Main game
2.92 average rating based on 12 ratings
Also Known as AD&D: Cloudy Mountain, this 1982 Intellevision Exclusive is really a grandly inspired expansion of the kind of gameplay introduced in the renown 1979 classic Adventure for Atari 2600. (The game has a few key concepts that vary from that game however. The first concept is shooting:) You start out with three arrows and can fire them in 8 cardinal directions. This is not nearly enough as you tend to miss very easily and do not regain your arrows upon continuing a dungeon with your next life (lives depend on selected difficulty level). You must find quivers in dungeon exploration minigame to refill. The difficulty levels change the amount of arrows you gain on pickup (and this seems to be one 'skill' component of the game, that of shooting , the other being stealth in that you are evading enemies (many can simply be avoiding or outran) so it seems the key to this game is actual sneaking around enemies to find the particular kind of loot you are looking for. You need tools such as axes, boats and keys to get through world map obstacles. Keys open gates and axes let you travel through forests. You …
Also Known as AD&D: Cloudy Mountain, this 1982 Intellevision Exclusive is really a grandly inspired expansion of the kind of gameplay introduced in the renown 1979 classic Adventure for Atari 2600. (The game has a few key concepts that vary from that game however. The first concept is shooting:) You start out with three arrows and can fire them in 8 cardinal directions. This is not nearly enough as you tend to miss very easily and do not regain your arrows upon continuing a dungeon with your next life (lives depend on selected difficulty level). You must find quivers in dungeon exploration minigame to refill. The difficulty levels change the amount of arrows you gain on pickup (and this seems to be one 'skill' component of the game, that of shooting , the other being stealth in that you are evading enemies (many can simply be avoiding or outran) so it seems the key to this game is actual sneaking around enemies to find the particular kind of loot you are looking for. You need tools such as axes, boats and keys to get through world map obstacles. Keys open gates and axes let you travel through forests. You can guess what the boats are for.

Plan a path to Cloudy Mountain and then see what tools you have to have to actually get there. In this case we don't actually need ANY of the tools to get there, taking black mountains only (you can travel diagonally)
I wanted to like this game because I DO like and appreciate the meta strategy of gaining access to Cloud Mountain. I also think it's cool that it's a decent stealth game for it's time (probably the oldest stealth game I've played) The way mazes work makes you feel like you really are 'hiding' from enemies (instead of just running away from them, the way you do in games like Berzerk)

Dungeons are the real 'meat' of Cloudy Mountain
However, I found the shooting element quite bad here (For me its almost like a last ditch effort) and the stealth aspects while kinda forward thinking, make it VERY tedious to play. The fact when you fight, you fight in close quarters makes the game even harder. I also dislike how you actually have to press the clear button to pick up items rather them being automatically picked up.
So in conclusion we have a game:
-That took inspiration from a classic, bumped it up a level, and introduced new ideas not seen in it's day so much (stealth) and even combines genres a bit competently.
-Doesn't really excel at shooting. Doesn't really feel like role playing. Action is overall limited. (Jack of All trades, master of none)
-Is really hard. Has random dungeons for replay value (doesn't make it easier) Since every dungeon entails risk, best playthrough is to beeline through mountains requiring as few items to hunt for in dungeons only (locating exits only)
As is often the case of home video game titles from this era, Cloudy Mountain is an adventurous Intellvision exclusive that would be doomed to age not so well as it explored new concepts for its day, subsequently inspiring future games released after it's release. While the game is inspired by Adventure, it tries to turn the actual simple gameplay on its head (with limited success I argue) preserving only its item hunting and collection for unlocking progress through the same kind of item-based-gates that would continue to stick around in adventure games for decades.