135 lines
8.2 KiB
Plaintext
135 lines
8.2 KiB
Plaintext
|
|
|
|
|
|
DEATH BRINGER
|
|
|
|
DEATH BRINGER is a fantasy role-playing adventure written by Pandora Software,
|
|
published by Spotlight Software, and distributed by Cinemaware. DB offers good
|
|
graphics and gameplay, three screens, keyboard or joystick control, save option,
|
|
and copy protection. The Commodore 64/128 version is the basis of this review.
|
|
|
|
Fundamentally, DEATH BRINGER is an attempt to outdo DUNGEON MASTER. This is a
|
|
laudable goal (which DM's mere existence makes inevitable), and its achievement
|
|
is likely possible -- on another computer (see the Amiga screen photos on the
|
|
back of the DB package). However, matching or surpassing DM is neither likely
|
|
nor possible on a Commodore 64, for more than one reason. The plot, a
|
|
standard-issue RPG unaccountably cluttered with classical mythology and Egyptian
|
|
snake gods, would be fine if the ambitious graphics and sound generated by DM
|
|
could be suitably realized in 64K.
|
|
|
|
The joystick and keyboard controls worked well on the action screen, but not on
|
|
the Inventory screen, which was so riddled with glitches that the game became
|
|
unplayable. Without taking anything away from Pandora (or even Digital Light &
|
|
Magic, who programmed the C64 version), DEATH BRINGER does not belong on this
|
|
machine: The game reeks of "advanced coding techniques," which always brings
|
|
death to any C64 program that's converted from another version.
|
|
|
|
A few hundred years ago, the evil sorceror Azazael and Zator the Mighty fought
|
|
for control of the land of Mezron. The overconfident Azazael did not realize
|
|
that Zator had possession of five magic gems. Each gem alone gave its holder
|
|
great powers; the five gems together were unspeakably powerful, and Zator used
|
|
them to defeat Azazael. Mezron enjoyed long years of prosperity.
|
|
|
|
Realizing his death was coming, Zator gave one gem to each of five warriors,
|
|
instructing them to hide the gems somewhere in Mezron; neither Zator nor the
|
|
other warriors would know the locations. One warrior, believing that at least
|
|
one gem should remain in the palace of Secnar, entered the catacombs beneath the
|
|
castle and encountered a horrible monster who subsequently took possession of
|
|
the gem.
|
|
|
|
Now, the worst has happened: Azazae (known these days as the Death Bringer),
|
|
has been resurrected and, in search of the five gems, is terrorizing Mezron.
|
|
King Rohan offers great rewards and honor to the hero who rids Mezron of the
|
|
scourge of Azazael. En route to the palace, the hero (that's you) is waylaid by
|
|
thieves, who relieve him of his belongings: Not a good start. In the palace
|
|
court, King Rohan gives you a dagger, a lantern, a healing potion, and food, and
|
|
tells you that each gem is held by a powerful creature. This is bad, for obvious
|
|
reasons, but it's not too horrible because Azazael has no more knowledge about
|
|
the locations of the gems than you. The goal of DB is to find the five gems and
|
|
return them to King Rohan.
|
|
|
|
The C64 graphics display is threefold: The main screen consists of a POV action
|
|
window and a command display, separated by a horizontally scrolling message
|
|
line. The secondary display is the Inventory screen, and it consists of two menu
|
|
bars, labeled "You" and "Here." Pulling down the "You" bar shows the icons that
|
|
represent the items you're carrying. Pulling down the "Here" bar shows the icons
|
|
that represent the items in the current location; it also holds the corpse of
|
|
any creature you might have killed. The Map screen is available only in the
|
|
wilderness; it depicts the local sites and buildings, and your location relative
|
|
to them.
|
|
|
|
The command display is threefold: direction indicator and five menu icons; menu
|
|
display area; and four arrow icons for movement. Clicking on the east or west
|
|
arrow alters your point of view 90 degrees; clicking on the north or south arrow
|
|
moves you forward or backward. The command icons are Combat, Potions, Fitness,
|
|
Sub-commands, and Scrolls; clicking on any of them brings appropriate
|
|
information to the command menu area. The most useful icon is Fitness: Health,
|
|
Stamina, and Strength bars, along with character and object indicators (which
|
|
let you know what's in the immediate area). Sub-commands include Talk, Open,
|
|
Unlock, and Run, as well as Save and Load.
|
|
|
|
DB can be controlled from either a joystick or the keyboard. The joystick is
|
|
the C64 substitute for a mouse, so it moves an arrow around the screen; all menu
|
|
icons, movement arrows, and sub-command selections are invoked by way of point
|
|
and click. The "S," "X," ">," and "<" keys can be used for movement, as can the
|
|
cursor keys; the "A" key can be used to click; number keys 1-5 select the menu
|
|
icons.
|
|
|
|
The Spacebar accesses the Inventory and Map screens. Items can be shuttled
|
|
between windows by grabbing and moving them. Click on an item and you'll see its
|
|
name appear at the bottom of the screen. Double-clicks open containers, such as
|
|
chests and bags, and reveal the items carried by a dead monster. If you happen
|
|
to be in the Wilderness when you access the Inventory screen, another Spacebar
|
|
press will display the Map screen.
|
|
|
|
The DEATH BRINGER package comes with one double-sided, copy-protected disk, an
|
|
ST/Amiga instruction manual, and a C64 reference card, which does not explain
|
|
how to reach the Inventory and Map screens. Before booting, you should format a
|
|
disk, which can then be used to save or reload eight game positions. The
|
|
occasional disk access is tolerable because DB uses its own fastload system.
|
|
|
|
DB looks okay, but you're likely to be disappointed (to put it mildly) by the
|
|
great disparity between the package claims and the C64 screen display,
|
|
especially if you've seen either DB or DUNGEON MASTER on an Amiga or an ST. The
|
|
graphics -- at least those that are indoors -- are more or less recognizable,
|
|
but they're washed out and lacking in detail. Sounds are okay, too, although
|
|
they're sparse and don't have the clarity of digitized audio. The joystick
|
|
worked well as a replacement for the mouse.
|
|
|
|
The Inventory screen is one gigantic glitch -- so consistent a glitch that it
|
|
seems to have been deliberately designed: All object icons in either window are
|
|
drawn and erased over and over until the windows are closed; objects appear
|
|
outside the windows, sometimes for good reason, sometimes for no discernible
|
|
reason; objects are hidden beneath other objects, a situation made worse by the
|
|
constant redraws; objects and the pointer sometimes duplicate themselves on
|
|
other parts of the screen; and the only time an object is reasonably stable
|
|
enough to be viewed is after it has been grabbed.
|
|
|
|
Although the Inventory screen is also a pause, consuming food consumes time:
|
|
You must open both windows, move the food from the "You" window to the "Here"
|
|
window, close the "You" window, then move the food from the "Here" window to the
|
|
warrior's mouth. As an alternative, you can just open the "Here" window and eat
|
|
the food immediately, but this might not be advisable.
|
|
|
|
The Run command lets you bail out of a losing battle by running pell-mell
|
|
through many screens. Unfortunately, all this activity rapidly depletes Stamina
|
|
which -- rather than Health -- governs the difference between life and death.
|
|
More often than not, your warrior will run himself into the grave, which means
|
|
you might as well stay and deal with whatever you're running from. Clicking on
|
|
the Run command a second time should stop the run, but it usually doesn't; the
|
|
Grim Reaper does. Food is scarce, and none of the characters I encountered had
|
|
anything of importance to say. Leaving the castle and returning later caused the
|
|
screen to freeze and the game to crash.
|
|
|
|
If we overlook the fact that the graphics, sound, and interface were intially
|
|
designed for a different machine, then the C64 version might be worthwhile.
|
|
Cramming large graphics and sound information into the machine, however, created
|
|
far too many glitches and a poor overall quality. DEATH BRINGER does not belong
|
|
on a Commodore unless it's an Amiga. One of these days, developers and marketing
|
|
managers will realize there's a difference between the two machines and decide,
|
|
for the benefit of all, to design games appropriate to each.
|
|
|
|
DEATH BRINGER is published by Spotlight Software and distributed by Cinemaware.
|
|
|
|
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
|
|