Skip to content
Game 15 Unit 27 of 32 1 hr learning time

Map Memory

Handle the one-way descent — accept that old floors are lost and use the constraint to build tension.

84% of Dungeons Of Dorin

When the player descends to a new floor, the old floor is gone. Regenerating it would produce a different layout — the rooms and corridors are random, so the same floor cannot be recreated. This is a constraint, not a bug. The one-way descent is part of the game design. Every step deeper is permanent, and that permanence creates tension.

The Program

5 REM === DUNGEONS OF DORIN ===
10 BORDER 0: PAPER 0: INK 7: CLS
15 GO SUB 2500
20 DIM d(16,16): DIM v(16,16)
22 DIM j(5): DIM k(5): DIM l(5): DIM n(5)
24 LET h = 20: LET z = 20: LET a = 3: LET f = 2
26 LET w = 0: LET r = 0: LET p = 0
28 LET g = 0: LET e = 1: LET q = 0: LET b = 0
40 REM === generate floor ===
42 FOR i = 1 TO 16: FOR o = 1 TO 16
44 LET d(i,o) = 1: LET v(i,o) = 0
46 NEXT o: NEXT i
50 LET s = INT (RND * 3) + 3
52 DIM u(5,4)
54 FOR i = 1 TO s
56 LET u(i,1) = INT (RND * 10) + 2
58 LET u(i,2) = INT (RND * 10) + 2
60 LET u(i,3) = INT (RND * 4) + 3
62 LET u(i,4) = INT (RND * 4) + 3
64 FOR c = u(i,2) TO u(i,2) + u(i,4) - 1
66 FOR o = u(i,1) TO u(i,1) + u(i,3) - 1
68 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET d(c,o) = 0
70 NEXT o: NEXT c
72 NEXT i
76 FOR i = 1 TO s - 1
78 LET t = u(i,1) + INT (u(i,3) / 2)
80 LET t2 = u(i,2) + INT (u(i,4) / 2)
82 LET t3 = u(i+1,1) + INT (u(i+1,3) / 2)
84 LET t4 = u(i+1,2) + INT (u(i+1,4) / 2)
86 IF t <= t3 THEN FOR o = t TO t3: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
88 IF t <= t3 THEN NEXT o
90 IF t > t3 THEN FOR o = t3 TO t: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
92 IF t > t3 THEN NEXT o
94 IF t2 <= t4 THEN FOR c = t2 TO t4: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
96 IF t2 <= t4 THEN NEXT c
98 IF t2 > t4 THEN FOR c = t4 TO t2: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
100 IF t2 > t4 THEN NEXT c
102 NEXT i
108 LET x = u(1,1) + 1: LET y = u(1,2) + 1
110 LET t = u(s,1) + 1: LET t2 = u(s,2) + 1
112 IF t >= 1 AND t <= 16 AND t2 >= 1 AND t2 <= 16 THEN LET d(t2,t) = 2
114 LET t = INT (RND * 3) + 2
116 IF t > 5 THEN LET t = 5
118 LET m = t
120 FOR i = 1 TO m
122 GO SUB 1600
124 LET j(i) = t: LET k(i) = t2
126 GO SUB 1700
128 NEXT i
130 FOR i = 1 TO 2
132 GO SUB 1600
134 LET d(t2,t) = 3
136 NEXT i
138 IF e <= 5 AND RND > 0.4 THEN GO SUB 1600: LET d(t2,t) = 4
140 IF e > 5 AND RND > 0.7 THEN GO SUB 1600: LET d(t2,t) = 4
146 GO SUB 380
148 CLS
150 GO SUB 300
152 GO SUB 500
154 REM === main loop ===
156 PAUSE 0: LET i$ = INKEY$
158 LET b = b + 1
160 LET t = x: LET t2 = y
162 IF i$ = "q" OR i$ = "Q" THEN LET t2 = y - 1
164 IF i$ = "a" OR i$ = "A" THEN LET t2 = y + 1
166 IF i$ = "o" OR i$ = "O" THEN LET t = x - 1
168 IF i$ = "p" OR i$ = "P" THEN LET t = x + 1
170 IF i$ = "h" OR i$ = "H" THEN GO SUB 700: GO TO 154
171 IF i$ = "i" OR i$ = "I" THEN GO SUB 1800: GO TO 154
172 IF t = x AND t2 = y THEN GO TO 154
174 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 154
176 IF d(t2,t) = 1 THEN GO TO 154
178 FOR c = 1 TO m
180 IF j(c) = t AND k(c) = t2 AND n(c) > 0 THEN LET i = c: GO SUB 800: GO TO 196
182 NEXT c
184 LET x = t: LET y = t2
186 BEEP 0.01, 5
188 IF d(y,x) = 2 THEN GO SUB 600: GO TO 154
190 IF d(y,x) = 3 THEN GO SUB 750: LET d(y,x) = 0
192 IF d(y,x) = 4 THEN LET h = z: LET d(y,x) = 0: PRINT AT 12, 3; INK 5; "Fountain! HP restored!"
196 GO SUB 380
198 GO SUB 300
199 GO SUB 500
200 GO TO 154
300 REM === draw viewport ===
302 FOR c = -3 TO 3
304 FOR o = -3 TO 3
306 LET t = x + o: LET t2 = y + c
308 LET i = 1: LET i2 = 0
310 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 340
312 IF v(t2,t) = 0 THEN GO TO 340
314 LET i = d(t2,t)
316 LET i2 = 7
318 IF i = 1 THEN LET i2 = 4
320 FOR s = 1 TO m
322 IF j(s) = t AND k(s) = t2 AND n(s) > 0 THEN LET i2 = 2: LET i = 5
324 NEXT s
340 LET t3 = 3 + c: LET t4 = 11 + o
342 IF o = 0 AND c = 0 THEN LET i2 = 7: LET i = 6
344 IF i2 = 0 THEN PRINT AT t3, t4; " ": GO TO 370
346 IF i = 0 THEN PRINT AT t3, t4; INK i2; ".": GO TO 370
348 IF i = 1 THEN PRINT AT t3, t4; INK i2; CHR$ 143: GO TO 370
350 IF i = 2 THEN PRINT AT t3, t4; INK i2; ">": GO TO 370
352 IF i = 3 THEN PRINT AT t3, t4; INK i2; "$": GO TO 370
353 IF i = 4 THEN PRINT AT t3, t4; INK 5; "~": GO TO 370
354 IF i = 5 THEN PRINT AT t3, t4; INK i2; "M": GO TO 370
356 IF i = 6 THEN PRINT AT t3, t4; INK i2; "@": GO TO 370
358 PRINT AT t3, t4; INK i2; "?"
370 NEXT o: NEXT c
372 RETURN
380 REM === update visibility ===
382 FOR c = y - 2 TO y + 2
384 FOR o = x - 2 TO x + 2
386 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET v(c,o) = 1
388 NEXT o: NEXT c
390 RETURN
500 REM === draw status ===
502 PRINT AT 8, 2; INK 7; "HP:"; h; "/"; z; "  "
504 PRINT AT 9, 2; INK 4; "AT:"; a + w; "  "
506 PRINT AT 10, 2; INK 5; "DF:"; f + r; "  "
508 PRINT AT 8, 20; INK 6; "FL:"; e; " "
510 PRINT AT 9, 20; INK 6; "AU:"; g; "  "
512 PRINT AT 10, 20; INK 3; "PT:"; p; " "
514 RETURN
600 REM === stairs down ===
602 LET e = e + 1
604 IF e > 10 THEN GO TO 1100
606 PRINT AT 12, 5; INK 7; BRIGHT 1; "DESCENDING..."
608 BEEP 0.1, -5: BEEP 0.1, -10
610 PAUSE 30
612 GO TO 40
700 REM === use potion ===
702 IF p <= 0 THEN PRINT AT 12, 5; INK 2; "No potions!   ": RETURN
704 LET p = p - 1
706 LET h = h + 10
708 IF h > z THEN LET h = z
710 BEEP 0.05, 12: BEEP 0.05, 15
712 PRINT AT 12, 5; INK 4; "Healed! HP:"; h; "  "
714 RETURN
750 REM === open chest ===
752 LET i = INT (RND * 4)
754 IF i = 0 THEN LET t = INT (RND * 5) + e * 2: LET g = g + t: PRINT AT 12, 3; INK 6; "Found "; t; " gold!     ": GO TO 770
756 IF i = 1 AND p < 3 THEN LET p = p + 1: PRINT AT 12, 3; INK 4; "Found a potion!   ": GO TO 770
758 IF i = 2 THEN LET t = INT (e / 3) + 1: IF t > w THEN LET w = t: PRINT AT 12, 3; INK 7; "Better weapon! +"; w: GO TO 770
760 IF i = 3 THEN LET t = INT (e / 4) + 1: IF t > r THEN LET r = t: PRINT AT 12, 3; INK 5; "Better armour! +"; r: GO TO 770
762 LET t = INT (RND * 3) + e: LET g = g + t: PRINT AT 12, 3; INK 6; "Found "; t; " gold!     "
770 BEEP 0.05, 10
772 RETURN
800 REM === combat ===
802 LET i5 = l(i)
804 RESTORE 1500
806 FOR c = 1 TO i5 - 1: READ i$, t, t2, t3, t4: NEXT c
808 READ i$, t, t2, t3, t4
810 LET i4 = n(i)
812 CLS
814 PRINT AT 0, 0; INK 2; BRIGHT 1; "COMBAT: "; i$
816 PRINT AT 2, 0; INK 7; "Your HP: "; h; "  Enemy HP: "; i4
820 PRINT AT 5, 0; INK 7; "A)ttack  F)lee"
824 PAUSE 0: LET i$ = INKEY$
826 IF i$ = "f" OR i$ = "F" THEN GO TO 870
828 IF i$ <> "a" AND i$ <> "A" THEN GO TO 824
830 LET c = INT (RND * 6) + 1 + a + w - t3
832 IF c < 1 THEN LET c = 1
834 LET i4 = i4 - c
836 PRINT AT 8, 0; INK 4; "You hit for "; c; "!    "
838 BEEP 0.02, 5
840 IF i4 <= 0 THEN GO TO 890
844 LET c = INT (RND * 6) + 1 + t2 - f - r
846 IF c < 1 THEN LET c = 1
848 LET h = h - c
850 PRINT AT 10, 0; INK 2; "Enemy hits for "; c; "!    "
852 BEEP 0.02, -5
854 IF h <= 0 THEN GO TO 1000
856 PRINT AT 2, 0; INK 7; "Your HP: "; h; "  Enemy HP: "; i4; "  "
858 PAUSE 20
860 GO TO 820
870 IF RND > 0.5 THEN PRINT AT 8, 0; INK 6; "You escape!      ": BEEP 0.05, 10: PAUSE 20: CLS: RETURN
874 PRINT AT 8, 0; INK 2; "Cannot flee!     "
876 LET c = INT (RND * 6) + 1 + t2 - f - r
878 IF c < 1 THEN LET c = 1
880 LET h = h - c
882 PRINT AT 10, 0; INK 2; "Hit for "; c; "!        "
884 IF h <= 0 THEN GO TO 1000
886 PAUSE 20
888 GO TO 820
890 PRINT AT 12, 0; INK 4; BRIGHT 1; "VICTORY!"
892 LET n(i) = 0
894 LET g = g + t4: LET q = q + 1
896 BEEP 0.1, 12: BEEP 0.1, 16
898 PRINT AT 14, 0; INK 6; "Gained "; t4; " gold"
900 IF i5 >= 3 AND RND > 0.5 THEN LET t = INT (e / 3) + 1: IF t > w THEN LET w = t: PRINT AT 16, 0; INK 7; "Dropped a weapon! +"; w
902 PAUSE 30
904 CLS
906 RETURN
1000 REM === death ===
1002 CLS
1004 PRINT AT 6, 6; INK 2; BRIGHT 1; "YOU HAVE FALLEN"
1006 PRINT AT 8, 4; INK 7; "Floor: "; e; "  Kills: "; q
1008 PRINT AT 10, 4; INK 6; "Gold: "; g; "  Turns: "; b
1010 PRINT AT 14, 6; INK 7; "Press any key"
1012 BEEP 0.2, -10: BEEP 0.2, -15
1014 PAUSE 0
1016 GO TO 15
1100 REM === victory ===
1102 CLS
1104 PRINT AT 4, 3; INK 7; BRIGHT 1; "THE HEART OF DORIN!"
1106 PRINT AT 6, 2; INK 6; "You found the ancient"
1108 PRINT AT 7, 2; INK 6; "heart and restored Dorin!"
1110 PRINT AT 9, 4; INK 7; "Floors: 10"
1112 PRINT AT 10, 4; INK 7; "Kills: "; q
1114 PRINT AT 11, 4; INK 6; "Gold: "; g
1116 PRINT AT 12, 4; INK 7; "Turns: "; b
1118 PRINT AT 16, 6; INK 7; "Press any key"
1120 BEEP 0.1, 12: BEEP 0.1, 16: BEEP 0.2, 19: BEEP 0.3, 24
1122 PAUSE 0
1124 STOP
1500 REM === MONSTER DATA ===
1502 DATA "Rat", 4, 1, 0, 2
1504 DATA "Goblin", 8, 2, 1, 5
1506 DATA "Skeleton", 12, 3, 2, 8
1508 DATA "Troll", 18, 4, 2, 12
1510 DATA "Wraith", 15, 5, 1, 15
1512 DATA "Dragon", 30, 6, 4, 50
1600 REM === find empty cell ===
1602 LET t = INT (RND * 14) + 2
1604 LET t2 = INT (RND * 14) + 2
1606 IF d(t2,t) <> 0 THEN GO TO 1602
1608 IF t = x AND t2 = y THEN GO TO 1602
1610 RETURN
1700 REM === pick monster for slot i ===
1702 IF e <= 3 THEN LET t = INT (RND * 2) + 1: GO TO 1720
1704 IF e <= 5 THEN LET t = INT (RND * 3) + 1: GO TO 1720
1706 IF e <= 7 THEN LET t = INT (RND * 4) + 2: GO TO 1720
1708 IF e <= 9 THEN LET t = INT (RND * 4) + 3: GO TO 1720
1710 LET t = 6
1720 LET l(i) = t
1722 RESTORE 1500
1724 FOR c = 1 TO t - 1: READ i$, t2, t3, t4, t5: NEXT c
1726 READ i$, t2, t3, t4, t5
1728 LET n(i) = t2
1730 RETURN
1800 REM === inventory screen ===
1802 CLS
1804 PRINT AT 1, 5; INK 7; BRIGHT 1; "INVENTORY"
1806 PRINT AT 3, 2; INK 7; "HP: "; h; "/"; z
1808 PRINT AT 5, 2; INK 4; "Attack:  "; a; " + "; w; " = "; a + w
1810 PRINT AT 6, 2; INK 5; "Defence: "; f; " + "; r; " = "; f + r
1812 PRINT AT 8, 2; INK 6; "Gold: "; g
1814 PRINT AT 9, 2; INK 3; "Potions: "; p; "/3"
1816 PRINT AT 11, 2; INK 7; "Weapon bonus: +"; w
1818 PRINT AT 12, 2; INK 7; "Armour bonus: +"; r
1820 PRINT AT 14, 2; INK 6; "Floor: "; e; "  Kills: "; q
1822 PRINT AT 16, 2; INK 7; "Turns: "; b
1824 PRINT AT 20, 4; INK 7; "Press any key"
1826 PAUSE 0
1828 CLS
1830 RETURN
2500 REM === title screen ===
2510 PRINT AT 3, 4; INK 7; BRIGHT 1; "DUNGEONS OF DORIN"
2520 PRINT AT 6, 2; INK 6; "Descend ten floors of"
2525 PRINT AT 7, 2; INK 6; "darkness. Find the Heart."
2530 PRINT AT 9, 2; INK 7; "Q/A = up/down"
2535 PRINT AT 10, 2; INK 7; "O/P = left/right"
2540 PRINT AT 11, 2; INK 7; "H = use potion"
2542 PRINT AT 12, 2; INK 7; "I = inventory"
2550 PRINT AT 14, 2; INK 5; "Monsters grow stronger"
2555 PRINT AT 15, 2; INK 5; "on deeper floors."
2570 PRINT AT 17, 2; INK 4; "@ = you  M = monster"
2575 PRINT AT 18, 2; INK 4; "> = stairs  $ = chest"
2580 PRINT AT 20, 6; INK 7; "Press any key"
2590 PAUSE 0
2595 CLS
2598 RETURN

How It Works

Line 606 prints “DESCENDING…” in bright white before generating the new floor. This message serves two purposes: it tells the player something is happening (generation takes a moment), and it marks the transition as a significant event. The pause and sound effect from line 608 give the moment weight.

The dungeon array d(16,16) is overwritten entirely on each new floor. The visibility array v(16,16) resets to all zeros. Monster arrays are repopulated. The player position moves to the first room of the new layout. Everything about the previous floor is erased.

Design Constraints

Storing the complete state of all ten floors would require ten copies of the dungeon array (2,560 cells), ten visibility arrays, and ten sets of monster data. On a 48K Spectrum, this is possible but expensive — roughly 5-6 KB of variable storage. More importantly, it adds complexity: the player would need to navigate between floors, the game would need to track which monsters on which floor are alive, and the generation code would need to run once per floor rather than once per descent.

The one-way approach is simpler and creates better gameplay. Rogue — the game that defined the genre — worked the same way. Each floor is a one-shot challenge. The player must make the most of every room and every chest before moving on. There is no backtracking to a previous floor to farm gold or find a missed potion.

Communicating the Constraint

The “DESCENDING…” message and the descending tone tell the player this is a significant, irreversible action. The game does not ask for confirmation — stepping on stairs immediately triggers the descent. This is intentional. Adding a “Are you sure?” prompt would break the pace and imply that descending is risky. It is not risky — it is inevitable. The only question is whether the player has explored enough of the current floor first.

The Tension of Depth

Each floor deeper is a commitment. The player stats carry forward, but the dungeon does not. A player who finds a fountain on floor 3 cannot save it for floor 7. A player who avoids a tough monster on floor 5 will never face that specific monster again (though similar ones will appear on later floors). Every decision is final within the context of each floor.

This finality makes exploration meaningful. When the player finds the stairs, they face a genuine choice: descend now, or explore more of the current floor for chests and monsters. More exploration means more potential loot but also more damage. The right time to descend is when the floor has given what it can.

Try This

Add a floor completion percentage. Count how many floor cells the player has seen versus the total non-wall cells. Display “Floor explored: 73%” on the status panel. This gives the player data for their decision about when to descend.

Track total cells explored. Sum the explored percentage across all floors for a final stat on the victory screen: “Total exploration: 64%.” Completionists will want to push this higher.