kroz II was different from the original version, and incorporated 21 different levels, many of them from later games in the series, especially from The Lost Adventures of Kroz. The original Kingdom of Kroz I stopped being distributed as shareware, but was still available commercially, and was then marketed as the third episode in the series, with episodes two and three moving up one place. For a time, the series consisted of seven commercial episodes (including the original Kingdom of Kroz I), plus an enhanced version of one of them (Kingdom of Kroz II) distributed as shareware. During this time, to be able to buy the commercial episodes, the shareware episode had to be registered first.

In 1991, the other two episodes of the first trilogy were enhanced to their "II" versions, and the original Kingdom of Kroz I stopped being available, being replaced by its enhanced version.

Source code

[edit]

At one point the source code for Kingdom of Kroz could be purchased for $190, Return to Kroz for $350 and The Lost Adventures of Kroz for $950. Later the source code of Kingdom of Kroz II was for sale for $400, Return to Kroz for $300 and The Lost Adventures of Kroz for $500. By 2009, the source code was released under the GPL-2.0-or-later license.[2]

Reception

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The original Kingdom of Kroz game took top honors in the game category in Big Blue Disk's CodeQuest '87 programming contest in 1988, and came out number two overall.[4][5][3]

Legacy

[edit]

The Kroz concept, including the text mode implementation, was cloned by Potomac Computer Systems for the ZZT games, which also used the same shareware business model. The company later became Epic Games.

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Kroz is a series of action-adventure video games featuring elements inspired by roguelikes, created by Scott Miller for systems, featuring real-time dungeon-crawling gameplay with graphics. The series began with Kingdom of Kroz in 1987, initially published by , and expanded through distribution by Apogee Software, which Miller founded. Players navigate single-screen mazes, wielding a whip to combat monsters, collecting gems for health and keys to unlock doors, while avoiding traps and hazards to reach the exit and retrieve a magical amulet. The original trilogy comprises Kingdom of Kroz (1987), Caverns of Kroz (1988), and Dungeons of Kroz (1989), followed by the Super Kroz trilogy in 1990—Return to Kroz (also known as Castle of Kroz), Temple of Kroz, and The Final Crusade of Kroz—which introduced enhanced graphics, larger levels, and new mechanics like teleporters and multiple characters. Later compilations, such as The Complete Kroz Series, bundled all episodes with updated engines for broader accessibility. Unlike traditional roguelikes with , Kroz levels are hand-designed for consistent challenge and replayability, emphasizing puzzle-solving and quick reflexes over elements. Kroz played a pivotal role in the early movement by offering the first episode for free, driving sales of full trilogies and establishing a model that propelled Apogee to prominence in the 1990s PC gaming scene. The series' simple yet addictive design, powered by basic sound effects, influenced subsequent and arcade-style crawlers, with the final official entry being The Lost Adventures of Kroz in 1991. In 2009, Apogee released the series as , including the source code for some titles. Today, the games remain playable via emulators like , preserving their legacy in retro gaming communities.

Gameplay

Core mechanics

Kingdom of Kroz is a real-time where players navigate single-screen dungeon rooms using keyboard controls for eight-directional movement, including diagonals via or alternatives like the numpad. The , represented by an ASCII face, moves one space at a time, and holding keys can lead to rapid unintended movement into hazards, requiring precise, tap-based input to maneuver around obstacles and enemies. Monster movement occurs continuously in real-time, influenced by their type, CPU speed, and environmental factors, creating a dynamic pace where players must react quickly rather than plan turns. Combat relies on a limited supply of , activated by the 'W' key, which destroy enemies or breakable objects like walls and boulders from one space away, consuming one whip unit per use. Players can also employ environmental tactics, such as luring enemies into crumbling walls or pits for indirect kills, to conserve whips, as direct confrontation is often inefficient given the enemies' numbers and speeds. Contact with enemies deducts gems from the player's pool—red enemies remove 1 gem, green remove 2, and blue remove 3—with blue variants being the fastest and most aggressive, pursuing in rectilinear or 45-degree patterns without avoiding obstacles. Enemies, depicted as ASCII letters with umlauts (e.g., red 'r', green 'g', blue 'b'), destroy collected items like gems or spells upon collision and often outnumber the player's capacity to eliminate them, emphasizing evasion over elimination. Core items include gems, which serve as both currency and hit points (starting number varying by difficulty level, e.g., 10 for ), collected singly or in pouches/chests yielding 2–25. Keys unlock doors blocking progress, and rare teleport scrolls ('T' key) enable random relocation to escape threats. Hazards such as lava pits (causing 10 gem loss and spreading over time), instant-death pits, and traps (e.g., monster-spawning or wall-closing) add risk to navigation, while breakable walls and boulders can be manipulated for path-clearing or enemy disposal. The game's style, with symbols like club signs for trees and hearts for health, combined with PC speaker beeps for actions and collisions, reinforces its minimalist yet tactical dungeon-crawling focus.

Level progression and objectives

In the Kroz series, progresses linearly through a series of levels, with each level consisting of a single, real-time navigable screen rendered in . The core objective per level is to locate and descend the stairs to the subsequent level while surviving environmental hazards, collecting essential , and neutralizing or evading monsters. This descent mechanic emphasizes puzzle-solving and , as players must clear paths blocked by objects like trees, walls, or doors using limited tools. Players begin each episode with adjustable skill levels—such as , Apprentice, or —that determine starting resources, including gems (serving as hit points, typically starting at 10 for ) and whips (a primary limited to 10 per level, which regenerate upon descending ). Progression involves strategic use of these alongside other items: keys unlock doors (often requiring multiple per level), teleport scrolls enable repositioning (limited to three per level), and treasures like gem pouches or chests replenish to sustain longer runs. Monsters deplete gems upon contact, and failure to reach the before reaches zero results in a level restart, though score is preserved based on remaining resources. Across the seven main episodes, level counts vary to increase challenge depth, with earlier titles like Kingdom of Kroz featuring 25 levels and later ones like The Lost Adventures of Kroz expanding to 75, totaling over 200 levels series-wide. Later episodes introduce additional mechanics like teleporters, multiple characters, and larger levels for varied puzzle-solving. The ultimate objective in each episode is to retrieve a specific quest artifact—such as the Amulet of Kroz—located on the final level, after which the game concludes with a score calculated from unspent resources. Episodes build progressively in complexity, introducing new obstacles like crumbling floors or time-freezing spells, but maintain consistent downward progression without branching paths or backtracking.

Development

Inspiration and design

The Kroz series drew primary inspiration from the 1980 dungeon crawler Rogue, a game that Scott Miller enjoyed playing but found frustrating due to its procedural generation and heavy dependence on random chance for progression. To counter this, Miller opted for hand-crafted, fixed level designs in Kroz, prioritizing player skill, foresight, and puzzle-solving mechanics over luck-based elements. This shift aimed to create a more predictable yet challenging experience, where every room and obstacle was intentionally placed to test strategic decision-making. The series title itself nods to another influential work: Infocom's text adventure Zork, with "Kroz" simply being "Zork" spelled backwards, reflecting Miller's early fascination with narrative-driven exploration games. Additional design influences included strategy titles like M.U.L.E. and for their blend of resource management and tactical combat, as well as platformers such as Spelunker for environmental hazards and precision navigation. These elements converged in Kroz to form a hybrid genre—arcade-like action within a framework—but stripped of and randomness to emphasize replayable mastery. Core design choices centered on a minimalist, text-mode aesthetic using ASCII characters to render the game world on systems, where rooms appeared as single-screen grids filled with symbols representing terrain, enemies, and items. The protagonist, depicted as a simple smiley face, wielded a "" to destroy obstacles like trees (shown as club symbols) or monsters, while collecting gems served as both and hit points, enforcing strict resource conservation. Real-time movement added tension, with fast-pursuing foes and crumbling walls requiring quick reflexes alongside long-term planning, such as mapping safe paths or timing attacks to avoid traps. This approach not only fit the hardware limitations of PCs but also amplified the puzzle focus, turning each level into a self-contained of survival and escape.

Technical implementation

The Kingdom of Kroz series was programmed in , with the initial episode using version 3.0 and subsequent entries employing version 5.0. The games were developed for on PC compatibles, leveraging the platform's standard hardware without reliance on advanced peripherals. Originally, the source code for Kingdom of Kroz was available for purchase at $190, reflecting the era's practices for educational or modification purposes. Graphically, the series utilized text mode in an 80×25 character display, rendering all elements through the IBM PC's extended ASCII character set rather than bitmap graphics. This approach employed four-color CGA palette support for basic differentiation, such as coloring monsters by aggression level (e.g., red for less aggressive, blue for more), while avoiding EGA compatibility due to limited hardware adoption in 1987. The player avatar was depicted as a smiley face (ASCII 1 or 2), trees as club symbols, and teleporters as upward arrows, creating a minimalist yet functional roguelike aesthetic. Input was handled via keyboard, primarily the or for directional movement, including diagonal options to evade hazards. The core game loop implemented synchronous mechanics: the program awaited player input before updating the entire scene, including monster movements and environmental changes, which gave the experience a real-time feel despite its discrete, input-driven nature. This primitive timing—essentially pausing for keypresses before advancing all entities—ensured responsive play on period hardware without complex interrupts. Audio consisted solely of PC speaker beeps, triggered for actions like movement or item collection, with no support for sound cards at launch. Levels were pre-designed mazes stored in code, avoiding procedural generation to emphasize puzzle-solving over randomness, a deliberate choice to make completion reliable for skilled players. In March 2009, Apogee Software released the full series as freeware, including the source code under the GPL-2.0-or-later license, enabling modern ports and analysis via emulators like DOSBox.

Releases

Episode releases

The Kingdom of Kroz series, developed by Scott Miller and published by Apogee Software, consisted of seven episodic releases spanning from 1987 to 1990, following the model where the first episode was free and subsequent ones required purchase. The initial three episodes formed "The Kroz Trilogy," while episodes four through six comprised "The Super Kroz Trilogy," with the seventh serving as a concluding installment. These games were distributed primarily through Apogee's mail-order system and appeared in magazines like Softdisk's Big Blue Disk. The series began with the release of the first in late 1987, marking Apogee's formal entry into publishing. Subsequent s expanded on the core gameplay with additional levels, items, and challenges. Some episodes were released under alternate titles for different distributions, such as Return to Kroz also appearing as Shrine of Kroz or Castle of Kroz, and Temple of Kroz as Valley of Kroz. A planned eighth , The Underground Empire of Kroz, was announced for 1991 but never materialized. The following table summarizes the episodes and their original release years:
EpisodeTitleRelease YearLevels
1Kingdom of Kroz198725
2Caverns of Kroz198840
3Dungeons of Kroz198930
4Return to Kroz199050
5Temple of Kroz199050
6The Final Crusade of Kroz199050
7The Lost Adventures of Kroz199075
In 1990, Apogee re-released updated versions of the original trilogy as Caverns of Kroz II, Dungeons of Kroz II, and Kingdom of Kroz II, incorporating enhancements like more levels and improved graphics support. The series was discontinued in early 1999 and made available as , including , on March 20, 2009, allowing preservation and play via emulators like .

Distribution and variants

The Kroz series debuted through Softdisk Publishing, with the inaugural episode, Kingdom of Kroz, submitted by Scott Miller in November 1987 and featured in issue #20 of Big Blue Disk magazine in June 1988. This disk magazine distribution model provided early exposure on IBM PC compatibles running MS-DOS. Apogee Software, founded by Miller in 1987, simultaneously pioneered the episodic shareware model for the series, offering the first episode free to encourage registrations for subsequent paid installments at $7.50 each or bundled for $35–$45. The original Kroz Trilogy—comprising Kingdom of Kroz (25 levels, 1987), Caverns of Kroz (40 levels, 1988), and Dungeons of Kroz (30 levels, 1989)—followed this structure, with only the initial episode freely distributable. In 1990, Apogee rereleased enhanced versions as the Kroz II Trilogy: Kingdom of Kroz II (21 levels incorporating content from later episodes), Caverns of Kroz II, and Dungeons of Kroz II, featuring improved and refinements for better performance on contemporary hardware. The Super Kroz Trilogy extended the series with Return to Kroz (50 levels, 1990; also released as Shrine of Kroz or Castle of Kroz in disk magazines), Temple of Kroz (50 levels, 1990; alternatively titled Valley of Kroz), and The Final Crusade of Kroz (50 levels, 1990). A seventh episode, The Lost Adventures of Kroz (75 levels, 1990), concluded the main series, sold for $20 as a standalone title. All episodes remained exclusive to platforms, with no official ports to other systems documented. By mid-1993, Apogee bundled the full seven-episode collection for $24.95 until its discontinuation in early 1999. In March 2009, Apogee released the entire series as , including the source code under the GPL-2.0-or-later license, making it freely downloadable and modifiable.

Source code and freeware

In the late and early , Apogee Software sold the for individual Kroz episodes directly to interested developers and enthusiasts, with prices ranging from $190 for Kingdom of Kroz to $950 for The Lost Adventures of Kroz. This allowed buyers to study the game's implementation in but did not permit unrestricted modification or redistribution. On March 20, 2009, Apogee—then operating under —released the entire Kroz series, comprising seven episodes, as to preserve access to the discontinued titles. The package included the compiled executables and full , distributed via the official as a single ZIP archive. The source code, primarily written in versions 3.0 and 5.0 depending on the episode, enables recompilation for DOS-compatible environments. However, the release notes emphasize that the software remains copyrighted by Apogee Software, Ltd., and is licensed strictly as : users may download and play it at no cost, but commercial sale, modification for redistribution, or any form of support is explicitly prohibited, with no warranties provided. Modern compatibility requires emulation tools like , as the games were designed for 80×25 text-mode displays on systems. This initiative responded to long-standing fan requests and aligned with Apogee's pattern of archiving early titles for historical purposes.

Reception

Awards and contemporary recognition

Upon its release in 1987, Kingdom of Kroz achieved notable acclaim in programming contests, winning top honors in the game category of Softdisk's CodeQuest '87 national programming contest in 1988 and placing second overall behind a program. The game also earned Game of the Year recognition in a contest sponsored by the magazine i.a.magazette, highlighting its innovative design among early titles. The series quickly gained contemporary recognition as a commercial success, generating approximately $100,000 in revenue in the year leading up to for creator Scott Miller through its episodic model, which outperformed more graphically ambitious competitors like Captain Comic II: Fractured Reality. This financial impact allowed Miller to leave his day job in June and expand Apogee Software, with player letters flooding in to praise the game's challenging puzzles and demand sequels, ultimately leading to seven episodes. The Kroz titles' ASCII-based and accessibility were credited with popularizing the distribution model in the late 1980s, influencing the industry's shift toward free introductory episodes to drive paid registrations.

Critical and user reviews

The Kroz series garnered mixed retrospective critical reception, with reviewers acknowledging its historical significance as an early success while critiquing its dated mechanics and presentation in modern contexts. In a analysis, Hardcore Gaming 101 described the games as "impressive back in the day" for their elaborate use of sound effects and real-time elements, but ultimately "frustrating" due to fast-moving monsters and input lag on contemporary hardware, concluding that "the ’s still frustrating, and none of the games are really that different enough to justify playing through more than one." User reviews on reflect generally positive sentiments toward the series' addictive puzzle-adventure and clever level design, though tempered by technical limitations of the era. For Kingdom of Kroz (1987), the aggregate score stands at 2.8 out of 5 based on four ratings, with one reviewer praising its "classic that is hard to match" and "excellent level design," while noting the minimal sound and ASCII-based graphics as drawbacks that do not detract from the overall enjoyment. Another user highlighted the whip mechanic and pause feature as strengths, emphasizing that the title "proves that even if you do something in ASCII, you can still make great games," despite item scarcity in later levels. Subsequent entries received comparable user feedback, averaging 3.0 to 3.7 out of 5 across platforms. Caverns of Kroz (1989) scored 3.6 out of 5 from four ratings, lauded for its eight-directional attacks, useful items like teleports and magic bombs, and distinctive ASCII visuals, though teleporting into monster-filled areas was criticized as disorienting. Dungeons of Kroz (1989) averaged 3.2 out of 5, with praise for its "amazing" color-mode and fun despite repetitive teleports that often looped players in place. Later titles like The Final Crusade of Kroz (1990) and Lost Adventures of Kroz (1990) earned 3.1 and 3.7 out of 5 respectively, appreciated for new features such as moving terrain and electrified barriers, as well as on low-end hardware, but similarly faulted for teleport visibility issues and sideways level frustrations like falling into hazards. Overall, users value the series' innovative mechanics and replayability for retro enthusiasts, often recommending it as a foundational experience.

Legacy

Commercial impact

The Kroz series, developed by Scott Miller and published by Apogee Software, marked a pivotal commercial breakthrough in the late PC gaming market through its innovative distribution model. Released starting with Kingdom of Kroz in 1987, the games divided content into episodic releases, offering the first episode for free to attract users while charging $15 for subsequent paid episodes, such as Caverns of Kroz and Dungeons of Kroz. This approach generated substantial revenue, with Miller reporting earnings of up to $500 per day and $2,000 per week from game sales shortly after launch, surpassing his day job income. By the late , the series contributed to Miller's annual income exceeding $100,000 from payments alone. This financial success enabled Miller to quit his day job in 1990, paying $30,000 annually, and focus full-time on game development, formally establishing Apogee Software as a viable . The Kroz titles, which expanded to seven by 1991 including Castle of Kroz and Palace of Kroz, demonstrated the profitability of , with Miller describing the episodic model as a "magic trick" that no other developer was using at the time. Apogee's revenue from Kroz not only sustained the company during its early years but also funded infrastructure like mail-order fulfillment, handling thousands of orders via postal checks. Commercially, Kroz laid the groundwork for Apogee's dominance in publishing, influencing partnerships with developers like and paving the way for blockbuster releases such as Commander Keen and . The series' model of free introductory content to drive paid sequels became a standard in the industry, transforming how indie games reached consumers and generating millions in overall revenue for Apogee over the subsequent decade, though exact figures for Kroz alone remain tied to Miller's reported personal earnings.

Influence on gaming

The Kroz series, particularly Kingdom of Kroz released in , played a pivotal role in establishing the distribution model that revolutionized PC gaming in the late and . Creator Scott Miller divided the game into episodic releases, offering the first episode for free to encourage trial and distribution via systems (BBS), while charging for subsequent episodes. This "Apogee model," named after Miller's company Apogee Software, incentivized viral sharing among users and generated revenue through direct sales. This approach democratized game access and marketing, bypassing traditional publishers and retail constraints, and influenced major titles like id Software's (1992), whose shareware episode sold over 200,000 copies in its first year. Apogee's success with Kroz—which sold tens of thousands of full versions—demonstrated that episodic could sustain independent developers, leading to a boom in PC games by the mid-1990s. The model emphasized hooking players with high-quality initial content, a strategy that shaped modern and demo-based distributions. In the genre, Kroz simplified the complex, ASCII-based mechanics of Rogue (1980) into more accessible, puzzle-focused dungeon crawlers with turn-based movement and item interactions, broadening appeal to casual PC gamers. This design influenced later titles like Deadly Rooms of Death (1997), which adopted Kroz's screen-sized levels, roach-like enemy behaviors, and emphasis on precise puzzle-solving over random generation. While not as genre-defining as NetHack or ADOM, Kroz's commercial viability via helped sustain roguelike development during a period dominated by action genres, inspiring fan projects like (2010), a source-code-based with level editors.

References

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