249 lines
15 KiB
Plaintext
249 lines
15 KiB
Plaintext
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POOL OF RADIANCE
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SSI, which has achieved success in the computer role-playing games market with
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QUESTRON, PHANTASIE, and WIZARD'S CROWN, has now teamed with TSR, Inc. to
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produce POOL OF RADIANCE, the first CRPG based on TSR's popular ADVANCED
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DUNGEONS & DRAGONS (AD&D) system. Included in the attractive gold box along with
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the game disks, are a manual, an Adventurers Journal containing game
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information, history, and background material, and a code wheel. The wheel
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serves, among other things, as copy protection (the disks are otherwise not
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protected). The Commodore 64/128 version, upon which this review is based, uses
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four double-sided diskettes. (IBM-PC and Macintosh version notes follow.)
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In POOL, you enter a fantasy world called the Forgotten Realms, on the shores
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of the treacherous Moonsea. As explained in the Adventurers Journal, your
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characters have just arrived in Phlan, lured by tales of the riches, glory, and
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fame that may be gained there. Phlan is an ancient seaport which at various
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times during its long history was among the great trading centers of the world.
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As the game begins, Phlan has lain in ruins for the previous few hundred years,
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infested by thieves, pirates, and a variety of monsters. Only a small part of
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the city is civilized; city guards are posted around the clock to keep out
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invaders. The City Council has put out a call for "heroes of all kinds" to come
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and free Phlan from the evil hordes that stand in the way of the city's
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renaissance.
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Experienced AD&D players will quickly note the familiar "feel" of POOL; for the
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most part, POOL plays by the book. AD&D rules and considerations underlie almost
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all aspects of the computer game, even in ways glossed over or unexplained by
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the manual. These aspects include character classes and stats, weapon range and
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damage, and magic items and their effects. AD&D players will be interested to
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know that TSR has published a game module, "Ruins of Adventure," which allows
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AD&D players to take their characters through the same situations found in POOL.
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Your group of adventurers may consist of up to six characters of your own
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creation, or you may use sample characters included on the game disks. Character
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creation is a fairly detailed process. After you select a character's race
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(human, dwarf, elf, half-elf, gnome, halfling) and gender, you are given a set
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of six ability scores (Strength, Intelligence, Wisdom, Dexterity, Constitution,
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and Charisma) generated randomly on a scale of 3-18; some abilities will have
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higher or lower limits depending on the character's race and gender. You may
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accept the stats or have the computer roll up a new set; you're also given the
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ability later on to modify any or all of your character's stats, including hit
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points.
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You then choose your character's profession: fighter, cleric, magic-user, or
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thief. Non-human races may opt for multiple professions at the penalty of slower
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level advancement. Next, you pick your character's alignment -- his/her personal
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moral philosophy -- and decide on a name. You may then create a customized
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portrait of your character by selecting from an assortment of heads and torsos;
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this is the picture that will appear on the screen when you view your character
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later on. During combat, your character is represented by a small figure (icon)
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which may also be customized; this makes it a lot easier to pick him or her out
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from among a mob of monsters. The character will have a small amount of gold to
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start with, but no armor, weapons, or other equipment; you'll need to purchase
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these at one of the shops in Phlan.
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Characters begin at the lowest level of experience; their abilities, spells,
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and hit points increase as they gain levels, which come from accumulating
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experience points (XP). XP are given for killing or subduing monsters and for
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discovering treasure, and additional XP are awarded upon completing a commission
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(a task assigned by the City Council). Gaining a level is never automatic; you
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must report to the training center in Phlan and pay 1000 gold pieces to the
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appropriate instructor.
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Movement and other activities in the game may be controlled by either keyboard
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or joystick. Battles and wilderness travel are viewed from overhead; exploration
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within the city ruins and other places gives you a character's-eye,
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three-dimensional perspective, and you may call up an overhead view via menu
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selection. Appropriate menus are available at the click of a button, and allow
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your characters to buy and sell goods, parlay with people and monsters, and aim
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a weapon. Choosing a menu item will often bring up a sub-menu with still more
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options. The system is simple to use, but you'll want to keep an eye on what
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you're doing until you become familiar with the menu options.
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Magic in POOL OF RADIANCE works quite similarly to that in AD&D, with one
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notable exception: Spell components are not needed. Both mages and clerics must
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memorize a spell before it can be cast, which requires meditation and prayer
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(for clerics) or study (for magic-users) and a period of rest (for both).
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Available spells are an abbreviated list of those found in AD&D. Magic items to
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be located include enchanted armor and weapons, and magic wands. Good and evil
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clerics are also given an innate ability to affect the undead.
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Encounters with monsters and other possible enemies can take place just about
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any time. Sometimes altercations may be avoided by a successful parlay, but most
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of the time the monsters just want your blood. In combat, you may direct each
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character's every action (including movement, spellcasting, weapon selection,
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etc.), or you may opt to let the computer run things (as in SSI's game WIZARD'S
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CROWN). One aspect of POOL that differs from other computer role-playing games
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is that a character who loses all of his or her hit points is not necessarily
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dead. Instead, he or she falls unconscious with 0 HP and is out for the
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remainder of the fight (and might still die if not bandaged by another
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character). After the battle, the character remains unconscious until at least 1
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HP is restored by a clerical Cure Light Wounds spell, a healing potion, or 24
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hours of uninterrupted rest. Dead characters may be brought back to life at one
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of the three Temples found in Phlan, at the cost of a considerable sum of money
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and the loss of one point of Constitution.
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The world in which your characters journey is richly depicted with both
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graphics and sound. The walls surrounding them may be the ivy-covered stone of
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an inn, the rough boards of a stable, or the jewel-like colors of a
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stained-glass panel. Terrain in the wilderness ranges from green forest to
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rugged mountains to squishy marshland. Each of the over 40 types of monsters has
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a different animated portrait, as well as a unique icon. During combat, you hear
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the twang of bowstrings, the patter of running footsteps, the solid thump of a
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weapon landing a blow. The theme music, played upon booting the program,
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deserves special mention. The dungeons are, with few exceptions, easy to map;
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most are laid out on a 16x16 square grid, and the screen continually displays
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your coordinates within the grid.
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If you wish, you may spend your game time traversing the countryside, slaying
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the monsters you randomly encounter. But the true objective of the game is the
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completion of the commissions given to you by the City Council. Most of these
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tasks involve some fighting, but many of them require cleverness (e.g., figuring
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out the teleporters in the Pyramid), diplomacy (convincing the nomads not to
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join forces with the enemy), and other abilities. As you work your way through
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the game, you're given a succession of more and more difficult tasks. In this
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manner, the storyline develops, and you discover that Phlan has even bigger
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problems than you'd thought.
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POOL OF RADIANCE is a well-crafted game with a cohesive plot that gives the
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player a true sense of continuing adventure. With its moderate difficulty and
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abundance of written information and clues, POOL can be enjoyed by novice and
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seasoned CRPG'ers alike. AD&D players will especially appreciate the underlying
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logic, but familiarity with AD&D is not necessary to enjoy the game. I'm looking
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forward to subsequent releases in this series. (POOL's subtitle reads: "A
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Forgotten Realms Fantasy Role-Playing Epic, Vol. I.")
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And what of the magical Pool of Radiance, from which the game takes its name?
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Well...it may be real, or it may be just a myth!
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IBM-PC VERSION NOTES
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The IBM/MS-DOS version of POOL OF RADIANCE has some definite problems. None of
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them makes the game unfit for purchase. But given the fervor with which this
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game was anticipated, the effect is somewhat disappointing. It feels as if a lot
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of technical corners were cut to meet time constraints.
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First of all, the installation is a nightmare, possibly the worst arrangement
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to darken my disk drive since Mindscape's WILLOW. You _must_ have two floppies
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or a hard drive; this game cannot run on a single-floppy system. For hard
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drives, the manual estimates installation time at between 10 and 25 minutes; for
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dual floppy systems, the manual reports between one and two _hours_. I installed
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it onto a hard drive system with a Norton SI speed of 26 Mhz; the installation
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took exactly 13 minutes (even allowing for disk swaps). I also installed it at
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7.14 MHz and abandoned the procedure after 25 minutes. The install procedure
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unarcs about 1.75 MB of program from three 5-1/4" floppies (or two 3-1/2"
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floppies, if you purchase that version, available separately).
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If you run the game from 5-1/4" floppies, you will need _six_ working disks.
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There are other permutations of two-floppy systems supported; even dual 3-1/2"
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systems will require four working disks. The documentation for installation is
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quite confusing, since a "partial" and a "full" install are described. The
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partial install is included as a time-saving measure. But then there's a special
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information card reporting that late changes in the install program actually
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result in the partial install taking _longer_ and advising against its use
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except in certain circumstances.
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Confused yet? Don't worry. The plentiful paragraphs describing how all the
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disks should be labeled will clear up everything. Unless you have a system with
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configuration 4a (see table G6), in which case the latter applies, and you
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should the make labels as described in Section F above, unless it's Thursday. To
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save time.
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The disks that you receive are not copy-protected, but there is a code wheel
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protection check upon bootup. The wheel's a complex little affair that requires
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more than the usual amount of rune-translating. There are three graphics modes:
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Tandy 16-color, EGA (16-color), and CGA (4-color). If you have less than 512K,
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the game will only operate in CGA mode.
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I played POOL OF RADIANCE at a variety of clock speeds. At 7.14, the game was
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unplayable in EGA, and only arguably better in CGA. Commands were carried out
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with astonishing slowness, and a single step in any direction was a step through
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the purest blackstrap molasses. Only in the combat screens, after the orders
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were all given and the animation was displayed, did the game seem to approach
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normal speed. At speeds of over 10 MHz, the entire game became a lot more
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comfortable.
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The graphics are better than any I've seen from SSI, with the possible
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exception of HEROES OF THE LANCE. They're still a far cry from THE BARD'S TALE,
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though, particularly in the 3-D "window," where the animation is clunky and the
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detail is sparse. The combat screens are definitely superior to anything SSI has
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produced; the effect is that of WIZARD'S CROWN with a three-dimensional skew.
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There are not too many differences between the IBM version and other versions.
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Most involve different keystrokes rather than changes in the game's capabilities
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and rules. You may save up to 10 games on your save game disk (or in your POR
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subdirectory); there are different toggles for computer/manual control during
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battle, sound, and magic use during computer-controlled combat. Additionally,
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characters set to Quick Combat will always use Readied Magic items; characters
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with readied arrows will use bows if no targets are adjacent. Mouse and joystick
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control are not offered.
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Other than the game's slowness and the terribly inconvenient disk management
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procedures, the game has a tremendous amount to offer. Combat is frequent and as
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complex as any CRPG's; there's an enormous amount of exploration and
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problem-solving, plenty of interaction and character development. POOL OF
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RADIANCE is a formidable entry in the IBM roster of computer games, and will be
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most at home with those who are already familiar with the AD&D system and rules.
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MACINTOSH VERSION NOTES
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It has been over a year since POOL OF RADIANCE was first released for the
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Commodore 64/128. Since then, more than 100,000 units have been sold, and POOL
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has garnered several awards as the fantasy role-playing game of the year. The
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Macintosh version, although not featuring an ideal interface, does maintain the
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quality and feel of the other versions, and remains one of my favorite CRPGs.
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POOL OF RADIANCE for the Macintosh Plus and SE requires 1MB of RAM; the Mac II
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(color) version requires 2MB. The game unpacks to six disks (and requires two
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800K disk drives), or takes up 3MB of space on your hard drive. The disks are
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not copy-protected.
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At first, I experienced a few problems with the game not saving properly; when
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I removed some questionable INITs from my system folder, I had no further
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problems with saves. I encountered delays during combat, and sometimes a delay
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ended with a battle continuing. At other times, a delay proved excessive, and I
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rebooted. Perhaps there are some additional INITs that occasionally interfere
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with combat.
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For the most part, the graphics and animation effects are adequate, and include
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new Mac-specific drawings of monsters and characters. Although hardly
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spectacular, the graphics are often superior to those displayed in the Commodore
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64/128 version.
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The sound effects are at their digitized best in the Mac version. Battles are
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preceded by chilling attack screams, and the atmosphere of the battles is
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enhanced considerably by the sounds of bow twangs, arrow whizzes, sword swishes,
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etc.
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In order to accommodate the Macintosh mouse controller, joystick controls
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aren't supported. The game utilizes a graphic of a compass that you can click on
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with your mouse in order to maneuver your characters across a screen. Because
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all menu choices are clickable, you can generally use your mouse to click your
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way through the game without ever having to use the keyboard. (There is also
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full keyboard support for all commands.)
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I really do like this game, and have enjoyed playing the Mac version (on a Mac
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Plus with hard disk) even more than I enjoyed playing the C64/128 version (which
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I loved!). Initially, I was disappointed that the Mac version wasn't as dazzling
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as I'd hoped it would be; on further reflection, I've concluded that it is very
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well done, indeed. This version doesn't take full advantage of all the options
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we usually see in a Mac game, but that's a quibble. If you like AD&D, don't pass
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up POOL OF RADIANCE; I recommend it with a great deal of enthusiasm!
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POOL OF RADIANCE is published by Strategic Simulations, Inc. and distribute by
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Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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