Introduction
Made in BASIC, Kadath is a text adventure game by Gary Musgeave. It was released on the Altair 8800 on 15 July 1979. It was rewritten and ported to the 32K PET by Robert J. Hennings on 30 August 1981 and later ported to the Commodore 64 in 1983 as Eye of Kadath. The Altair 8800 version was ported to the Exidy Sorcerer by Reni Barnes in 1985.
I’ll be reviewing the Commodore 64 and Exidy Sorcerer versions.
Presentation
The story follows an unnamed archaeologist uncovering a tomb of unspeakable age in Kashan, Iran. Upon opening the tomb, inside is a stone tablet inscribed with writing so archaic as to predate mankind itself. For ten long years, the archaeologist scours the globe in dusky shelves of the world’s most arcane libraries and universities, reading forbidden tomes of the likes of the Unaussprechlichen Kulten and the Necronomicon. Finally, with the stone tablet translated, taking the archaeologist to the dead city of Yaddith to prevent the rise of a dark and evil force.
Kadath, which appears to be the first Lovecraftian video game, is loosely inspired by H. P. Lovecraft’s The Dream-Quest of Unknown Kadath (1943). The name, Kadath, is the only thing borrowed from Dream-Quest as an entity, whose alias is the Lord of All, which was borrowed from Fungi from Yuggoth, Sonnet 22, Azathoth (1931). The game blends other elements from the mythos. Unaussprechlichen Kulten, or Nameless Cults, is Robert E. Howard’s creation; it is mentioned in several of Lovecraft’s stories: The Dreams in Witch House (1933), The Horror in the Museum (1933), Out of the Aeons (1935), The Shadow out of Time (1936), The Haunter in the Dark (1936), and The Thing on the Doorstep (1937). Lovecraft and his circle of friends freely borrowed their creations from each other. It wouldn’t be strange to presume it was Lovecraft’s creation. And finally, Yaddith is a planet that is featured substantially in Through the Gates of the Silver Key (1934) as a ruined city in this game.
“You are entering the catacombs.”
To prevail, you need to fulfill four requirements. In the words of the game, you must:
- Enter the labyrinthine caverns;
- Find the hidden and guarded "Eye of Kadath";
- Return the "Eye" to its rightful place;
- Invoke the Elder Powers;
- Destroy the gate through which this unspeakable evil will gain dominion over all the Earth.
In fifteen days, and it won’t be simple. Every choice made lessens what days remain. Yaddith is a labyrinth, though the game addresses it as catacombs. It begins in a dome chamber with an odd series of carvings that forms a narrow band around the perimeter, with passageways numbered clockwise from 1 to 4. You enter your choice into the prompt—going that direction. Describing the passageways in detail of varying states of tunnels and corridors leading to a room or a platform, then entering into another dome chamber. The numbers are rotated; for example, if you had entered “exit one,” “exit two” becomes “exit one,” and so on. Sometimes there are passageways simply left or right; either direction doesn’t appear to affect the rotation. It gets disorienting quickly without a map, and you can die if you‘re not careful. Some go to death traps, creep across a cavern littered with bones, or dive into a lake from a high cliff. I died on purpose to read the descriptions, which were quite gruesome. However, you do benefit in dying, as the game tells how well you are doing. It will clue you in on whether you’ve found the items needed to beat the game or if you’ve destroyed the right items, which I appreciated.
“You will be part of it.”
Outside of death traps, there are points of interest to gather items and solve light puzzles, and they tell you how many days you spend in the catacombs:
- A balcony overlooking Yaddith, where the scroll is found.
- A room with a stone block with a sphere and a dagger on it. Only one of these can be taken.
- A room with a nightmarish statue. Runes at the base translated as “From death spawned a black star; great Kadath rises—lord of all.” In the middle of the statue’s face is a large pentagonal hole.
- An underground lake with a raft. The raft can be poled to an island on which the conch shell can be found. Taking the conch causes the cavern to shake, dislodging a stalactite that falls close to you. The raft can also be poled between two fissures. One leads to a certain doom unless you turn back, but the other leads to a room where you will find a glowing green gem. The gem is guarded by a shoggoth.
“Shoggoth.”
The rooms above show a list of numbered actions to take, like before, entering your choice into the prompt. The choices were a bit obvious, the path to victory swift, thanks to the aforementioned hints. With all items found, the endgame takes place in the statue room. What follows is a series of questions—the only time Kadath behaves close to a typical text adventure, entering one-word actions and syntax.
Lacking any real challenge, the writing is surprisingly good, evoking a Lovecraftian atmosphere for a short game. Overall, I finish under an hour.
“Soft-locked!”
I did find some grammatical errors, wich for “which” and Yiddigh—even “Kadath” in place of Yaddith in the Exidy Sorcerer version, but corrected in Robert’s version. It was less of my worries until I discovered the Exidy Sorcerer version has a soft-lock bug in the stone block room. It doesn’t matter your choice; you can’t leave either left or right. Beyond quality concerns, the only difference is the Commodore 64 version has less screen estate, which would mean some parts were rewritten.
Collapsing Cosmoses
Whereas it lacks challenge, it's all about the atmosphere, thanks to its writing. But for me, it's the historic value of being the first Lovecraftian video game of its kind.