GRADE YOUR TITLE
Dungeon Master II The Legend Of Skullkeep

Dungeon Master II The Legend Of Skullkeep

January 1, 1995

NTSC-U
Developer
FTL Games
Publisher
Victor Entertainment, JVC Musical Industries, Interplay Entertainment

Your collection

Add it to your collection and follow its value.

1 collector keeps it

Indicative market prices

EUR

Values based on global sales from the last 12 months · Values converted from USD at today's rate

Complete—
Like New / New—
Graded—
Loose—
Box Only—
Manual Only—

Price Trends

CompleteLike New / NewGradedEUR

No data available

Collectors

Who owns this game

These pieces live in the private collections of users who accept anonymous offers. Propose your price: the contact comes to TGM, we verify for you that the piece is declared correctly and bring you the collector's answer.

1 item

Dungeon Master II: The Legend of Skullkeep

Dungeon Master II: The Legend of Skullkeep

Sega CD · Video game

CompleteGoodNTSC-U
€24 to €50steady
EnglishAmerican
from €45

Game profile

Full description: Dungeon Master II The Legend Of Skullkeep

Dungeon Master established several new standards for role playing and computer games in general. Dungeon Master was a realtime game instead of the traditional turn-based approach that was prevalent until then. Instead of using text-based commands to interact with the environment, players directly manipulated objects and the environment by clicking the mouse in the enlarged first-person view. Abstract Dungeons and Dragons style experience points and levels were eschewed in favor of a system where the characters' skills were improved directly via using them. It also introduced some novel control methods including the spell casting system, which involved learning sequences of runes which represented the form and function of a spell's effect. For example, a fireball spell was created by mixing the fire symbol with the wing symbol. This kind of attention to detail and focus on the user interface was typical of the game and helped create an often captivating sense of craft and ingenuity. Other factors in immersiveness were the then-revolutionary use of sound effects to indicate when a creature was nearby, and (primitive) dynamic lighting.

Game profile

Multimedia

2 images