Showing posts with label Quest - AD&D. Show all posts
Showing posts with label Quest - AD&D. Show all posts

Saturday, October 25, 2025

Heroes Of The Lance






Dungeons & Dragons!

Heroes of the Lance is based on the fantasy role-playing game Dungeons & Dragons, taking place within the Dragonlance era (credits Margaret Weis and Tracy/Laura Hickman). The Atari ST game was released in 1988 by U.S. Gold for Strategic Simulations Inc. and is not an RPG game. It's more or less all action.

The ST has three Dragonlance games, but I (somehow) decided to play the third game first, Shadow Sorcerer. It's no biggie, but it's sometimes nice to play games in order, so I apologise for jumping ahead. Anyhow, shall we pretend that this mishap never happened and boot up Heroes Of The Lance? I hope you said yes!

The first of this ST trilogy takes place during a time when an evil queen (Takhisis) rules with her band of not-so-merry Draconians. There are eight hopeful heroes ready to battle against this tyranny by recovering the Disks of Mishakal. These floppies(!) are protected by a dragon called Khisanth, who needs slaying. The disks should help to please the ancient gods and defeat the queen. Humorously, the manual states that they are only heroes once they've defeated Takhisis! Well, that's true, I guess, but kinda mean if you ask me!

First things first, let's view the different companions with more information...



I adore the 'digitised' appearance of the characters. Excellent pixel art!!




Before we begin

You heard me right earlier: this is an action game with whispers of an RPG backbone. The manual makes damn sure you understand that Heroes Of The Lance is not an RPG by mentioning it more than once!

The focus here is on fast-paced joystick action, hacking and slashing your way through anything that stands in your path. You can still grab items, uncover secret rooms, and cast magic. Don’t expect an RPG in the traditional sense, though: no character creation, stat juggling, or level-ups through a sprawling world of lore. At its heart, it’s pure, unadulterated action, sprinkled with just enough RPG to add the right tone.

With that out of the way, let's see a screenshot taken in the grungy dungeon...



This fella looks like a black knight, but it wasn't tough to kill, so now I feel brave!




Play the game

I find it interesting how everything works with a combination of a split-screen using both a joystick and a mouse (for the menu). At the top of your screen is a representation of the dungeon where all the gory action occurs, with the bottom part offering a direction compass and access to each of our eight brave warriors.

All eight companions are located in two rows in the lower part of the screen. Each can be moved at any time, and only those on the top row can participate in the action. The "active character" will be the one in the left slot on the top row. Those on the bottom row will follow but cannot take an active part (safe from damage).

Your interaction is controlled via a joystick and expanded by a menu system accessed by hitting the spacebar. This pauses the game and offers a wealth of options, like transferring characters, picking up items, healing members of the team, slinging a spell, and the like. Exiting this menu resumes play, along with executing the command you have issued, like firing a magic missile. It's quite a brilliant system.

However, that doesn't mean you can jump straight in. When you begin, Heroes Of The Lance takes some getting used to. This is due to the sluggish joystick controls and the compass. Thankfully, it's not long before you realise you can run, which is great for swift exploration, avoiding some traps, and escaping would-be fatal encounters. Also, the screen scrolls horizontally, which fudges with my mind because the compass changes itself depending on the path we are actually walking (even though we're shown as walking sideways).

Once you have mastered the compass confusion, take time to look at your party and possibly rearrange people to suit your preference. Put someone big & beefy up front, but don't forget about the need for assistance in range, magic, trap detection, and so on. Have a play and practice killing a few monsters and using the menu system before properly beginning your quest.

The dungeon is a labyrinth of monsters and danger. The opening area has a chasm nearby, but walking to the edge will reveal a faraway monster. He can't hurt you, so why not practice casting spells to get the feeling of how that works? Traps like these are common, and there is no obvious hint to provide a warning. Running might escape falling rocks, but is there a member of the party who can help to detect traps? Is there someone to cast spells to see the invisible (this only works in the visible region of the current room)?

It pays to be slow and careful, as the dungeons are full of helpful and (umm) not-so-helpful items. Take time to examine any item, as it could be something that increases your score or something far, far more beneficial. Also, scrolls are invaluable and should be handed over to Raistlin. Some potions come in different coloured bottles: blue/green heal wounds, yellow boosts your confidence(!), and red makes monsters sluggish.

If your initial attempts are anything other than slow and vigilant, then you're a fool. Practice the controls and be ready to hit that spacebar whenever you are confronted. Collectively, your team has a powerful arsenal to help survive most battles, if not win. Learning who the right person to utilise is half the battle!

Okay, enough of my boring yapping and let's view another screenshot...



Bozaks are fast, so I used a spell to capture it. Now, move closer to kill the beast!!




Companions

Remember, your party is represented by two rows of four characters, with the top/left slot being your leader. This means there are three additional active members for possible magic, range, and clerical options. Well, depending on who you've chosen, of course. Check out your band of merry men and women...

  • Tanis – A level-headed leader; good in a fight but not a spellcaster.
  • Caramon – Big, strong, melee powerhouse; front-line brawler.
  • Raistlin – Frail but deadly spellcaster; keep him protected.
  • Sturm – Honourable knight; swings swords with courage and flair.
  • Goldmoon – Healer and support; keeps the party alive with divine magic.
  • Riverwind – Solid fighter; can guard the party and dish out attacks.
  • Tasslehoff – Mischievous Kender; finds secrets and items, but is pretty much fragile.
  • Flint – Sturdy dwarf; tanky front-liner who hits hard and deserves a front row place?

Right then, we need to break up this yapping with another screenshot, so here you go...


This area poses a threat - how do I get across the chasm that blasts out magic?




Monsters

There is a huge range of monsters in the Dragonlance universe. Some have dubious AI that made me wonder what's going on when they are slow to attack or seem bemused (then again, easy kills!!). Having said that, others are often very proficient opponents, utilising magic, fast attacks, and swift movement. They're creepy and they're kookie, but let's check some of the monsters that have killed me more than once...

  • Human Thugs – Basic enemies that you should kill quickly.
  • Baaz/Bozak – Draconians that have an extra trick up their sleeves even when dying.
  • Spiders – Creepy arachnids that can attack very fast.
  • Black Knights – Armoured warriors with strong melee capabilities.
  • Trolls – Extremely tough creatures that will take teamwork to defeat.
  • Aghar – Aggressive dwarves are a pain, but wait, we have Flint!
  • Wraiths – Ethereal beings that drain health and have good protection from melee.
  • Dragons – Powerful creatures that can run faster than Usain Bolt.
  • Spectrals – Powerful ghosts, so magic is your only answer!

This RPG (oops), this action game is full of monsters! Let's take a break for a screenshot...



Oh no, a dragon!! Yup, this is me, running away like a coward!




Handy tips

  • Remember, placing Goldmoon and Raistlin on the top layer means they can assist.
  • Use someone strong as your active character. Is Caramon a good choice?
  • Smaller enemies are hard to hit, except for Flint, for obvious reasons.
  • If someone's health is suffering, put them on the back four to keep them safe(r).
  • Different characters can alter performance. For example, Flint is quick, and Raistlin can float.
  • Hit detection is flimsy, so practice getting the correct space between you and the enemy!
  • Spells aren't stackable, but menu commands can be timed to compensate.
  • Running might avoid some traps, but you won't escape damage from nearby enemies.
  • Then again, death does mean they've dropped their goodies on the floor!
  • Keep an eye on the compass for exits and possible secrets.
  • Goldmoon's staff is more precious than you might first believe.
  • Learn to use that compass.
  • Not the bravest adventurer? Run away, heal, and then return.
  • Save regularly. Save. Save. Save!!

There you go, I love big tips, me. With that in mind, let's pause for yet another screenshot...



This is the first secret room, and the magical waterfall cures everyone's injuries!




Aesthetics

Heroes of the Lance looks great; the dungeon’s gothic, medieval mood is perfect. Both the companions and monsters are beautifully drawn and nicely animated. Where it wobbles is the scrolling; it's average at best, but you soon discover that running compensates for the judder experienced when slowly walking.

The audio is strong with a cracking title tune that is perfectly apt for the adventure ahead. Things are different in-game with no background music, which is good. Instead, sampled effects for the hits, yelps, spell whooshes, and the odd clatter of falling rocks. Sparse, yes, but the samples are good and very satisfying.

Unless you're a crawler, you might disagree with me. Let me know. Hey, it's screenshot time...



We have valiantly braved the dangers and found the exit to the next level.




CryptO'pinion

I think the essence of what Heroes of the Lance sets out to do is ambitious, and anyone after a serious challenge will lap it up. It's brutally hard, though, and the endless waves of enemies can be annoying. Especially if you didn't spend a few minutes to grasp the fudgy sword controls before setting off on your quest.

As it's not an RPG (arghh) without the levelling/progression/etc/etc, exploration is key to your success, so look for helpful items and hidden secrets. Alongside all this, your thoughts and actions cannot be static, as you are always questioning who and what is best for any given moment, by adjusting your party/skills.

Will I ever make it to Khisanth’s lair and reclaim the Disks of Mishakal? Probably not. But that doesn’t stop me from firing it up for brutal sword-swinging, as I enjoy crawling through its infested dungeons. Also, I appreciate the lack of a linear path, which means it has a massive replay value. Heroes of the Lance isn’t perfect, but it’s far from the clunker some old magazines made it out to be, so I'm rating it a merciless 75%.

  • Zuul #225 is a superb menu disk over on Atari Legend.
  • Of course, this game is best from your hard drive thanks to 8BitChip.
  • Our Quest sections now include an AD&D group you might like to check out.


Dragons are strong. Made worse by a skeleton attacking from behind.
My team is toast, but don't underestimate this action/adventure!!

Monday, March 06, 2023

Shadow Sorcerer




Welcome to Krynn

Who doesn't love a good RPG with its story, lore, characters and creepy dungeons all whilst levelling up a character(s) you pray are up for the challenge. Yes, there's something extraordinary about losing your free time over something my missus recently described as "an antique game that nobody's interested in". Why I'm still with her, I'll never know.

Anyhow, here I find myself booting up a 32-year-old game by SSI/US Gold called Shadow Sorcerer, which is based in the DragonLance era of Advanced Dungeons & Dragons. This adventure is stuffed to the crust with quests and combat against demons, dragons, ogres, skeletons, and many more grotesque creatures. I guess I'm working backwards because it's the third game in the Dragonlance saga and follows on from Heroes Of The Lance and Dragons of Flame.

I've always had a keen interest in anything AD&D and find it ferociously interesting with compelling storylines. I love the mythology and the worlds where we battle against all kinds of dreaded enemies in the creepiest places. So, I'm going to kick off a long-term plan to play all the Atari ST Dungeons and Dragons from my own collection.

Before we crack on, let's take a look at the two primary screens you will be using in Shadow Sorcerer...



This is the world/wilderness map. It's basic, and only the mountains are displayed until you get moving.



This is the Tactical view, a beautiful isometric representation of your present location.




Preface

The land of Krynn was once a peaceful place, but no longer, thanks to Verminaard, who conquered with his Dragonian armies. Cheer up, we're in charge of the Companions of the Lance, and these plucky fellas have rescued a whole bunch of Refugees from the city of Pax Tharkas. The plan is to head south to safe territory, but Verminaard has ordered his troops to track us down. Can you keep the refugees safe and guide them to a secure place to call home?

As with any RPG, begin slowly in order to learn the basic mechanics of what makes the game tick (along with understanding its user interface and any other oddities). This prevents me from doing something stupid (well, in theory), but it's a good idea with Shadow Sorcerer because it certainly throws you straight into the thick of it, pulling no punches!!

As you saw in the screenshots, the Dragonlance world is viewed using two methods:

The first is a wilderness map used only to explore great distances throughout the land (whilst you're making notes, I hope). Use it to keep tabs on the refugees and also Dragonian troops. Each possible location is initially a grey hex tile and, as you travel, they reveal their environment in and around your current location. Tread carefully!

The second is a Tactical view which provides an isometric representation of your surrounding area. All battles are fought on this screen plus the ability to interact with party members, along with communicating with other characters you might stumble upon. It's here that you can find items, equip weapons and armour, and more.

Beginning your first game is a little daunting, so take time to check out the file menu and experiment with the user interface within the Tactical screen. It's here that four portraits of the party members are displayed - Tanis, Caramon, Goldmoon and Raistlin. Clicking each reveals their stats along with default options when under computer control.

It pays to experiment before playing properly, and here's a deeper look at what to expect...



Get out there and explore, you never know what you might find. Here is a sword carelessly left!



Now we're talking!! A safe(ish) haven with food to keep those miserable refugees off my back!




User Interface

Shadow Sorcerer has a pseudo-GEM feel, so it's a doddle to use. You spend a lot of time on the Tactical screen, and it's here that your party is shown at the four corners. Clicking on each portrait displays their personal attributes like Strength, Dexterity, and so on. Oddly, all stats cannot be altered in any way, which is a bit weird for an RPG.

Also displayed are the details for hit points, weaponry and armour class  - all these can change depending on your condition and with regards to clothing/weaponry you happen to find along the way.

Each character has default actions that the computer can assist with. Such as attack, range, spellcasting or running off like a chicken. Base your choice on strength and ability rather than everyone doing the same thing!

Clerics and Mages need to memorise spells. Clerics are great for Blessings, Protection and healing. A mage can be handy to detect invisible objects and can throw a mean fireball. Actually, that's a very powerful spell, tempting to use but dangerous to both enemies and friendlies alike. So beware! Possibly use Magic Missile instead?

You shall also notice a satchel icon; this is obviously the inventory and is probably the lamest part of the entire game because it's not very good. Sure, it shows you what is being carried and you can use, equip and exchange items with other party members. However, no details are given before deciding whether to equip, which I didn't appreciate.

Don't forget the GEM-like menu options at the top of the display. Here you can heal, regroup, review refugee status and exchange players - very useful after losing a companion who needs to urgently be replaced by another. The caveat is that it must be located with the refugee party. Yeah, I'm sure you can guess how annoying that might be?

Hey, it's not all fighting! Let's check out one of the early puzzles the game throws at you...



Not everything is as it seems, and some things require a little more than brute force...



Of course, the game then decides to kick you in your teeth whenever it gets the chance lol.




Ultimate play the game

Initially, the world map shows nothing but a mountain range and a yellow icon depicting your band of merry men. Beginning your expedition is easy; just click on the nearest tile that you'd like to move to. Now you will notice a grey icon - that represents the refugee party who slowly plod on, encumbered by their number, supplies, wagons, etc

Babysit these guys the best you can, but not at the expense of your progress - it's a balance of adventuring and keeping them content. You can interact with the refugees through their (groan) council, with which you can discuss, reason, or even threaten. I find they are happiest when fed and under the belief that I know what I'm doing (ahem). Disgruntled refugees might disband, leaving scattered groups which are more difficult to manage and protect.

Of course, everything is in real-time, and you shall note the day/night clock display at the top of the screen. Time applies to every aspect of the game, which took me some time for me to feel comfortable with, especially for conflicts, learning spells, crossing rough lands, etc. Hitting the + or - keys can speed/slow down game time and is very helpful.

Shadow Sorcerer's strength is in how easy it is to get out there and begin exploring. It's not that long until you see an alert for a 'chance encounter'. In fact, you see this a lot, but don't worry, it's not always a nasty brawl. Quite often, it's because there's someone or something nearby, and that could mean treasure or useful items. Yes, and many brawls!!

It's not all run and chase, as there are safer areas within Krynn. These are places to restock or shelter, so use them wisely, but not for too long. Watch out for side quests; these are a massive part of your adventure and are fruitful for several reasons (actually, they feel more of a necessity rather than an option). Along the way, you never know how many potential friends you might meet, so try communicating before raising your weapon. Might work, but be prepared!

Oddly, I fear Shadow Sorcerer tries too hard - not only are we limited in time, but encumbered by clans of refugees dragging their heels, and then there are the Draconians!! A part of me wishes things were toned down in the respect that refugees could have been a silent entity that we don't need to worry about or communicate with (except when repositioning for lost members). Plus, I thought that the Draconians broke free of Pax Tharkas far too soon.

Shadow Sorcerer has amused me many times, although I don't think it was supposed to? Hmm, maybe...



The UI is simple with instant access to abilities: fight, look, grab, talk, move and computer control.



You must learn to fight as a team. Don't go throwing a fireball spell if the enemy is too close... Ouch!!




Faith and Spells

There are two main spellcasters, Clerics and Mages. Each type has its own unique custom collection of spells with which to help the adventure thrive positively. That might be healing, protection, detection, or an act of aggression. Clerics are helpful people, so let's first take a look at some of my favourites they have on offer, which are always very useful...

Bless - this improves your attacking because, erm, you're blessed!
Cure Wounds - there are two levels for this much-needed spell to help those in trouble.
Find Traps - quite useful if you feel a bit unnerved about something you can't explain?
Dispel Magic - very useful and helpful but often overlooked and I can see why.


Mages, like Raistlin, can detect something invisible, which is really cool, and you'll be pleasantly surprised by just how much that comes in handy. I shall say no more without ruining things with an obvious spoiler like that!! I like to think he's the rock star of the clan with some rather excellent abilities lurking up his sleeve...

Magic Missiles - don't disregard this impressive attack that saves you getting too close.
Fireball - a powerful spell best used out in the open. Very dangerous.
Web - quite tough to master this one but very handy to snar your opponent.



Shadow Sorcerer always seems to hurl something unexpected your way. Shall we go inside?



Argh, it was a Dragon!! And it killed two team players before I could even react!




Big Tips

As with any RPG, each of us explores differently, and although Shadow Sorcerer is very easy to get into, that comes with a higher-than-expected difficulty. Here are a few basic pointers which I hope are worthwhile...

* The default party are a varied selection, stick with these guys for as long as necessary.
* Always heal your companions after each skirmish (via the menu option).
* In the Tactical screen, spread your men out wide to overcome troublesome obstacles!
* The fireball spell can be disastrous without due care. Is it worth it?
* Sometimes the text descriptions read a lot better than the tactical screen reveals. Think.
* Try to send the refugees to a safe area (an already visited part of the map).
* Keep the refugees happy so they don't split and panic!
* I was unsure whether or not to include this line, but I advise you head west as soon as possible.
* Computer control is good but there are times it's better to do it yourself. Most apparent with ranged characters, especially when it comes to magic. Maybe it's better to DIY?
* This might just be me, but I found the game far more responsive using real hardware rather than an emulator. No idea why, but it was and especially with the character screens.
* The manual has a good line, "...repetitive saving is not encouraged - take your losses like a man...". Superbly written but ignore that taunt and save regularly. I cannot stress that enough!!



With a replacement party, I hit the road only to be ambushed by Draconians.



Skeletons are very weak opponents. Look, Richard Gere has joined our party (top/left!)




Aesthetics

Let's start with the mediocre sounds... the introduction plays nice sampled music whilst it cycles through the different intro screens. However, there is very little else afterwards and only when using a weapon or performing magic is anything heard. That's fine for a game like this, but a subtle background chiptune would have been a great option.

Visually, things are very different, and Shadow Sorcerer is comprised of two primary screens...

- The map/wilderness screen is rather drab, but a practical way to identify your surroundings along with the location of Draconians and refugees parties. Basic, but completely functional and that's fine with me.

- The tactical screen offers a beautiful way to explore, be it hunting down treasures, commication or battling the Draconians. In fact, this isometric display is superb with great decor for the different environments you're gonna do battle in. The monsters are all gorgeously detailed ableit with humble animation. Love it!!


In this game, I explored the east, but it wasn't long before we were being chased by Draconions!



The Dragonian armies proved too much for me. I hope there's time to recruit new members!




The CryptO'pinion?

Shadow Sorcerer is a fantastic RPG, especially for novices (like me). It's also a great choice for those without much spare time because it's so easy to immediately jump straight into it. Travelling huge distances isn't a problem, and you will slaughter monsters and meet lots of creatures along the way. Every battle is in real-time (with pause), so it's fun working out a strategic victory using magic, range and melee. This RPG is gratifying in almost every respect!!

However, it's strange that the characters aren't levelled up as the main attributes are fixed. I never got a feeling of the progression of skillsets, so gameplay occasionally feels unbalanced. Also, I didn't like the baggage between the Companions - that didn't work for me. Plus, they struggle to navigate around objects as they're a bit daft!

Nevertheless, this is a compelling adventure with a tremendous variety of places to pillage and creatures to meet and beat. Although I doubt I will successfully escape the Draconians, I think this is a belting aRPG, albeit more for the amateur than a hardened player. Like I said earlier, it's very difficult and I feel they crammed in too much unnecessary content - chasing Draconians AND pleasing the fumbling refugees! Yep, the odds are steeply stacked against us.

I have heartily enjoyed Shadow Sorcerer and thoroughly recommend you take a stab at ransacking the lands of Krynn for yourself. It's not flawless, but most certainly a captivating and formidable Lite-RPG. Consider this the first in a series of Atari ST AD&D that I personally own, cherish, and will return to over the years. Imperfectly excellent.

Downloads can be found on floppy disk but I'd recommend this hard drive version. (thanks PP)

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