157 lines
8.8 KiB
Plaintext
157 lines
8.8 KiB
Plaintext
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HILLSFAR
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HILLSFAR is an AD&D "Forgotten Realms" role-playing game from Westwood
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Associates (QUESTRON II, MARS SAGA) and Strategic Simulations. The game combines
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the rigors of role-playing with adventure and arcade action, and offers colorful
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3-D and overhead-view graphics, a large city and countryside to explore, quests
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that depend on the nature of your character, arcade sequences, character
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transfer from POOL OF RADIANCE or CURSE OF THE AZURE BONDS, keyboard and
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joystick control, and a save-game feature. The Commodore 64 version is the basis
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of this review; Amiga and Atari ST version notes follow.
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Taken as a whole, HILLSFAR is a fine game. The graphics are very good on the
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C64, the arcade sequences are smoothly done, and there is plenty to keep you
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busy. The only drawback is the save-game feature, which can be used only while
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in Camp. Unfortunately, there is only one Camp, and more often than not, it's a
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zillion miles away.
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Several options are available from the Camp, where the game begins: Characters
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can be generated, saved, loaded, or removed from the Save disk (which can be
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prepared in Camp). Also, characters can be transferred from other "Forgotten
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Realms" adventures. Creating a new character consists of selecting a race
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(dwarf, elf, gnome, half-elf, halfling, human), gender, class (cleric, fighter,
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magic-user, thief, and multiple-class for non-humans), name, and alignment.
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The computer generates scores, ranging from 3 to 19, for strength,
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intelligence, wisdom, dexterity, constitution, and charisma. Scores can be
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re-rolled until you've found a suitable character. Hit points are derived from a
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character's constitution and class, as well as experience level, which in turn
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is derived from successful adventuring and the accumulation of treasure.
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Once you've created and saved a character, the only place to go is Hillsfar.
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This is accomplished on horseback. The road is short, but danger presents itself
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in the form of fences, holes, bales of hay, puddles, tree stumps, and low-flying
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birds. Should you lose your horse, you can walk ahead, walk back to Camp, look
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for a replacement horse, or just hang around and wait for help. In all cases,
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you run the risk of being attacked by bandits.
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On reaching Hillsfar, you'll be in the stables in the northeast section of the
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city. You have to make your way through the streets to the Guild for your
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character's class, and from there, your adventures in the Forgotten Realms
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begin.
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Hillsfar consists of streets, alleys, sewers, mazes, pubs, and a variety of
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special buildings, such as the Arena, Archery Range, Cemetary, Book Store, and
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Haunted Mansion. Some are always open; others only at certain times. All can be
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explored and most have valuable items.
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You can enter the Archery Range anytime during the day to either Practice or
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Compete. Weapons are slings, daggers, darts, arrows, or wands (mages only).
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Practice is free; competition costs a fee to enter, but can bring greater
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rewards.
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You can enter the Arena to fight for fame or wealth, or perhaps to pay for a
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crime you've committed, such as getting caught in a building you've broken into.
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You won't necessarily be killed in Arena combat, although it is a possibility.
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Buildings can be broken into or otherwise entered, and you'll usually have a
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finite amount of time to search the area, open chests and doors, pick locks,
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avoid the Red Plume guards, and escape with whatever treasure you might find.
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Should the guards catch you, you'll most often go to the Arena.
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The C64 screen display consists of three-dimensional and overhead views of
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Hillsfar, a message window, and character information. Each graphic display
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scrolls as you move through the streets. Entering areas of interest accesses the
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disk for new pictures, information, and options. The Archery screen consists of
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a hanging target; birds fly across your vision, and rats crawl out of bales of
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hay. The weapon cursor wavers as you aim each of your 10 allotted shots. In the
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Arena, you're given a staff as a weapon, after which you and your opponent slug
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it out until one is knocked unconscious.
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With the exception of the keystrokes needed to use a healing potion, pause,
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toggle sound, recall a clue, and pick a lock, HILLSFAR is entirely
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joystick-controlled. The particular use depends on what you're doing. While
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riding the horse, you can jump over obstacles (duck under them) and speed up or
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slow down. In Hillsfar, you can turn right, left, or completely around, move
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forward, or search the immediate area by pressing the button. In the Arena, the
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stick controls blocking maneuvers and, with the button held, various attacks.
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Keystrokes are available in place of the joystick.
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The Lock Picking screen consists of the tumblers within the lock, and a set of
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tools that look like surgical instruments. A fuse burns at the top of the
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screen, indicating how much time you have to pick the lock. Using the stick, you
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can select a tool that matches a particular tumbler. The tool can be flipped
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over with fire button or Spacebar; the Return key does the picking. Choosing and
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using the wrong pick usually breaks it. If you fail to pick the lock, a trap
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might go off. Locks can also be forced, or opened with magical knock rings or
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chimes.
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HILLSFAR looks very good on the C64. Scrolling is smooth, as are the arcade
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sequences. The city is large; new overhead views are periodically loaded from
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the disk. The package comes with a Translation Wheel, which is used to enter the
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Guilds. The game is copy-protected.
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The best thing about HILLSFAR is that it's different from the usual AD&D quest:
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Neither weapons nor magic items are allowed inside the city, so you have to rely
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on your wits and adventuring ability. Noteworthy as well is the Arena; although
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there is combat, it is not always mandatory. Mini-quests send you around the
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city and the surrounding areas, which not only makes the game longer and more
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difficult, but points out the bogus save-game feature, the program's only
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drawback.
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As mentioned earlier, the Camp is the only place where a character can be
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saved: Game positions aren't saved, only a character's status. (The first two
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offerings in THE BARD'S TALE series suffered from a similar save "feature.") On
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being given a quest, you can leave Hillsfar to re-enter the Camp and save, but
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while on the actual quest, saves cannot be performed. This is unfortunate, as it
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takes the edge off an otherwise good game by making you play for a save rather
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than a quest. You might weigh this factor when deciding whether to purchase
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HILLSFAR.
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AMIGA VERSION NOTES
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HILLSFAR has been criticized often for its inclusion of arcade elements, but I
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have to confess that I liked the game quite a bit. It's immense, and allows for
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many different quest possibilities. The "role-playing" element is not the type
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that fans of classic RPGs will necessarily find familiar or acceptable, but I
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certainly experienced plenty of role-playing thrills in the various action
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scenes!
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The game comes on one copyable floppy and uses code-wheel protection, which
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occurs partway through play. It's multi-tasking if your Amiga has more than 1MB
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of RAM, and can thus be played from the Workbench (and windowed into the
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background while running other software). Hard drive installation is simple.
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Games can be saved on the backup disk, or you can make a save-game disk if
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you're running out of room. Sound and graphics are unexceptional but effective.
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The manual, as seems to be the case with all SSI products for the Amiga,
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includes no specific instructions for the Amiga version; instead, these are on a
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separate data card. There are only a couple of notable differences: Sound can be
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toggled off with Control-S, and some clarification on how to handle the
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lock-picking sequences is offered.
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ATARI ST VERSION NOTES
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The Atari ST version of SSI's HILLSFAR is more or less the same as the C64
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version. The graphics are brighter and more clear, as expected, and the few
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differences have nothing to do with gameplay.
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The HILLSFAR disks are not copy-protected in the usual way, but any backups you
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make will need Twister (available from Antic or CompuServe), a utility that
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performs a 400K format on a single-sided, 3-1/2" floppy. Format two Twister
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disks, then copy the files; the backups will be playable game disks. You may
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also use a commercial copy program, or you can copy all files to a hard drive,
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which virtually eliminates disk access. A second disk drive is supported as
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well.
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As I mentioned above, HILLSFAR on the ST is identical to HILLSFAR on the
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Commodore -- including the not so good save-game feature. It's best to keep this
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in mind.
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HILLSFAR is published by Strategic Simulations, Inc. and distributed by
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Electronic Arts.
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*****DWONLOADED FROM P-80 SYSTEMS (304) 744-2253
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