153 lines
7.5 KiB
Plaintext
153 lines
7.5 KiB
Plaintext
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DEMON'S WINTER
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DEMON'S WINTER is a fantasy role-playing adventure game by Craig
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Roth and David Stark, published by Strategic Simulations, and
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distributed by Electronic Arts. While not necessarily a sequel,
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DEMON'S offers a world over 30 times larger than its
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pseudo-predecessor SHARD OF SPRING, ten character classes, 30
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skills, all kinds of magic, lots of monsters and combat, good
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graphics, a save game option, keyboard or keyboard/joystick
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control, and no copy protection. This review is based on the
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Commodore 64 version; Apple II and Atari ST version notes follow.
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Although DEMON'S WINTER doesn't break any new ground in the D&D
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adventure, it certainly rehashes a lot of old ground. Still, like
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most SSI fantasy games, it is competently done, looks okay, plays
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well, and will keep D&D'ers occupied for many hours. DEMON'S has an
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Introductory Level rating, which isn't totally accurate; it's
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actually closer to Intermediate -- at least until you've been at it
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long enough to build up experience.
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During the 5,000 years since the events of SHARD OF SPRING, the
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land of Ymros has gone through changes. While some of the towns
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remain, the terrain has been subjected to alterations -- some not so
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subtle. The least subtle change has come from the demon-god
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Malifon, whose malevolent spell has turned the seas to blood, and
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thrown the world into the grip of winter. He has also sent forth his
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evil minions, whose sole duty it is to free him from his
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imprisonment in a volcano so that he might rule the world. Your goal
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is to search the lands and seas of Ymros (and beyond) for the spells
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that will undo the curse, and incarcerate Malifon forever.
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To accomplish this long and arduous task, you must create and
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control as many as five adventurers, who can come from five races
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(human, elf, dwarf, dark elf, troll). Each character has nine
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traits: speed, strength, intellect, endurance, skill, toughness, hit
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points, spell points, and experience. There are ten character
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classes: ranger, paladin, barbarian, monk, cleric, thief, wizard,
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sorcerer, visionary, and scholar. Each character will have inherent
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skills, depending on its class and intellect, although others can be
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learned. The wizard and sorcerer are the spell casters. The
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visionary specializes in unusual skills, such as View Land, View
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Mind, View Item, and View Room, and can be used as a fighter.
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Scholars specialize in knowledge concerning potions, items, and
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monsters.
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Ymros is made up of plains, forests, swamps, hills, tundra, and
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deserts. There are lots of towns; most have marketplaces, inns, and
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healers, while others have churches, temples, colleges (where skills
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are taught), and guilds (where characters can gain levels).
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Merchants -- some honest, some crooked -- wander Ymros, where night
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falls and seasons change. There are tombs, catacombs, and tunnels to
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explore, and nothing underground is subject to the rising and
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setting of the sun.
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The C64 screen display consists of two windows: Your party moves
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through the terrain of Ymros in the Action Window; commands, game
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messages, a listing of the characters' names, hit and spell points,
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and gold and provisions appear in the Information Window. In the
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action window, the terrain is occasionally replaced by a picture of
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a monster or other NPC your party encounters.
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Along the way to finding the spells necessary to do away with
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Malifon and complete the game, you'll purchase, find, and loot lots
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of items, many of them with magical properties: weapons, armor,
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crowns, rings, wands, precious gems, talismans, figurines, and
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amulets. Spells come in five flavors: Fire, Metal, Ice, Spirit, and
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Wind Runes; there are also Chants, which create illusions and summon
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elementals.
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DEMON'S is controlled from the keyboard. Pressing the first letter
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of a command -- Cast, Drop, Hunt, Identify, Worship, Attack, Dodge,
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or whatever is appropriate, depending on whether the party is in
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camp, combat, on the sea, or in town -- invokes it. Although the
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joystick can be used for general movement and for combat moves and
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attacks, you'll also have to use the keyboard for certain menu
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selections.
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The save option (the letter "S") works anywhere, even underground,
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and saves the current position and status of the party. The game
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comes on one single-sided disk and one double-sided disk, neither of
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which is copy-protected. The main menu does not offer the Make Disks
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option (even though the documentation does), so you'll have to copy
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the master disks with commercial program, such as that contained in
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Epyx's FAST LOAD cartridge. There is a documentation check.
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If we overlook the general glut of D&D games, the C64 version of
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DEMON'S WINTER is a good game. There's much to explore, lots to
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find, and a zillion monsters to fight. The graphics are okay, with
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the exception of the character sets: The default set is more or less
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incomprehensible; the alternate set is occasionally readable. The
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game plays easily enough, and there's not much disk swapping. There
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is plenty of disk access which, fortunately, takes place rapidly.
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DEMON'S WINTER will keep both the novice and veteran adventurer busy
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for many hours.
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APPLE II VERSION NOTES
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The major difference between the Apple II and Commodore 64 versions
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of DEMON'S WINTER lies in the quality of the graphics. The screen
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display on an Apple-compatible Laser 128 with a switchable
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RGB/Composite monitor is blocky, appears to understand only a
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rudimentary color scheme, and is not much fun to look at. On one
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hand, composite mode renders the character sets legible, while
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destroying the graphics with too many misplaced colors. On the other
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hand, RGB mode blurs the characters sets, but displays graphics that
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are just plain ugly.
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Since you cannot play DEMON'S WINTER from the unprotected master
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disks, the main menu offers a Make Disks option, which will format
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blank disks -- four of them -- and copy the program and data files.
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The documentation explains this option for the Apple, and states
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that it is available from the C64's main menu, which it isn't. The
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Apple II version does support a second disk drive, but not a
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joystick: The CAPS LOCK key must be set, and the game is controlled
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using keystrokes.
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Like the C64 version, disk access occurs frequently, although it's
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a much faster process on the Apple.
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Since DEMON'S WINTER is a good game, I suppose that as an Apple II
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user, you'll enjoy it in spite of the crummy graphics. I hope so.
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ATARI ST VERSION NOTES
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The Atari ST version of DEMON'S WINTER is far and away the
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best-looking and easiest to play of the three versions I've seen.
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The graphics are large, cle and bright. And, unlike the Apple II and
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C64 versions, the character sets form individual letters and words,
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and -- presumably as a bonus -- you can actually read them!
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Instead of using single-letter keystrokes to control the game, you
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can use the mouse. Pointing and clicking the pointer-hand on the
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choices listed onscreen selects them. While in the action window,
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the hand becomes a directional arrow which, upon clicking the left
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button, moves the party. The mouse also allows you to attack an
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enemy adjacent to you.
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This edition of DEMON'S is not copy-protected: You can make backups
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for play, or you can copy the masters to a hard drive (which really
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speeds things up).
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The Atari ST version of DEMON'S WINTER is the best of the lot.
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DEMON'S WINTER is published by Strategic Simulations, Inc., and
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distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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