We’re stepping back in time in this latest Revisited column… to 1986 to be precise, and a tense situation on the Northern Ireland border, just a couple of days before Christmas.

Picture the scene: It’s late at night. My father, and his eldest son are both sitting on a Dublin-bound coach from Belfast about to cross the Northern Irish border back into the Republic. In the storage compartment above my Dad’s head is a modestly sized shopping caddy — or Granny Cart — filled with duty-free Christmas foodstuffs he’s deliberately crossed the border to the North to buy more cheaply, a common holiday custom in 1980’s recession-strapped Ireland.

Hidden at the bottom of the cart is a gaming console — the ZX Spectrum 128k+2 — the most expensive and exciting Christmas gift Santa will ever leave the 5 Griffin siblings, and one that will continue to resonate, in big ways and small, to this very day. But there’s a snag. British soldiers have boarded the bus. They have guns, and they look cranky. They’re here to complete a last minute border check for goods incurring duty charges. They’re willing to overlook boxes of cookies, and the odd Christmas cake, but smuggled electronics will definitely be confiscated.

There’s a tense stillness on the bus as its passengers silently consider their own booty, each wondering if they’ll be singled out for inspection. My autistic older brother is barely able to keep himself in check about the “Spectrum” and my beleaguered Dad is forced to step outside with his purchases to explain what his son is talking about. He is told to open the shopping caddy, and the soldiers cast a wary eye at its contents. It’s packed tightly to the brim with USA, Afternoon Tea, and Quality Street. It’s almost Christmas. Everyone is tired. Who knows what the kid with the Autism is actually saying? No one has the will to dig deeper into the cart. The passengers on the bus are growing restless and resentful and the soldiers more wary. No one wants a holiday incident. My Dad is allowed back on the bus with his hidden contraband, and we wake on Christmas morning to the sight of our very first computer console, unaware of the circuitous route Santa took it get it to us.

Adventure Quest

Along with the classics — Elite, Mikey, Chucky Egg, Panama Joe (known as Montezuma’s Revenge in the US), Paperboy, and others — is Jewels of Darkness, a trilogy of text adventure games developed by Level 9 Computing and published by Rainbird Software. (Rainbird coincidentally went on to publish Starglider, a space combat sim, and another of my favorite games from the 80’s.)

Jewels of Darkness was a landmark 1986 release for both the ZX Spectrum and Commodore 64, a compilation of previously individually released titles containing a series of “heavily-inspired” Tolkien elements and references that had to be stripped out for legal reasons to do the with Tolkien estate before being re-released. Comprising Colossal Adventure, Adventure Quest, and Dungeon Adventure, this trio of games, now reworked, retooled, and bundled together as a trilogy for the first time, offered a cohesive fantasy narrative across three distinct but interconnected adventures.

The middle of 3 sisters, I was awed and inspired to discover the gushing river in my older sister’s game was a thin trickle running through a gully in mine, and a dry dust bed in my little sister’s. This attempt at a unified vision across all three games, geographically at least, was simply unparalleled at the time.

Adventure Quest

Jewels of Darkness wasn’t the first text adventure game of its type. In fact, its first game in the series, Colossal Adventure, was actually a reimagining of the 1970’s classic Colossal Cave Adventure by Will Crowther and Don Woods. Colossal Cave Adventure was developed in 1975 for mainframe computers, and was widely recognized as the very first text-based adventure game. CCA drafted the first blueprint for interactive fiction, where players explored a virtual world (a cave system inspired by Kentucky’s Mammoth Cave) by typing text commands to navigate, collect treasures, and solve puzzles. The game laid the foundations for the entire adventure game genre for decades to come. There’s not an action adventure or RPG that doesn’t have Colossal Cave Adventure in its DNA somewhere.

Jewels of Darkness’ version — Colossal Adventure — was both an homage and an update to Crowther and Woods’ vision, faithfully recreating the original’s core structure, while expanding it with additional puzzles, an endgame sequence, and, in the 1986 Jewels of Darkness release for Spectrum and Commodore, static graphics and enhanced text descriptions. In one of many nods to the grandfather of all games, Colossal Adventure even included the “You are in a maze of twisty little passages, all alike” line from the original game.

Advenuture Quest, set in the same world, shifted focus to defeating the Dark Lord Agaliarept. It was both a more linear and puzzle-heavy game, demanding careful exploration and creative problem-solving. I had to write to Level 9 to request a solution in order to cross the vast desert (avoiding the giant sandworm) and gain access to the Black Tower on the other side. The code N, N, N, W, N, WAIT, E, E, E will forever be ingrained in my memory.

Finally, in Dungeon Adventure, the trilogy’s finale, players scoured the Demon Lord’s cave network for treasures post-victory. In many ways this third entry felt like the most original of the three games, with a darker tone and a more complex map that built on the previous games’ mechanics. Puzzles were more fun too. A statuette of a many-armed Goddess could be held aloft to brighten a dark and treacherous cavern, based on the logic many hands make light work.

In all three entries gameplay was consistent and revolved around text-based input, where players typed commands in response to the question WHAT NEXT? Specific commands could be typed to navigate, interact with objects, and solve puzzles. The parser, improved from earlier releases, allowed the player to type basic phrases such as GET LAMP. LIGHT LAMP. EXTINGUISH LAMP. CLIMB LADDER. EAT SANDWICHES. DROP GOLD and so on, but also to issue longer and more complex phrases like EXAMINE WATER BOTTLE THEN DROP ALL BUT RUSTY KEY. At the time, this run on series of commands was quite the flex! Players could also access their inventory using INV, reacquaint themselves with their environment with LOOK, save their game in progress and load it later with RAM RESTORE, take back a bad move with an OOPS command, and even choose to be resurrected in the event of death by misadventure.

The OOPS bad move/character resurrection commands were a novel addition for 1986 when games were often a merciless grind and a test of stamina and willpower that could break your heart. As a side note, Hideo Kojima’s 2025 Death Stranding 2: On the Beach garnered criticism recently for a similar inclusion in the form of a “Pretend you Won” option for tough boss battles. While some gamers feel modern titles are trending downwards with respect to skill in an effort to pander to the unskilled and unserious gamer, it’s worth noting the ability to pretend you didn’t die has been around for decades.

Such an interface may seem clunky in the extreme by modern standards, and there certainly was room for the occasional misinterpreting of commands. (GET RED ROBE might return I DO NOT KNOW WHAT YOU MEAN BY THE RED ROBED FIGURE FLEES UP THE CORRIDOR — a hint we’re about to meet a red robed figure fleeing up the corridor in the near future. At the time I found this parsing error hilarious and would spend a lot of time trying to get the game to accidentally spit out more spoilers with similar command structures). Likewise, some of the puzzles were illogical or overly obscure, while others were tediously basic. It was a mixed bag.

However, the trilogy’s scope, with hundreds of locations and intricate puzzles, truly was a deeply ambitious affair. Detailed prose and atmospheric settings immersed players in a rich fantasy world, despite the technical limitations of the time, and the games sought always to reward patience and creative thinking — the hallmarks not just of classic text adventures but modern puzzle-solving games too.

I feel a little embarrassed to be moving on to talk about graphics, because there were none. Or very little, at least. The ZX Spectrum version of Jewels of Darkness contained only occasional random static graphics — a stand of trees, a tall tower, a room displaying a series of doors — which added some spice to lengthy text descriptions. I believe the Commodore 64 version suffered from even less vibrant and even more more blocky visuals, if you can imagine such a thing. Looking back in 2025 at images for use in this article I can’t tell which looks worse, but I can tell you I don’t remember them looking bad at the time. Jewels of Darkness was a game series for players with vivid imaginations. For a 14 year old girl who had never seen a computer before, the rain-softened forests, imposing stone towers, vast sun-scorched deserts, and chilly damp caverns echoing with each footstep taken were as real as I wanted them to be.

Jewels of Darkness didn’t stand alone as the only text based entry of the 80’s. Other games such as The Hobbit, A Mind Forever Voyaging, The Pawn, and others were also capturing imaginations at the time. However, JOD distinguished itself by offering what other titles did not: a powerful novel parser, capable of handling more complex commands, an expansive trilogy structure integrating hundreds of locations across three individual games, and the addition of (albeit static) graphics. The overall effect was a mesmerizing sense of immersion beyond the text-only formats of its contemporaries — and all from an 8-bit system with just 128 kilobytes of memory. I was utterly enchanted.

It’s not only now that we can look back and recognize Level 9’s contribution to gaming. Jewels of Darkness earned high praise back then too. The Spectrum version received a 96% average score from prominent gaming magazines like Crash, Your Sinclair, and ZX Computing.

As an evolution of the first-ever adventure game, Jewels of Darkness stands as an iconic bridge between gaming’s past and present — a doorway between 1970s mainframe gaming and the burgeoning home computer market to come. Its fingerprints can be found across the great expanse of modern gaming, in everything from 1993’s Myst, to The Last Express (1997), The Talos Principle (2014), The Witness (2016), and right up to this year’s Blue Prince and Dead Take.

Dungeon Adventure

Its legacy endures in every puzzle solved, every world explored, and every story uncovered, inviting a new generation to discover the magic of interactive fiction. As we reflect on a timeless trilogy that shaped a genre, and will no doubt inspire future game makers to come, one question lingers, as it does for both game developers and players now and for one man then, standing nervously by the side of a bus all those decades ago: What next?

Our Score: 9/10. Jewels of Darkness remains a timeless trio. Brimming with ambitious verve and historical importance, and offering hours of puzzle-solving and exploration for patient players. While the Spectrum version edges out the Commodore 64 in polish, both deliver a nostalgic trip to the 1980s. For retro fans or those curious about gaming’s roots, it’s a must-play.

Genre: Text Adventure

Release Date: 1986

Studio: Level 9

Publisher: Rainbird

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