Sunday, July 09, 2023
Leviathan
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 prey 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.
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 is 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...
User Interface
Shadow Sorcerer has a pseudo-GEM feel so is 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 so let's check out one of the early puzzles the game throws at you...
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 wish 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 best happy 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. But 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 even 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 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 anyhow!
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 chasing Draconians!! A part of me wishes things were toned down in the respect that refugees could have been a silent entity who 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. Let's see...
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.
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.
Big Tips
* 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!!
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!!
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 many monsters and meet lots of creatures along the way. Every battle is in real-time (with pause) so it's fun working out a strategical 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 can occasionally feel 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 still 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.
You know, 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)
Saturday, February 18, 2023
Voodoo Nightmare
It's a jungle out there!
Palace Software released Voodoo Nightmare in 1990 and is an isometric action/puzzler not too dissimilar to the older Ultimate games I used to play as a kid on my ZX Spectrum. We are Boots Barker, a guy with a silly name and little good fortune, who went on an African holiday with his wife and best friend. Hang on, both his wife and best friend? Yep, I'm also getting a bad vibe and wondering what naughty things she has been getting up to behind his back!
Anyhow, they all went up for a ride in a hot-air balloon. Suddenly, but not surprisingly, he gets pushed over the side and falls into the deep jungle wilderness! Thankfully, he survived that horrendous fall but was left unconscious in the mud. He awoke to find that a medicine man had crammed a mask on his face and, try as he might, the thing wouldn't come off.
Our task is to find eight pins that we can stick into a voodoo doll of that African witch doctor to get the mask removed. These are earned by materialistically satisfying the five temple gods who each have a pin to provide. The rest are collected by completing jungle tasks - helping an injured native, feeding a monkey and finding a lion cub's mother.
These images I have taken from the game's manual, and brilliantly depict the outlandish narrative...
Now's my chance to be Sabreman?
We begin in the jungle, a beautiful place with lush green trees, an assortment of plant life and many dangerous animals. The wilderness is designed like a kinda like a turf maze, so getting around takes a little practice because you can easily make a wrong turn and feel lost. Wild animals are roaming but they only come out during the daytime - which is odd but also rather handy as you will later discover. The jungle is also home to native residents, shops, and (wait for it) casinos!
Okay, I gotta admit something, my first impressions weren't favourable and I didn't care for Voodoo Nightmare at all. After playing a game or two, I left it for several weeks because I didn't appreciate the concept of blindly wandering around a restrictive maze. I think a lot of this was also down to the control system and positioning my joystick at an awkward angle - something I never did in Knight Lore or Fairlight! Yep, this game didn't gel with me whatsoever.
Thankfully, I returned once I accidentally stumbled upon some screenshots that I had previously taken. These piqued my interest and I gave it a second chance - I even surprised myself by reading the manual. Yep, I did that. So, I decided to give it another go, just in case I happened to prejudge it too harshly and incorrectly. Sheesh turns out I had!
In light of that revelation, I think I better roll on with a selection of funky screenshots...
Out of Africa
So, the basis of the story is to simply collect 8 pins from each temple and some jungle tasks. Then we can end our masked torment by beating the living daylights out of that witch doctor! Sounds easy enough but it's a lot harder than you may think: each temple is home to a greedy god who must be showered in gems before giving up his pin.
The first is the Spider Temple, a maze of many rooms containing gems that we need. It's daunting with some inaccessible areas and locked doors. So this is where the puzzle elements come in - either killing a nasty beast, moving objects, or using teleporters. You are alerted for nearby gems in the status menu to make sure you don't miss anything. Once we have collected enough, the spider god can be visited who will cough up the first of our pins.
Not only that but she rewards us with the power to break webs so we can get out and discover more, like the jungle tasks. The first, that I found, was a lion cub who needed to be returned to its mother. This is just a case of heading back through the jungle to find Mom. But that's easier said than done thanks to the jungle being a maze of angry animals.
Yes, the jungle itself is a formidable force of nature and home to many animals and also natives who use poisonous blowpipes for varied effects - one of which is temporary blindness. The animals only roam during the day and can drain your energy unless you're quick to stamp on them - and they sometimes drop a plate of food. Very handy!
It's not complex whatsoever but it is a massive game. Wanna see more screenshots of stunning 16-bit artistry...
Shopping and nightlife
The jungle isn't like we saw as kids watching Tarzan. No way, this jungle has shops stuffed with helpful items like weapons and maps. These places are only open during the daytime and are manned by Romero. He's a nice chap and has several of his Supply Huts dotted around different parts of the jungle. Shop around to find specific items.
Wanna know what you just purchased? Hit the spacebar to reveal the inventory and use the joystick to choose an item. I would first advise purchasing a weapon which makes it much easier to kill those nasty animals roaming the jungle. However, this does mean you can no longer jump which makes no sense but it's easy alternating between items.
During the night, casinos open their doors to anyone wishing to try their luck. That's right, we can gamble away our warez by taking a chance in the jungle casino - Vegas style! It's called a Treasure Tree and is open only at night but it may prove fruitful for the lucky willing to risk a gamble? Or you might just get yourself in big trouble... How is your luck?
Yep, it always pays to explore everywhere because you never know what you may stumble upon...
Jane's big tips
- It may help you a bunch if the joystick is held at an angle. But get familiar first before you jump into the gameplay. It may be awkward but it's not impossible! Ugh, trust me...
- Starting in the spider temple is an overbearing experience. Take your time and make use of the teleporters whilst also making a mental note of those that appear to lead to a dead end.
- Watch the status bar for a flashing red gem alert.
- Getting sick of those rabid animals constantly sapping your energy? So you didn't bother to master the controls? Nor have you shopped for better weaponry? Well, you can pause the game - when the sun comes up. Now, unpause when the moon is out. What, a cheat? Yep, try it!
- The jungle quests are confusing only because the jungle is a challenging labyrinth. Why not memorise it? Plus there are maps to purchase (only if you have an abundance of funds!)
- Jungle tasks? The lion cub is so easy, head back north and grab a weapon.
- Stuck in the spider temple? Try pushing some central objects.
- Blades are great but also mean that you don't need to jump on the animals anymore.
- Did you know some of the jungle's brush can be slashed?
- Holes in bridges - use your inventory to put your boots back on.
Tarzan aesthetics!
I cannot deny that I absolutely love the visuals, all thanks to the talents of Lyndon Brooke and Lorne Campbell (Operation Harrier and Barbarian II). This design is something that Ultimate could only dream of back in their colour-clash days on the ZX Spectrum. Thankfully, they didn't make the mistake of going overboard to produce something garish. No, each temple looks incredible with fine attention to detail and the jungle is lush in stunning technicolour. I love it all!!
As for the audio, well, the master himself Dave Whittaker created both the effects and background music. The effects are nice but it's the music that I enjoyed the most. Okay, it's not his finest work but it certainly functions as a subtle background melody. It's timid so doesn't overpower the sound effects and this shy approach works perfectly.
Check out these screenshots from the Snake Temple. Stunning visuals with a menacing design...
The CryptO'pinion?
I may not have liked Voodoo Nightmare at first but I'm so glad I returned to try it. This is now growing to be one of my favourite ST games and feels somewhat like a "modern" Sabre Wulf with its jungle setting and crazy critters.
My only quibbles are because of my first impressions - the constant onslaught of angry animals and the time it took to feel comfortable with the controls. As it happens, the jungle would be boring without the animals crazily running around and they're easy to kill thanks to available weapons. Plus the fantastically fast & fluent joystick controls are a joy.
That's right, you start the game cautiously walking through the animal-infested jungle but soon you are running through like a Tasmanian Devil. Ironically, compared to my initial experience, I would say that the joystick controls are one of the game's main strengths. And that's saying something for such an addictive feature-rich adventure like this.
Voodoo Nightmare will entertain you for hours if you can spare the time? Incredible game and highly recommended!!
> The floppies can be found on Atari Legend and you can also run it directly off your hard drive.
Saturday, December 26, 2020
Hero Quest
A board game? Meh, no thanks...
HeroQuest is one of those ST games I've seen mentioned many times yet, never bothered with it. That's probably because it's a board game and I'm not exactly a fan of those (except Monopoly!). The ST adaptation is modelled on that turn-based board game and retains a similar look using an isometric perspective. So, having never experienced Hero Quest, I attacked it with a fresh pair of eyes not knowing what to expect.
Our adventure takes place in Morcar's castle. He's an evil wizard with an army of monsters: Orcs, Zombies, Mummys, Goblins, etc. Four valiant warriors have signed up for 13 torturous quests to defeat him. That means plunging the castle's depths to battle monsters, avoiding hidden traps, and grabbing loot or anything else that might heed the journey. Let's be honest, whatever the story, I'm in. Now, where did I put my sword?
Before beginning, we need to see a couple of screenshots. What glorious isometric graphics...
Choose your warrior!
We begin by picking a preferred warrior(s) from four different races - Barbarian, Dwarf, Elf, and Wizard. Before rushing off on the first quest, you should consider who you want to be and why because they each have their own different types of strengths, weaknesses, and abilities. Even dice rolls, but more on that later.
The Barbarian is built for strength and is a trooper during the bloodiest of melee battles. Stumpy the dwarf is quite strong and also the crafty one of the bunch who uses handy skills to compensate his shortcomings. Elves and Wizards are physically weaker but the clever lads of the group. They use their brains to cast an array of magical spells without running the risk of having to get up close and personal.
Whether you're solo or not, there is an option to choose other characters instead of heading out as the Lone Ranger. It's optional but, there are benefits of having friends accompany you on the journey into the castle's terrors. It's here that you can also name your plucky hero and spend cash in the shop to buy weapons, armour, etc. Finally, there is the possibility to nurse a tired adventurer back to full health, but at what cost?
I suggest playing with two characters: the Barbarian is rock solid and the Elf is an all-rounder who offers the chance to experiment with magic. Umm, the Dwarf is a good option with traps or if something is blocking the way. The Wizard? Well, superb with spells but too squishy for my liking!
Let's take a gander at a couple more screenshots with some rather spine-chilling monsters...
Go on a crusade!
Now decide which of the 13 quests to attempt - they're all different and listed in order of (more or less) their difficulty. Actually, there are 14 quests, the first is a trainer that offers a chance to learn the fundamentals of exploration and combat: the objective is simply to escape, and the quickest adventurer is rewarded with loot which can be used in the shop for the next mission. Use this to master the mechanics of HeroQuest.
Whatever quest you decide on, the gameplay is incredibly similar to the board game. Each player takes a turn by throwing dice to determine the number of action points - used to walk, perform searches, and fight the ghouls (for the Atari ST game, we spin coins but it's the same difference). There are limitations to this method; searching for treasure (or hidden doors) can only be performed once during a player's turn. Lastly, the monsters are then moved by the evil Morcar for his turn - which is automatically controlled by your Atari ST.
Well, it's that time again when I break up the boring text with some screenshots. Enjoy these...
Come on, a board game... Really?
Yes, and all quests take place on a different part of the castle - they feature many rooms and corridors laid out in a grid formation. Exploration is performed using the direction arrows (or clicking on the desired tile) and the map is a helpful tool that displays the parts of the castle you have visited along with monsters and objects. It's also great when something doesn't feel quite right, perhaps there's a secret room? Don't forget to search for loot but remember that this castle is riddled with traps and scary monsters so tread carefully.
Expect the usual creatures prowling; Orcs, Skeletons, Zombies, Mummys, Fimirs, etc. All are controlled by the evil wizard hiding inside your 68000 and their actions are executed after the heroes have completed theirs. The computer isn't always offensive and this can present an alternative strategy option. Also, if walking away from a battle is an option then take it because it's not always necessary to fight each and every monster.
This is a cool board game and something I need to check out. But first, some more screenshots...
Gimme icons!
The user interface is excellent and helps you to explore and interact (comparatively) with your surroundings. The current player has his image displayed top/left along with their attributes for action points, health, mental ability, and cash. The icons at the bottom of the screen might look confusing but they're easy to learn:
1) The shield with an arrow allows you to end your turn.
2) The shield with a sword begins a fight against a chosen monster.
3) Bunch of keys - use these to unlock doors if you want!
4) The door with a question mark performs a search for what might be lurking nearby, like traps and hidden doorways. Works well with the map when things appear a little 'off'.
5) The opened bag is used to perform a search for treasure (kept by that particular player).
6) Satchel - this is the inventory and features the extra equipment a character can use.
7) Map - I'm sure this one is pretty obvious but is something you should use!
8) Directional arrows - use these to explore the castle (or click the tiles instead).
Clash Of The Titans
Nobody enters Morcar's castle without expecting a fight with something unholy and it's a bonus leaving any room unhurt, albeit in blood-splattered clothing! He has many gruesome creatures walking the corridors so it's not long until something comes looking for you - all are controlled by Morcar. Ie, your lovely Atari ST.
A skirmish in HeroQuest isn't what I expected of an 'RPG'. Firstly, a battle can only happen against a foe on an adjacent tile and that fight is presented on a separate screen. However, there isn't anything to do as the computer rolls special dice for attacking/defending characters - skulls (for attack) and shields (for defence). So, if the monster has more skulls than you have shields, then that difference is deducted from your health. Likewise, if you are attacking and happen to have more skulls than the monster has shields, you win.
This system might work for the board game but is odd. Especially as each player has a different amount of dice: Wizard = 1, Dwarf and Elf = 2, and Barbarian = 3. What is peculiar is when neither side rolls successfully so they both stand idle doing nothing more than staring at each other! Actually, that is quite annoying - it's a missed opportunity which could leave you somewhat vulnerable before the next turn.
Zombies never fail to impress and they're also in Hero Quest if you scroll down a little...
Clash Of The Mages!
Elves and Wizards have a different style to their combat thanks to range attacks as magical spells. All magic can be used against any enemy currently within the same location, so you don't need to be close, in order to attack an opponent. The ability to team/work should now start to prove its worth to all players?
Magic comes in a huge variety to attack or hinder the enemy in some way. You can even help or hinder one of your party if you so desire. Each type of spell is grouped into four categories: air, wind, fire, and earth providing a separate style of magical ability. There is no in-game help so it's best to experiment.
Along with spells to replenish health and harden defences/strength, there are many nifty alternatives:
1) Tempest blows a torrent of wind around your foe thus confusing them so they lose a turn. Perhaps this is something you might wish to use on a fellow team 'mate'? :-)
2) The Genie spell is actually quite incredible and can pack a humongous punch.
3) Ball Of Flame and Fire Of Wrath are two spells that provide powerful attack options. Both could potentially turn an Orc into a pile of dust very easily.
4) But what if you happen to wander into a room that's full of monsters? A good spell might be Courage which will help give you that much-needed adrenalin boost!
5) Pass Through Rock is incredible and an unmistakenly selfish, albeit cunning ability!
Help, I'm confused!
You shouldn't be. To succeed in HeroQuest you should take it slow - be a careful explorer who wants to survive and reap all the rewards. Remember to search a room thoroughly for anything that may help. Especially the hidden loot which is spent on upgrading weapons and other stuff for the later quests.
The quests are all different but the ultimate goal is to follow the instructions and complete what's required before safely escaping. Personally, I prefer to be the Barbarian as I'm more of a melee kinda guy. But I do sometimes require the assistance of another teammate to increase my chances (they're collateral damage!)
Hero Quest isn't a difficult game to master and is a lot of fun, especially with family.
Pix'appeal?
I love the isometric style as each room looks superb using a strong palette which is nothing you would expect a wizard's lair to look like. But, it works. The characters look amazing with incredible detail and the Mummys are the best - but I also love the Skeletons with their scythe! Sadly, animations are fine but should have been better, especially for walking. Oh, the battles are nothing more than a sword slap in the face!
Bangin' Beats?
Well, the sound effects are basic; a fuzzy shuffle for walking plus a few chinks & clangs during a battle. It's a shame sampled sound effects aren't used throughout seeing as the ST is mostly idle. Music can be played in-game and is absolutely awesome, I gotta say. However, there's not enough so it can become quite repetitive after a while, so I'm glad of the option to hit F10 to disable that in favour of just the sound effects.
From the very start, Hero Quest impresses with its aesthetics. Just watch this intro...
The CryptO'pinion?
Don't be mistaken and assume that this is an RPG, it isn't. Sure, there are elements for a lukewarm role-playing experience but, this is a board game first and foremost. Each hero has strengths and weaknesses but there is little character building beyond the equipment and collecting stuff. They are also separate from one another - there isn't an actual requirement to work as a team so you cannot progressively group-attack a particular monster because each battle is a new and separate act. Remember, it's a board game.
However, it's a brilliant board game conversion and is better with everyone huddled around the Atari ST like they did back in the day. Even solo, this is a fine adventure especially if you play with a couple of characters. I suggest a few practice games to see which you prefer but grouping them is certainly a recipe for success.
Considering I'm not a fan of board games, I am enjoying HeroQuest a bunch. What a wonderful game!!
The floppy discs can be downloaded from Atari Legend.
(and perfectly fine on either type of Atari ST/e)