214 lines
13 KiB
Plaintext
214 lines
13 KiB
Plaintext
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HERO'S QUEST (a.k.a. QUEST FOR GLORY): SO YOU WANT TO BE A HERO
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I loved HERO'S QUEST, from Sierra On-Line, although I wasn't sure why at first.
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It combines characteristics of both adventure and role-playing games, but its
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puzzles are much easier than those of the average adventure, and the game is
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much smaller than the usual CRPG. Most of the puzzles are either simple, or
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variants of classic adventure game puzzles. (Indeed, one puzzle is straight out
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of COLOSSAL CAVE, the original adventure game!) As a CRPG, HERO'S QUEST (HQ) is
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dwarfed in complexity by a game such as MIGHT AND MAGIC II, which has 96 magic
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spells and 250 types of monsters, and takes place across an entire continent. HQ
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has only eight spells and twelve types of monsters, and confines its action to
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one small valley. In the end, though, the game won me over with its excellent
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animation, amusing details, and a feature that allows you to replay the game
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with different solutions to many of the puzzles. HQ's appeal, then, lies not in
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its size, but in the rich and detailed way it creates its own fantasy world.
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(This review is based on the IBM-PC version; Atari ST and Amiga version notes
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follow.)
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HQ is unlike any other Sierra game, in that you can play different types of
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characters. You can choose to be a magic user, a thief, or a dumb but strong
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fighter. Your character's statistics represent his basic attributes, such as
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agility, intelligence, and so forth; an additional set of statistics represents
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special skills, such as climbing, weapon use, and lock picking. Which type of
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character you choose affects your statistics: Thieves have no magic skills,
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magic users cannot pick locks, etc.
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The plot of HQ will sound familiar to CRPG players. You're a novice adventurer
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just starting out in your job. You arrive in the valley town of Spielburg ready
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to make a name for yourself as a hero. Fortunately for your career, the valley
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is in dire trouble: An evil witch has placed a curse on the local Baron and
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kidnapped his two children. To make matters worse, brigands are terrorizing the
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countryside. Your job is to stop the brigands, rescue the children, defeat the
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witch, and remove the curse.
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Before you can do that, however, you must develop your skills, acquire the
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correct equipment, and solve some puzzles. Within the town of Spielburg, you can
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purchase goods and gather information, but sooner or later you must venture out
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into the monster-filled forest. You can gain experience there by fighting the
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monsters. If you are too weak to face the monsters, you can simply run away.
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Thieves and magic users will do a considerable amount of running, until they
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build up their battle skills.
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Combat is an arcade sequence. You control your character's sword thrusts,
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shield blocks, and dodges in real time. At first, the controls are extremely
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sluggish, and your character tends to stand still as a stone. As your skills
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improve, though, so does the responsiveness of the controls. Eventually your
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character will dodge without even being told to. But even at high skill levels,
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the controls do not respond very quickly, which means you'll have to be careful
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when fighting. Anticipating your opponent's actions turns out to be a much more
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effective strategy than continuously hitting the control keys.
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Fairly soon, your character will be tough enough to face the witch and defeat
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the brigands. I was able to finish the game as a fighter in three days of
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playing. HQ, therefore, appears to be a short game, but this is somewhat
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misleading. Once you finish the game, you can start over again with a different
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type of character. The basic plot of the game remains the same, but some of the
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puzzles have different solutions. I'm currently replaying the game as a thief,
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and I find that it's still enjoyable the second time around. My thief can't
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attack the nastiest monsters head-on as my fighter could, but using his
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lock-picking skills he can get into locations my fighter never saw. And I can
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still look forward to the magic user and his spells.
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The animation in HQ is especially noteworthy. Sierra has stated that its goal
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is to produce motion-picture quality animation, and HQ comes closer to meeting
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that goal than any of their games. Characters move in a more realistic way than
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in previous Sierra products. When the main character runs, he doesn't just walk
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fast, he _runs_. There is also special animation when a character throws objects
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or climbs. If the character is a thief, he can sneak -- a maneuver that has to
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be seen to be believed. The game is full of excellent animated effects, ranging
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from graceful centaurs, flickering spirits, and lumbering trolls to more subtle
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touches, such as a horse eating hay, or the sun glinting off a gold ring. The
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combat graphics are outstanding, with full-screen animated portraits of the
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monster you're fighting. The trolls, cheetaurs, and bears are particularly
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fearsome, although it's a little difficult to appreciate the graphics while
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you're battling for your life. HQ also features a full day-and-night cycle, as
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did last year's KING'S QUEST IV. Indeed, the overall atmosphere of HQ is very
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much like KING'S QUEST IV, with one exception: The world of HERO'S QUEST is even
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more detailed and magical.
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In addition to the improved animation, HERO'S QUEST introduces some nice
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changes to the Sierra game system. Instead of always typing "LOOK AT," the
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player can simply click on an object with the mouse to get a description of that
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item. Also, various commonly used commands, like "ASK ABOUT" and "FIGHT," have
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been assigned to control keys. These features save an enormous amount of time,
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and I hope Sierra includes them in its future games. The music on the PC speaker
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is also improved over earlier Sierra games. The score makes good use of
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pseudo-polyphony and more frequent low notes to avoid the dreaded "touch-tone
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music" quality that has plagued other Sierra scores. (HQ also supports a variety
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of add-on sound cards for the IBM PC.)
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As with any other game, there are some drawbacks, as well. In addition to the
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sluggish combat noted above, the parser in HQ is quite limited, even by Sierra
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standards. There are numerous cases where only the exact wording of a command
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will work. And when you type something the parser simply doesn't understand, it
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responds with the maddeningly vague "I'm not sure what you're trying to do."
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This gives you the impression that the game _might_ accept the command if you
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were to reword it -- an impression that's usually false. Finally, in early
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versions of HQ, there are two fatal bugs that'll send you back to DOS. You can
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easily work around these by saving your game when entering the Thieves' Guild,
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and not clicking on a Meep.
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This version of HQ runs on IBM-PCs and compatibles, and requires 512K of RAM.
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It supports a mouse or joystick, as well as the AdLib, Roland MT-32, and other
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sound cards. Both 5-1/4" and 3-1/2" diskettes are included in the game package,
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and neither set is copy-protected.
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While this game is definitely a CRPG, it's unlike other fantasy CRPGs currently
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on the market. Instead of being difficult, it's detailed. The typical CRPG game
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world is huge, but sketchy: The towns and dungeons all look essentially alike.
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However, the world of HQ is filled in with fine graphics, excellent animation,
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and the most non-linear storyline yet from Sierra. It's a fairly easy game,
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making it a good introduction to CRPGs for adventure players, and a good
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introduction to adventures for CRPG players. But there's enough here for
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seasoned gamers to enjoy, as well. HERO'S QUEST may not be as difficult as other
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adventures or CRPGs, but it's what some difficult games are not: It's
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entertaining.
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ATARI ST VERSION NOTES
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The Atari ST version of Sierra's HERO'S QUEST looks, sounds, and plays more or
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less the same as the IBM-PC version described above. The graphics are excellent,
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the animation is inspired, Roland and Casio synthesizers and monochrome monitors
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are supported, and there's no copy protection. You'll need 512K and a 720K disk
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drive.
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HQ does more than combine adventure game puzzle-solving with the character
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growth process of an RPG. Thanks to graphic details, animated sequences that
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rank with Sierra's best, and a superbly-realized environment, the game stands
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all the typical RPG elements on their heads. HQ does away with multiple
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characters, continents, time zones, planets, and galaxies; it also drastically
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reduces the number of spells, monsters, and dungeon levels...and I mean
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drastically: There's one hero, one quest, one town, and a handful of spells and
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monsters.
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HQ on the ST is controlled via mouse and keyboard. Click the pointer on a
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screen position and the character will move; alternatives are the arrow keys or
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the keypad. Objects and other characters can be examined by way of text entry or
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a right button click. Function keys and control-key combinations are available
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as command shortcuts.
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The arrow keys control your hero's offensive and defensive moves during combat:
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thrust/swing, dodge, duck, parry, and shield block. Control-E performs a
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retreat, an action useful when role-playing the thief and magician, both of whom
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are less skilled in combat than the fighter.
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The HERO'S QUEST package for the ST comes with four 720K disks, an instruction
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manual for all versions, Quick Reference Card, and a booklet from the Famous
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Adventurer's Correspondence School. The disks are unprotected; they can be
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backed-up to floppies or copied onto your hard drive. Sierra had nothing to say
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about the availability of 360K disks: With over 2.5Mb of data, only those whose
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patience resembles a stupor would want to play HQ with eight disks and a 360K
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drive. HQ is an introductory level game; when you've finished it, you can use
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your saved character in TRIAL BY FIRE, the proposed second scenario in the HQ
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series.
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The trend of adding layers of realism to a fantasy world is well-handled in HQ.
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You'll have to eat and sleep, converse and consume, and function as if you were
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a regular person, but all of it comes across as normal. You'll meet up with
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goblins and witches rather than muggers and drug addicts, but even this feels
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normal: Real life with a different face. Multi-layered CRPGs go too far: You can
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decapitate the troll, cast the fireball, pick the lock, steal the treasure, and
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kiss the grateful maiden (multiply these actions by a zillion), but first make
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sure you go to the bathroom, tuck the kids in, and get your clothes ready for
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tomorrow. HQ nicely integrates the mundane and the fantastic -- a contrivance
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that's obvious, but also natural.
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HQ offers classical RPG and adventure game elements. Spielburg is a wonderfully
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realized small town, and the cinematic graphics, occasionally exceptional
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animation, and strong sense of place more than make up for the lack of multiple
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everythings so common in CRPGs. The animation is most notable -- especially the
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sneaking of the thief, the magic-induced forest dancing, and the rock-throwing
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episode -- and might be some of Sierra's best work to date. HERO'S QUEST is an
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excellent piece of work with a fine sense of humor, and I'm already looking
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forward to the next installment.
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AMIGA VERSION NOTES
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HERO'S QUEST I is everything a computer enthusiast could ask of a game that was
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designed originally for the IBM PC and subsequently ported to the Amiga: The
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colors are rich and full, the sound effects and music are terrific, and the
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animation is delightfully smooth.
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But now the bad news: There is a price to be paid for this slick adaptation.
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The Amiga version of HQ comes on five floppy disks, which makes for enough
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disk-swapping to test the mettle of even the most patient gamers -- including
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those who have two drives.
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Chances are, however, that the average player will be so impressed by the
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magnificent story line in HQ, and the brilliant graphics and sound, that the
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floppy-swapping will become only a minor irritation. Of course, Amiga owners who
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have hard drives need not worry: The game isn't copy-protected, and can easily
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be installed on a fixed disk.
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It's the little touches that make a conversion great, and Sierra On-Line
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appears to have paid attention to every detail. The sounds are a joy. As you
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enter Spielberg Valley to begin your quest, you hear the sweet chirping of
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birds, and later there is the creaking of a hoisted iron gate as you venture
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into the Castle Courtyard. Gamers will no doubt thrill to the sound of the
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deadly beer ("Dragon's Breath") that flows from a tap at the Tavern, and to the
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hooting of owls in a darkened forest.
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There are great little sound bites like this throughout HQ, and these added
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touches alone are enough to make the game a first-rate conversion. HQ runs on
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A500s, A1000s, A2000s, and A3000s with at least 1Mb of RAM. Kickstart 1.2 is
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required.
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HERO'S QUEST (a.k.a. QUEST FOR GLORY): SO YOU WANT TO BE A HERO is published
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and distributed by Sierra On-Line.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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