about which I've written before.
Perhaps unsurprisingly, TSR lent the Dungeons & Dragons name to an electronic game produced in 1980 by Mattel. Mattel, you'll remember, would later produce video game cartridges for its Intellivision system that were also tied to D&D (or, rather, AD&D). Called a "computer labyrinth game," it consisted of a large electronic "board," metallic pieces to represent two warriors, a dragon, and a treasure, and plastic pieces used to represent the walls of a dungeon. The walls of the dungeon (or "labyrinth," as the game calls it) were generated randomly by the game and could only be discovered by exploration. Each square of the board had a touch-sensitive pad on it. As you moved your warrior, the board would beep in various tones to indicate what you discover, including the walls of the labyrinth. Thus, as you moved across the board, you were also mapping out the dungeon with plastic pieces.
The goal of the game was to discover the treasure hidden within it and take it back to your "secret room," which was a player-selected starting point. Guarding the treasure was the dragon. The dragon began the game asleep in his lair, but he would "awaken" if the game detected any warrior within a few squares of his location. Once awoken, the dragon would then begin to seek out the nearest warrior and attempt to wound him. The dragon could fly and thus go over walls and other obstacles that a warrior could not. Every time he successfully finds and attacks a warrior, that warrior's movement rate per turn is lessened and he must return to his secret room immediately. Take four wounds, though, and your warrior dies and you are out of the game (or lose, if you are playing it solo).
Limited though it was by today's standards, the game nevertheless had a lot of versatility and options. There was, for example, a "basic" and "advanced" version of the game, with the advanced version adding secrets doors, for example. There was also player vs player combat, something that inevitably occurred, since there was only one treasure. Stealing it from the other player was thus an acceptable way to win. As noted above, the game could also be played solo -- you against the computerized dragon. That feature alone made it extremely enticing to me, though I never owned a copy myself. The game retailed for close to $50 in 1980, which was a princely sum. My friend -- the same one who owned the Intellivision -- had a copy, though, and so I played it as often as I could.
The Dungeons & Dragons Computer Labyrinth Game would likely not hold my attention for long these days, except as a curiosity. Still, I retain a great fondness for it, mostly because it's an artifact from a bygone age, back before video games were ubiquitous and when "electronic" was an adjective that described The Future.