Skip to content
Retro Game Database · Commodore 64

Goblin Towers

Retro Game Database · Commodore 64

Goblin Towers

Goblin Towers drops you outside a shrine-like abandoned cottage and asks you to earn every scrap of progress with typed commands. Its forest-to-castle treasure hunt has the right old-school pull: there is a rumored hoard somewhere ahead, goblins guarding it, and a full 160-point score daring you to explore more carefully.

This is a strict, keyboard-driven 1983 text adventure, complete with a parser that wants precise descriptions when two similar objects are around. If you enjoy testing nouns and commands until a stubborn puzzle finally gives way, its deliberate pace can be satisfying; if you want quick feedback or forgiving interaction, the three-part loading structure and exact wording will feel like hard work.

Platform:

Retro Replay Review

Gameplay

The opening has a clean, inviting purpose: investigate the cottage, work through the ancient wood, find the castle, steal the treasure, and get out. That direct objective gives Goblin Towers a stronger immediate hook than many old text adventures that leave you wondering what you ought to be doing. You know the destination early; the pleasure comes from charting a route to it and uncovering what each new area demands.

You play entirely through typed commands, and this is firmly a game for someone willing to slow down and think in sentences. Simple movement such as “Go North” gets you around, but the parser also accepts more involved instructions, including putting a red apple into a bucket. More importantly, it expects you to distinguish a metal bucket from another bucket when the situation calls for it. That specificity can make successful actions feel wonderfully concrete, as though you are actually handling the objects rather than selecting them from a list.

It also means frustration can arrive when your intention is clear to you but not phrased clearly enough for the game. Goblin Towers asks for careful observation, note-taking, and patience with wording; that is not a minor part of the experience, it is the experience. The 160-point maximum offers a useful sense of progress as you push deeper, though completion-minded players should be ready to revisit places and probe thoroughly rather than simply race toward the treasure.

The game loads in three parts, which further reinforces its stop-and-start, deliberate rhythm. That structure will not bother a text-adventure veteran who treats each section as another piece of a larger puzzle, but it makes this a poor fit for a casual session where you only want to wander and see quick results. Give it time, keep your commands precise, and the central treasure hunt has enough shape to reward persistence.

Goblin Towers — screenshot 1
Goblin Towers — screenshot 1

Graphics

Goblin Towers is entirely text based. The forest, the abandoned cottage, the castle, the goblins, and the treasure exist through written description and the picture you build in your own head, with the keyboard command line carrying the whole adventure.

Goblin Towers — screenshot 2
Goblin Towers — screenshot 2

Story

This is fantasy storytelling stripped to a strong old folktale frame: an ancient castle stands in an ancient wood, goblins guard a vast treasure, and you are the person rash enough to go after it. It is familiar material, but familiarity works in its favor. You never need a long explanation for why entering that castle is a bad idea or why you want to see what lies beyond its doors.

The cottage outside the woods adds a small but effective note of mystery. Local villagers maintain the abandoned building as a shrine, which gives the opening location more character than a generic starting room and hints that the forest has a history before you arrive. From there, the plot is carried by exploration rather than dramatic scenes: you uncover the route, move toward the castle, and try to leave with the prize.

Do not expect the narrative to carry you through on momentum alone. Goblin Towers is about the classic promise of a dangerous place and hidden loot, not a densely scripted tale. If that premise makes you want to investigate every object and passage, it does its job; if you need strong character drama or frequent plot turns, the story will feel thin.

Overall Experience

Goblin Towers has the stubborn charm of an early home-computer adventure that expects you to meet it on its own terms. Its best moments come when a careful command, a remembered detail, and a bit of exploration turn vague suspicion into actual progress. The game does not rush to flatter you, which makes each point earned feel like a small personal victory.

Its rough edges are equally clear. Precise parser expectations can turn a sensible idea into a wording exercise, and loading the adventure in three parts interrupts the flow. You have to enjoy that back-and-forth with the machine—trying, revising, and trying again—for the castle expedition to remain engaging instead of becoming a chore.

For fans of compact, traditional interactive fiction, Goblin Towers is worth a look for its focused treasure-hunt structure and unusually specific command handling. Go in ready to type carefully and make your own map of the woods and castle. The payoff is not modern convenience; it is the particular satisfaction of prying open an old puzzle box one command at a time.

Retro Replay Score

6.5/10

Additional information

Publisher

Genre

, , ,

Year

Retro Replay Score

6.5

Reviews

There are no reviews yet.

Be the first to review “Goblin Towers”

Your email address will not be published. Required fields are marked *