2400 A.D.
Post-apocalyptic RPG set in an alien-controlled police state.
Wikipedia / Wikimedia Commons
2400 A.D. is a role-playing game from 1987, created by Chuck Bueche and put out by Origin Systems. It first came out on the Apple II, and later that year a version for IBM PC compatibles followed. Sales were weak, which led to the cancellation of a planned Commodore 64 port and a sequel called 2500 A.D.
The story puts you in a post-apocalyptic setting as a regular person from the city Metropolis on Earth. The city has been taken over by an alien race called the Tzorgs, who use robots to keep everyone in line under a police state. Your goal is to find and join an underground resistance group, then free the humans of Earth by destroying the robots' central control. Getting caught by the robots lands you in prison.
Gameplay works like the Ultima series, also from Origin Systems. You see everything from a top-down view. To do things like search, open, or talk, you press the matching key on the keyboard. Fights happen on the same screen as exploration—you press A for attack and a directional key to aim. The whole game takes place inside the city, with streets and buildings to explore, items and weapons to buy, and people to talk to.
The package came with a big fold-out city map. A Commodore 64 port was started but dropped because the Apple II version sold poorly.
In 1988, Computer Gaming World's Scorpia criticized the graphics and other problems with the game's structure and plot. She wrote that the game lacked intensity and was a disappointment, with almost no puzzles and hardly any challenge. In 1993, she called it "a science fiction cartoon pretending to be a real game" that might be okay for a lazy afternoon when you want something simple.
Chuck Bueche worked on a sequel, 2500 A.D., but poor sales of 2400 A.D. stopped its development.
- Release year
- 1987
Lore & Background
2400 A.D. was designed by Chuck Bueche and published by Origin Systems in 1987. The game originally launched for the Apple II, with an IBM PC compatible version following later that same year. Its plot places the player as a member of an underground resistance fighting to free the enslaved human population of Earth (specifically the city Metropolis) from the Tzorgs, an alien race that uses robots to enforce their rule. The ultimate goal is to destroy the robots' central control. The game is viewed from a top-down perspective and uses keyboard commands for actions such as search, open, and talk. Battles occur on the same screen as exploration, requiring the player to press 'A' and a directional key to attack.
Reader's Guide
2400 A.D. is notable as an early post-apocalyptic role-playing game from Origin Systems, the publisher of the Ultima series, which it resembles in gameplay style. The game was packaged with a large fold-out city map and three lead figures of heavily armed robot soldiers cast by Grenadier Miniatures. Despite these extras, the game received poor sales, which led to the cancellation of both a planned Commodore 64 port and a sequel, 2500 A.D. The Commodore 64 port was worked on by John Romero and later by Ocean Software programmer Allan Shortt, but was shelved at 85% completion. Reception was critical: Computer Gaming World's Scorpia in 1988 and again in 1993 criticized the graphics, lack of puzzles, and low challenge, calling it 'a science fiction cartoon pretending to be a real game.' The game's legacy is largely as a commercial failure that nonetheless represents an early attempt at a sci-fi RPG with a dystopian police-state setting.
Did You Know?
- A Commodore 64 port was started but shelved due to poor sales of the Apple II version.
- A sequel titled 2500 A.D. was halted in development because of poor sales of 2400 A.D.
The World of XK-120
2400 A.D. drops the player into a dystopian future on planet XK-120, where humanity has been subjugated by a tyrannical robotic race called the Tzorgs. The player character begins as an ordinary citizen in Metropolis, a once-thriving futuristic city now reduced to a police state patrolled by Tzorg enforcer robots. The central narrative thrust is one of liberation: the player must locate and join a secretive underground resistance movement working to free the enslaved population. The ultimate objective is to destroy the robots' central control system, toppling the Tzorg regime entirely. However, the path to freedom is fraught with peril. Rumors of the resistance circulate through the streets, but actively seeking out its members is extremely dangerous. If the player is caught by the patrolling robots, the consequence is imprisonment. This structure creates a tension between the safety of anonymity and the moral imperative to act, framing the entire experience as a covert operation against an alien occupation.
Combat and Exploration
The gameplay of 2400 A.D. draws clear stylistic parallels to Origin Systems' own Ultima franchise. The entire experience unfolds from a top-down perspective, with the player navigating the sprawling streets and buildings of Metropolis using keyboard commands—search, open, talk, and similar verbs triggered by pressing corresponding keys. Combat is integrated directly into the exploration screen rather than shifting to a separate battle view; the player presses the A key to attack and a directional key to aim at a target. Beyond combat, the city offers a layer of role-playing interaction: shops where items and weapons can be purchased, and non-player characters to converse with. The game is set entirely within this single urban environment, with no travel to distant regions. This contained, city-based design gives the world a dense, claustrophobic quality, reinforcing the sense of a population trapped under occupation with no escape beyond the city limits.
Production and Physical Packaging
Designed by Chuck Bueche and published by Origin Systems in 1988, 2400 A.D. launched first on the Apple II before an IBM PC-compatible version followed later that same year. What made the physical package stand out was its inclusion of a large fold-out city map and a trio of lead miniature figures depicting heavily armed robot soldiers, cast by Grenadier Miniatures. These tangible accessories gave the game a tabletop-RPG flavor that went beyond the typical software box of the era. Behind the scenes, the project also intersected with the career of John Romero, who was working on a Commodore 64 port at Origin. However, weak sales of the original Apple II release led to the C64 port being shelved, and Romero departed Origin in June 1988. The port was later revived under Ocean Software, where programmer Allan Shortt pushed it to roughly 85 percent completion before it was ultimately cancelled.
Critical Response and Unfinished Futures
The critical reception of 2400 A.D. was decidedly unfavorable. In 1988, Scorpia of Computer Gaming World panned the title's graphics, structural weaknesses, and plot, calling the game a disappointment that lacked intensity, contained virtually no puzzles, and offered little in the way of genuine challenge. The criticism was not softened with time; in 1993, Scorpia revisited the game and described it as a science fiction cartoon pretending to be a real game, suggesting it might suit a lazy summer afternoon or a rainy day when the player wants something mentally undemanding. The commercial failure had concrete consequences for the franchise's future. Bueche had already begun work on a sequel titled 2500 A.D., but poor sales of the original forced Origin to halt development entirely. Combined with the abandoned Commodore 64 port, the game's brief commercial life effectively ended any prospect of expansion, leaving 2400 A.D. as a single, unsequenced entry in Origin's catalog.
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