148 lines
8.8 KiB
Plaintext
148 lines
8.8 KiB
Plaintext
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KNIGHTS OF LEGEND
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KNIGHTS OF LEGEND is a mixed bag of blessings and hardships. First, the good
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news: This computer role-playing game is filled with detailed illustrations,
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combat, and adventures. There is so much detail, in fact, that it's the nearest
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thing to a paper-and-pencil RPG I've ever seen on a computer.
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Graphically, as you outfit your characters with weapons and armor, you can see
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what they look like by accessing an individual or team illustration! As you
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approach a building, whether cottage or castle, a detailed and well-drawn
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illustration will be displayed. Equally complex illustrations of all the
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characters and monsters appear as you meet them.
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What's it all about? The 142-page player's handbook just begins to touch on
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that subject, but in a nutshell, KNIGHTS creates a world called Ashtalarea, "a
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medieval realm of glory and peril, a fantastic land in which you will someday
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take your place among the heroes of song and story."
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Your characters begin as peasants, and through training and combat may rise in
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rank to Knight-Baronets some 25 levels (and four modules) later. However,
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Ashtalarea is only the first module in the series. Beginning in Spring, 1990,
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separate modules are scheduled to be released for the nearby lands of Salynn,
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Bamidor, Tsadith, and Astrikan. You can only rise as high as Squire in this
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module, but even that much improvement will require some careful planning. In
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any case, level increases aren't your primary objective -- which is to explore
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the land and finish the 24 quests.
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You have a considerable choice of classes for the makeup of your party,
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including: two male and four female human classes; six male and six female
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elvan; seven male dwarven; and three male kelden (large creatures with wings).
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Since a party can consist of only six adventuring characters, some study is
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necessary in order to make effective choices. Generally, it's wise to include
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one member of each race in your party.
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The combat features are numerous. Combat occurs between generic battling icons:
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Your characters are represented by numbered icons in orange tunics, and the foes
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are represented by larger white icons. A separate part of the screen shows a
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generic body icon that keeps tab of the damage each character incurs during
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combat; the various parts of the body icon turn red as they're damaged.
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You can move the icons to tactical positions, determining whether they walk,
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run, sprint, fly, fly faster, zoom, or land. You can choose to attack with bow
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and arrow, magic, or in close combat. If you select the latter, you then specify
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what kind of blow to strike, armed (berserk, hack, thrust, slash) or unarmed
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(kick, head butt,bash, punch). You must also decide where the blow will strike
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(high shot, body shot, low shot), and which defense the character will employ
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after striking the blow: panic, stand, back-up, dodge, duck, or jump.
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There are several other commands available during combat, including those to
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sheathe and drop weapons (magic users must have their hands free to cast
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spells), and to pick up and unsheathe weapons.
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Your characters start out in the town of Brettle. The first thing they must do
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is go to the tailor's to be outfitted (and tailored) in armor. They then can
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pick up weapons at various weapon shops. One shop is prejudiced against dwarves
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and won't serve them. In fact, you'll find prejudice rampant throughout the
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game; Magic Users, Elves, Dwarves, and female characters are the targets of most
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of it. (The stable keeper in Brettle will not sell a horse to a Dwarf, for
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example, but a stable in Shellernoon will.) This element of prejudice adds a
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flavor of real-life society, and while often angering me on behalf of my
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characters, it served to deepen my involvement in the game.
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An animated helmet icon moves through the town (overhead view) as you travel to
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different locations. When you go outside the city, there is a larger overhead
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view, and you lose the icon; your party is now represented by an animated dot.
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When you meet some monsters (not shown on the map), the combat screen appears.
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This map view is a little bewildering and impossible to map! You have to stumble
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across many quest locations, since they aren't shown on the map. You do see
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icons for the various villages, towns, however.
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Now for the bad news. The first release of the Apple version of KNIGHTS
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contains a nasty bug that affects the single drive user: When a yes/no icon pops
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up at the same time as a disk swap request, the disk swap request takes
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precedence, thereby hanging the game. Some players have reported that the game
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hangs occasionally even with two disk drives, so buyer beware. As of January,
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1990, a fix is reportedly in the works.
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Another hardship for the single drive user involves the numerous swaps (over
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50!) required to format a save-game disk in order to play the game. In fact,
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even with two disk drives, there are a substantial number of disk swaps
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throughout the game.
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Finally, since KNIGHTS relies heavily on combat and the combat features are
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very detailed, battles can take a _long_ time -- up to four hours to solve a
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quest, for instance, after which you must then return safely to an Inn before
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you can save the game! So unless you have four straight hours free, don't even
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think about undertaking a quest. And you'll need at least a solid hour just to
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go out and fight one-on-one in the Arena! In other words, the game plays
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sl-o-o-o-o-wly! One needs a lot of patience.
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The Apple version (Apple II+, IIc, IIe, and IIgs) is not disk-protected, so you
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can run it from backup copies (hooray!). However, you will need to get special
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versions in order to play the game on 3-1/2" disks or a hard dirve; the 5-1/4"
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version cannot be transferred, even to a RAM drive. An Apple mouse is optional.
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I recommend KNIGHTS OF LEGEND to those interested in playing a
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non-puzzle-oriented, combat-heavy CRPG with lots of detail. If you have the
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patience and desire to endure hours worth of long battles, this game is for you
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(especially if you have two disk drives or obtain the hard-drive version). But
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be aware that the first Apple release is buggy; you might want to wait for later
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versions. In spite of all my reservations, though, I still like the game, and I
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really regret having to withhold the rave raview that _most_ of the game
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deserves.
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IBM-PC VERSION NOTES
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KNIGHTS OF LEGEND is less frustrating to play on the IBM than on the Apple --
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at least, if you have a hard drive. Being able to run the game from the hard
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drive eliminates the disk swaps that bedeviled the Apple version. It does not
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solve KNIGHTS' basic problem, however: The game simply takes too long to play.
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The IBM-PC version supports either the keyboard or the mouse; neither input
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method is entirely satisfactory. It's easy to learn the interface, because all
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you have to do is select icons, either by pointing and double-clicking or by
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cycling through the icons with the < and > keys. But once you get the hang of
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the game, the very simplicity of the command interface becomes a liability.
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There are so many options in each combat round that you spend as much time
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selecting icons as thinking up battle strategies. Although the interface was
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designed with the mouse in mind, it's actually faster to use the keyboard to
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select icons. Mnemonic letter commands ("A" for "attack," "P" for "parry,"
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etc.), like those used in POOL OF RADIANCE or the ULTIMA games, would have sped
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things up even more for players who know how to type. With the increased
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popularity of the mouse, game designers seem to forget that the best interfaces
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make the most of the capabilities of _both_ the mouse _and_ the keyboard.
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The disk swap bug reported in the Apple review is not present in the IBM
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version. The only problem I encountered was the non-flushing of the input
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buffer: If you "lean on" the cursor keys while moving, the keyboard locks up.
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Graphically, the game is excellent. The 16-color EGA graphics are outstanding,
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and a distinct improvement over the Apple graphics. CGA, Tandy, and Hercules
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modes are also supported. The game does not support any sound cards. It requires
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384K of RAM; the documentation does not state which versions of DOS are
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compatible (I had no problem with version 3.3.).
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KNIGHTS OF LEGEND uses no on-disk copy protection. In fact, it has no copy
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protection of any kind, since the manual is so essential to playing the game.
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The program is distributed on six 5-1/4" disksettes (3-1/2" disks are available
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separately); installing it on a hard disk is advised. In fact, due to the slow
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nature of the game, I can only recommend it to IBM gamers who enjoy tactical
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combat, have lots of patience...and a machine with a hard drive.
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KNIGHTS OF LEGEND is published and distributed by Origin.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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