185 lines
9.3 KiB
Plaintext
185 lines
9.3 KiB
Plaintext
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DEATHLORD
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Descending the levels of darkness, we fight toward the final
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outcome. Ikeda, the great Samurai, has led the party, and all have
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fought well in the name of the Emperor. But the level-draining
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enemies are too numerous to count. Our only hope lies in speed (and
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the creative use of Utilities). Down, down we travel, past Levels of
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Darkness, Levels of Fire, and still more levels filled with lakes of
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terrible acid. On our journey through the world of Lorn, we have
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found certain helpful items while seeking signs of the Deathlord: a
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lantern to light the way, a ring to resist the fire, a Rod of Acid
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Resistance. We wonder what this Sunspear is for; we know it must be
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for something! Luckily, we've also found the seven words that will
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let us pass the seven gates. Ah, finally, level 16. Oh, no! The
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barriers are everywhere. Crossing them costs half of our hit
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points. We'll never be strong enough to withstand the Deathlord!
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Perhaps there is a way? We will look. Still the battles go on,
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Undead Ronin are everywhere! The Lich, beware the Lich! There it
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is....
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So goes the finale of one of the most difficult, frustrating, and
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enjoyable computer RPGs I have ever played on my Apple. (Commodore
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64/128 version notes follow.)
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DEATHLORD, by Al Escudero and David Wong, is a truly remarkable
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work in at least one way: the number of disks its size requires.
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It's difficult to grasp just how big this game is. Most players are
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aware of the number of enormous games released recently on four or
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more disk sides. DEATHLORD is also enormous, but it uses only three
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disk sides. I suppose this has nothing to do with how the game
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plays, but I'll get to that in a moment. A portion of this review
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should acknowledge and applaud the advances in code compression that
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must have occurred for this entire game to fit in such a small
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space. Nice job, guys!
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You have to stand in awe of a game that includes 16 continents,
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numerous cities, towns, ruins, palaces, castles, pyramids, endless
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dungeons, and bad guys on every block. In fact, even after having
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"finished" the game (by securing the Deathlord's head for delivery
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to the Emperor), there are still many places in Lorn that remain
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unexplored, whole dungeons to be examined, and hours of enjoyment
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yet to come. Were it not for the alluring call of ULTIMA I might
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still be trying to map the bottom four levels of the Pyramid
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Dungeon.
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DEATHLORD is a hack-and-slasher's dream, and a mapper's Nirvana.
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Set in the medieval Orient (which definitely adds a challenge to the
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opening), the object of the game is to find seven Words and six
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Items scattered throughout the Land of Lorn. The Words, it is said,
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are all at the lower levels of the dark and fearsome dungeons. You
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must find the Words, and use them (and the Items) to vanquish the
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Deathlord himself.
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DEATHLORD will take a while to play and will have its moments of
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great entertainment, along with its moments of pure frustration. The
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enjoyment will outweigh the frustration, especially if you like
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mapping: Much of the challenge involves good map-making. If you're
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careful, you'll be able to discover the most likely areas for the
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secret rooms that abound in this game. Once they're pinpointed, you
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will often find more treasure than you can carry, or one of the
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coveted Words.
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As I've indicated, DEATHLORD isn't perfect. The game does suffer
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from what I (and others) consider flaws; from time to time, these
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flaws will greatly increase your frustration. The dungeon levels are
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of inconsistent size. There are many, many hidden doors, but there's
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no reliable way to find them. Bumping into hidden doors will always
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reveal them, but then you have to bump into almost every wall in the
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place. Good mapping helps, but it doesn't eliminate the problem. The
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real aggravation comes when using the (F)ind command: It just
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doesn't work consistently. You not only have to bump into every
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wall, you must also hit the (F) key, along with an arrow key,
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between five and ten times pe suspect wall. As I said, frustration
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builds.
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Another flaw is the lack of a Locate spell. The game has many
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teleports and tricks that make mapping harder. The only suggestion
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of a teleport is a slight screen flicker you can easily miss; being
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able to tell where the heck you are would be very helpful! (There's
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a spell that tells you which level you're on -- information you must
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have -- but not where you are on that particular level.)
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Some have criticized the rather superficial Oriental flavor of the
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game, but I found it acceptable. It adds a bit to the challenge at
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the beginning of the game, and it gives your mind something to work
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on as you try to raise your party to survival level.
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Character creation is simple but important. I recommend that you
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practice for a while with the party the game provides (you'll find
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that walking in the swamp can quickly kill you!), and then take
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pains to create a really good party yourself. I found it very
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helpful to have all four classes of magic represented. Other players
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have reported good results even without some of these classes. Since
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both the creation and the ability to reject a rolled character take
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little time, keep rolling until you accumulate very good stats for
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each of your six characters. You'll need them!
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Three little (or maybe not so little) playing tips: DEATHLORD is
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tough. You die terribly and frequently. If you play with your disk
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in the drive, any deaths will be recorded on disk, and temple
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resurrection costs a lot. I used the SAVE often and played with the
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drive door open. It made the game a lot more pleasant. Even so, it
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took me three months to finish!
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The second tip is to make a complete scenario backup. Do this
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before you ent a new dungeon -- especially after leaving Kodan.
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There are some dungeons from which it is hard to escape (until you
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get certain spells). When you enter the dungeons, the move is
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recorded on disk.
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The third tip applies when you start going from disk "A" to disk
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"B" (after you leave Kodan, go south): You can reset the disk you
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are using and recreate all the gold, special battles, and items you
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have found. This can be very important if you lose a ship or
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accidentally drop an item.
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DEATHLORD will appeal most to those who like the ULTIMA series. It
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has the same overhead viewpoint and the same ability to talk to
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characters encountered during the game. The interaction with these
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characters is similar to that of ULTIMA IV.
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In short, the game is a good one. It's definitely not for beginners
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or those who lack patience. Be prepared to devote a great deal of
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time. Don't let the three disk sides fool you: This is a game of
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incredible size and challenge.
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COMMODORE 64/128 VERSION NOTES
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The Commodore 64/128 version of DEATHLORD is everything the Apple
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II version is: large, challenging, frustrating, and time-consuming.
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It's also pompous, overblown, and not particularly new -- you'd
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think that by now all the evil in the universe would have been
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eliminated.
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In his Apple II review, Scot pointed out that are people who found
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DEATHLORD's Oriental flavor superficial. Of the 8 races from which
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you can select your characters, 4 of them have an Oriental flavor.
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What's more, there are 16 classes (7 fighters, 4 thieves, 2
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priests, 2 wizards, and a peasant), each with an Oriental flavor.
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Much of the armor, many of the weapons, and all spells have Oriental
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flavors, as well. While all this might truly be superficial, it
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certainly makes it tough on us Caucasian players, who have to juggle
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all those Oriental flavors around in our heads.
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The C-64/128 version of DEATHLORD offers a macro command feature.
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As many as 4 non-combat macro command sequences, each of which is
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limited to 15 characters, can be defined. The many spells of the
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Shisai and Shizen priests are used for cures or protection; the many
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spells of the Mahotsukai and Genkai wizards are used for offensive
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and defensive purposes. Since the macro feature cannot be used in
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combat, you'll be able to prepare healing commands that can be
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executed more or less immediately with a single keypress.
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The graphics of DEATHLORD on the Commodore are okay, not fabulous
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but certainly not unwatchable. All game functions are effectuated
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with keystrokes. There are a lot of keystrokes, above and beyond 4
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directional moves, 6 statistical displays, and the 4 macros.
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Characters from ULTIMA III or THE BARD'S TALE series can be
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transferred to DEATHLORD although, on emerging in Lorn, they will be
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different (perhaps due to their initial lack of Oriental
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flavoring).
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The DEATHLORD boot disk is copy-protected; the 2 scenario disks are
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not and should be copied. Actually, they _must_ be copied, because
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you cannot play from the master scenario disks. The package comes
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with a Command Summary card and an instruction manual that
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explains, in greater detail, the information on the Command card.
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Regardless of its Oriental flavor, DEATHLORD is a single-player,
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DUNGEONS & DRAGONS-type adventure. It is long and large and
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complicated. If you can handle another D&D epic, DEATHLORD will
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provide you with the thrills, frustrations, and maps to which you've
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become accustomed.
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DEATHLORD is published by Software Design and distributed by
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Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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