Battle sequences have additional features including weapons which can be dropped, broken, thrown or taken away by enemies.
An early encounter with the innkeeper of The Sword Inn may persuade the player to rent a small log cabin from him.
Some characters, such as a gorilla who attacks the player with a wooden club, are clearly presented as foes, while others are ambiguous.
The player is told that the situation has got worse recently, and a royal from the forest kingdom is missing, the crime being attributed to the desert king.
With two rich kingdoms at war, it is suggested that the player could take advantage of this and loot treasure from both sides.
As the game progresses, the player finds it a challenge to transport spoils back to the log cabin, and is forced at times to choose between carrying a treasure and carrying a weapon, both types of object being at risk of theft if left unguarded.
The game set out to add a level of realism through the addition of images, and complex characters.
At that time, access to the "massive machines" (by the standards of the day) needed to run the original adventure were limited.
The slowness of high level language code (Basic) on home systems ruled that out as a path, and there was no access to a FORTRAN compiler at the time.
The elements resembled the original, with a road, a building (containing useful items, such as keys and a lamp) being repeated.
All combat was designed as basic hand-to-hand style, with the player and other characters taking turns to trade blows.
Like similar games, characters have various limits, such as their maximum health and rate of healing, and the carrying capacity.
The graphics commands had to be heavily compressed due to the limited memory space budget.
To decode this efficiently, just 2 bits are needed to resolve "Move, Draw, Fill, "any other instruction" in an assembly language.
The game has several micro databases of information, representing the locations, objects which can be used, various creatures, and other data.
In most locations there are just a few words, but a detailed (bit packed) "exit database" is interpreted to make longer descriptions.
All of this compression was needed to fit the game within the 32k limit or the original BBC Micro system.
In later versions (such as C64), extra memory allowed for some longer messages in plain text for special game events and puzzles.
There is little or no information available on how magazines at the time compiled such charts, but the sales were clearly significant enough for the publisher to request the various ports listed, and to run many full page adverts for the game.
Most notable among them was a letter from the father of a blind child, who was able to play the game, thanks to the included speech synthesizer support.