Tabletop Simulator

Tabletop Simulator

57 ratings
Dark Tower
Game Type: Board Games
Number of Players: 1, 2, 3, 4
File Size
0.240 MB
Feb 26 @ 10:56am
Mar 5 @ 2:57pm
8 Change Notes ( view )

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Dark Tower

Here it is… this is the big one! Follow your scout, feed your beast, and crank up the 1812 Overture! My Tabletop Simulator mod for February 2017 is none other than Milton Bradley’s 1981 sued-out-existence classic, DARK TOWER!

(And all I had to do was teach myself Lua, Blender, and Unity animations and asset bundling… no sweat!)

Although the manual has mostly been transcribed into the notebook (edited for changes), Geek Vintage has a PDF here:

Wherever I could, I’ve re-mastered the graphics on the Tower and on the board, and I’ve cleaned up any noise on the sounds. The Dark Tower itself isn’t a perfect re-creation, but I tried to make slight changes to the shape of it to make virtual play a little easier… the keypad is now convex instead of concave, for example. Please try to pick up the Dark Tower only from the bottom flared base; the AssetBundles are connected to it with Joints, which I’ve found to be unpredictable when going from B-to-A rather than A-to-B. The Tower is a OBJ mesh with five Unity AssetBundles joined to it: one sound block, one display core, two LCDs (which I plan on releasing separately in the Workshop for others to use), and one “blink screen” that goes over the LCDs and simulates them blinking. The keypad itself has GUI buttons just below the surface.

There are some changes between the actual board game and this Tabletop Simulator version (these are also written in the notebook):

* In the DARK TOWER board game, the players are P1, P2, P3, and P4. In this TTS version, the players are determined by filled seats, and are represented by R (Red), B (Blue), Y (Yellow), and G (green); the colors of the seats correspond to the colors of the kingdom crests. This allows for drop-in/drop-out play. Because there is no need to select the number of players at the beginning of the game, the level selection phase is followed by a selection of which player should go first (R1, B1, Y1, or G1).

* The scorecards are now interactive. Hovering over WARRIORS, GOLD, or FOOD on your scorecard will display the value in a popup. The other inventory items will light up when acquired, and darken when spent. Scorecards of vacant and vacated seats will darken, and will light up again when the seat is occupied.

* The PEGASUS token is now a button on the scorecard. To spend your PEGASUS token, press the PEGASUS button on your scorecard at the beginning of your turn. The Tower will display the PEGASUS, and will wait for confirmation. Press the YES/BUY button to spend your PEGASUS; its light will darken on your scorecard. If you change your mind, press the NO/END button.

* Because the Tower in TTS knows if a player currently possesses a PEGASUS token, it will not award that player a PEGASUS as treasure if they already possess one.

* In the DARK TOWER board game, if a player received a WIZARD as treasure and CURSED another player, and then pressed the CLEAR button to cancel the move as illegal, the CURSE would still be in effect. In this TTS version, the CURSE is lifted.

* In the DARK TOWER board game, if a PEGASUS token is spent on a CLEARED illegal move, the rules state that the player must return to the previous space, but the rules never state whether or not the player gets their PEGASUS token back. In this TTS version, they do not. Also in TTS, the player's pawn will be returned to the previous space automatically.

* In this TTS version of DARK TOWER, if a MOVE results in being LOST, the player's pawn will be returned to the previous space automatically.

* In this TTS version of DARK TOWER, if a FRONTIER is attempted with a KEY MISSING, the player's pawn will be returned to the previous space automatically.

* In this TTS version of DARK TOWER, if the HAGGLE button is pressed any time other than during a BAZAAR negotiation, it will toggle the buildings between their authentic board game colors and the seat colors.

* In the original board game, the Riddle of the Keys would be identical for all players; one could block the view of the tower screen from the other players while solving the riddle. In Tabletop Simulator, the other players can position their cameras anywhere, and so the screen cannot be blocked. Tabletop Simulator could blindfold all of the other players during while one is solving the Riddle of the Keys, but then that player could alter the game board, which is something that wouldn't happen in the original board game. Therefore, the solution for this TTS version of DARK TOWER is to give each player a different Riddle of the Keys combination.

I tried to playtest this as thoroughly as I could, but if you find any bugs, I’ll be watching this space.

I definitely have a new-found appreciation for the code of the original Dark Tower, which is surprisingly sophisticated for the time (the programmer is believed to be Vince Erato, inventor of another keypad toy, the Big Trak). There’s a lot to juggle… food reserves, gold encumbrance, keeping a short history for the Repeat button, a robust inventory, and rogue invalid button presses.
Popular Discussions View All (2)
Apr 21 @ 6:43pm
Bug Reports
Mar 5 @ 2:50pm
The Algorithm
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Brycen Apr 20 @ 8:12pm 
Go then, there are other worlds than these.
GoblinTown Mar 18 @ 6:48am 
Wow. I got this game for Christmas as a kid and loved playing it. Never thought I would get the chance to play it again. Thank you for working on this!
Corrodias Mar 15 @ 4:59pm 
I don't know if TTS's physics engine is detailed enough to be up for that task. :( But neat, I remember seeing advertisements for that game, as a child.
[SIA]Jacktropolis Mar 15 @ 4:26pm 
Gazoxtahagen, may I suggest a game you could make into TableTop Simulator? It is a game called, "Fireball Island." This game was made in 1986 and is VERY expensive in today's years.

This game is about 4 players trying to move their peices to the top of the mountain and grab the jewel up top. The game incorperates cards when indicate whether a fireball gets dropped through a set path which can change the game for the rest of the round. Players can get knocked into ditches, bridges can be knocked over, etc. The fireballs come from a statue at the top of the mountain.

Here are links incase you want more info:

Volg Mar 9 @ 10:40pm 
just found a PDF on hasbro website...

it says the keys are random selection for the first and second keys shown...
Volg Mar 9 @ 10:29pm 
on the topic of the keys... my game definatly selected a random key for the first key, then you say yes or no, and then it selected a random key for the second key as well. there was no way for another player to get the combo wihtout seeing the screen. there may be different firmware versions of the game however if somone is reporting otherwise.
Volg Mar 9 @ 10:25pm 
sounds cool... have a paypal? ill donate to stop thief. and as for pawns what did they look like i forget... guress i should go google it. however i was a D&D player so we always used my painted miniatures for the pawns and dragon any way... actually could you adapt your script to make what ever "object" is dropped on the citidel become the pawn? then we could just use what ever pawns the player wanted and still have all the scrip support.
Gazoxtahagen  [author] Mar 9 @ 6:59am 
@Volg I'll definitely look into it... I'd probably need to get a copy on eBay, and they're going for around forty bucks. I've already got my mods for March, probably April, and possibly May scheduled, but this looks like it could be fun to adapt!

Speaking of blowing cash on eBay, I am still looking into eventually bringing in the actual Dark Tower pawns... I just have to buy them.
Volg Mar 9 @ 4:43am 
just a request here as this brings back memories from my child hood. we had another one of MB electronic games called "Stop thief" could you also recreate this one?
Gazoxtahagen  [author] Mar 5 @ 2:27pm 
@Lordstevenson, the negative-Warriors bug should now be fixed. Thank you so much for your feedback!