I remember Dungeon Master fondly, even if I never finished it. It was a <i>truly great</i> game. One silent aspect of that was probably the lack of scripted story. Just a few fragments of text on scrolls and a few more scattered around, chiseled on the walls. (Author notes that story didn&#x27;t really come into the play until the final level.)<p>The level that killed my interest was the annoying, slapped-on-for-malevolent-humour &quot;Zoom!&quot;. Everything until that point is a marvelous gaming experience, but the forced timing and counting based teleport field problem is a big misstep. In a game where sometimes returning to earlier levels was not only possible but also encouraged, facing that single funnel-like problem raised a terrible spectre of a thought: <i>&quot;I may need to go through that again&quot;</i>.<p>It killed the game for me.<p>But considering how massive an influence Dungeon Master had on a generation of gamers, it&#x27;s probably not a coincidence that the release of an indie game that promised the ability to relive the experience was was so eagerly expected. [0]<p>Oh, to have time to play again...<p>0: <a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Legend_of_Grimrock" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Legend_of_Grimrock</a>