Xyphus

Name: Xyphus
Programmer(s): Dave Alpert & Skip Walker
Publisher: Penguin
Year: 1984

Description:

Xyphus was a fantasy role-playing game released for the Apple II in 1984 by Penguin Software. Created by Bob Smith and Dave Albert, this game combined traditional RPG elements with real-time combat in a way that was unusual for its time. Players controlled a party of up to four characters on a quest to defeat the demon lord Xyphus and save the land.

The game took place across six different scenarios, each with its own map, objectives, and enemies. Unlike most RPGs of the era that used turn-based combat, Xyphus featured real-time battles where players had to think and act quickly. Each character could be controlled individually using the keyboard, moving them around the screen to attack monsters, collect treasure, and avoid traps. The game displayed all four party members on screen at once, which was technically impressive for 1984.

Players started by creating their party from six character classes: fighter, elf, dwarf, thief, cleric, and mage. Each class had different strengths and abilities. Fighters were strong in combat, thieves could pick locks, and magic users cast spells. The game used a simple attribute system with hit points, strength, and dexterity. Characters gained experience points by defeating monsters and could level up to become more powerful.

What made Xyphus special was its split-screen display. The top half showed the game world from a top-down view, while the bottom half displayed character statistics and messages. Players moved their characters using the I, J, K, and M keys, with different keys controlling different party members. Combat happened automatically when characters touched monsters, but positioning and timing were crucial for survival.

The game's six scenarios offered good variety. One might have players exploring a haunted castle, while another sent them through dangerous swamps. Each scenario had specific goals beyond just fighting monsters. Players might need to find special items, rescue prisoners, or solve puzzles. The scenarios got progressively harder, with the final one being a serious challenge even for experienced players.

Xyphus received positive reviews for its innovative real-time gameplay and technical achievements. The graphics were simple but effective, using the Apple II's limited color palette to create distinct environments. Sound effects were basic beeps and boops, typical for the time. The game sold well enough to warrant ports to other systems including the Commodore 64 and IBM PC.

While not as famous as Ultima or Wizardry, Xyphus deserves recognition for trying something different. Its real-time combat system influenced later games, and its focus on quick tactical decisions rather than menu-based battles helped expand what RPGs could be. For Apple II owners in 1984, Xyphus offered an exciting adventure that pushed the boundaries of what their computers could do.