![the lost caves of kroz the lost caves of kroz](https://www.giantbomb.com/a/uploads/screen_medium/1/15693/616313-showscreen_1_.jpg)
It was later expanded to consist of seven episodes, with only the first episode distributed as shareware, and the rest available commercially. The game was originally distributed as shareware.
The lost caves of kroz Pc#
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. The game was implemented entirely in the 80×25 16 color CGA text mode of IBM PC compatibles, using various characters in the computer's character set, as well as different colors, to present a "graphical" environment. Later games in the series were written in Turbo Pascal 5.0. Kingdom of Kroz was written in Turbo Pascal 3.0. Miller, fond of including backwards words in his games, came up with the name by spelling Zork backwards. 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. The Kroz games were inspired by an earlier dungeon crawling game, Rogue. 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. 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. The character's main defense consists of whips which can be used to kill monsters and destroy certain walls however, each whip can only be used once. The player character collects gems as they go each time a monster touches them, they lose a gem and the monster dies. The object of the game is to survive numerous levels of attacking monsters and ultimately find the priceless Magical Amulet of Kroz.