130 lines
7.7 KiB
Plaintext
130 lines
7.7 KiB
Plaintext
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THE MAGIC CANDLE
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THE MAGIC CANDLE is a fantasy role-playing adventure from Mindcraft Software
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and Electronic Arts, and it offers a long quest in a huge imaginary world, good
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graphics, three levels of difficulty, lots of magic, monsters, and combat,
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keyboard or joystick control, a save-game option, and no copy protection. (This
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review is based on the Commodore 64/128 version; Apple II version notes follow.)
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Role-playing adventures never seem to lose their charm, regardless of how often
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they appear, or how derivative they are. THE MAGIC CANDLE continues this
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apparently timeless tradition with a typically charming "good vs. evil"
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storyline, standard characters, strange magic, and plenty of combat with a
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lineup of monsters ranging from dumb Orc soldiers to incomprehensibly powerful
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Forces of Darkness. Although characters with trades can get jobs to earn money
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for weapons, objects, and magic items, this "realism" more or less intrudes on
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combat. CANDLE is a lengthy, meandering treasure hunt, punctuated and
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interrupted by an awful lot of combat, and an awful lot of chatting with the
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many other characters that populate the game.
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The story of CANDLE concerns the lands of Deruvia, the Children of Light, the
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archdemon Dreax, and a pure white candle that holds Dreax captive. The
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forty-four mages guarding the entrances to the valley of Berbezza -- where the
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Magic Candle is hidden -- have disappeared, and now, with no one available to
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utter the spells and chants needed to keep the Candle at its full height, it is
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in great danger of melting away.
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The goal of the game is to assemble a party of six adventurers, equip them with
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weapons and magic, and search Deruvia for the items and chants needed to make
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the melting candle whole again -- a state of waxy solidity certain to keep the
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pesky Dreax captive. Although the Zirvanad (a valuable spell book) has been
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lost, a fragment of it ("Chapter V. Should the candle start to melt") is
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reproduced in the instruction manual.
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There are five races: Dwarves, Elves, Halflings, Men, and Wizards. There are
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nine professions: Carpenter, Fighter, Gemcutter, Knight, Mage, Mercenary, Metal
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Smith, Ranger, and Tailor. Carpenters, Gemcutters, Metal Smiths, and Tailors are
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useful in CANDLE due to their job skills, gainful employment being necessary to
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earn money for weapons and items. Tailors also have the gift of gab, a valuable
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and much-needed asset.
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Armor and weapons include leather, ring and chain mail, steel plate, swords,
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scimitars, axes, and bows and arrows. Items include lockpicks, shovels, ropes,
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blankets, and magnifying lenses for reading inscriptions and scrolls. Magic
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supplies include spell books, dried leaves, pressed flowers, powdered roots, and
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a variety of mushrooms; each has a specific use, such as restoring energy,
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increasing travel speed, curing illness, and others useful in combat.
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Monsters come in four classes: soldiers, beasts, archers, and thaumaturges;
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each class has many monstrous elements. And they're just about everywhere,
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including towers, abandoned mines, and castle dungeons. Needless to say, it is
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in these Strongholds of Darkness that you'll be engaging in much combat as well
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as in searching for Deruvian secrets, important items, and the looted gains of
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the monsters. Some dungeons have one level; others have five or six or more.
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The C64 screen display consists of an action window, within which you move your
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band of adventurers through the terrain of Deruvia; below the action screen is a
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list of the currently available commands; at the upper right is an information
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section; and at the lower right is a status summary of the characters. The
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Information section consists of date and time, day/night indicator, position of
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the party (either Level number or X-Y coordinates), number of party members. and
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the days remaining before the Candle melts away (1000, 800, or 600 days,
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depending on the selected level of difficulty). There is also a compass and a
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description of the current location.
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CANDLE can be controlled with either the keyboard or joystick. Commands -- and
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there are many -- are invoked with single-letter keystrokes, or by moving the
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highlight bar to the command and pressing the spacebar. The cursor keys move the
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party in the cardinal directions.
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Pressing a number key (1-6) then the "0" key displays that character's skill
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levels, attributes, armor, weapon, and health information; a second screen shows
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an inventory of coins, food, items, and, for those that are capable, spell books
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and spells. Repeatedly pressing the spacebar will cycle through the status
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screens of all characters; the "CLR-HOME" key escapes back to the action screen.
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When using the joystick, holding the button and moving the stick moves you
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directionally. Moving only the stick cycles through the command list; pressing
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the button selects that option.
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CANDLE comes on two double-sided disks. They are unprotected and can be copied.
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Four game positions (including remarks) can be saved on disk side 4; reloading a
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saved game prompts you for a word from the instruction manual. Also included in
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the package are a C64 Startup card, and a map of the Lands of Deruvia.
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Although nothing new really happens, THE MAGIC CANDLE is, for the most part,
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okay. The graphics are fine; there are flowing fountains and flickering candles.
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The realistic sounds fit with the action. There is a lot of disk access, but
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none of it is so time-consuming as to be bothersome. The game plays well with
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either joystick or keystrokes.
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There is a down side, though: It's called the instruction manual. It tells you
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everything you ever wanted to know about Deruvia, and a lot of things that
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perhaps should have been kept secret. The Zirvanad fragment, though incomplete,
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more or less solves the game. All this information removes the element of
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surprise, and reduces what should've been a long and interesting quest to the
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level of a timed treasure hunt.
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APPLE II VERSION NOTES
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The Apple II version of Mindcraft's THE MAGIC CANDLE is more or less the same
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as the C64 version. The test machine was an Apple-compatible Laser 128, and the
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most notable difference is, as usual, the graphic quality. CANDLE looks
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marginally better than most Apple games do, although that's not saying a great
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deal. The colors seem to have been lifted from a CGA scheme, and the low-level
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resolution makes everything look blocky. In spite of this, the action screen has
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enough clarity that you can tell what's going on.
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Directional moves can be invoked with the arrow keys or (if you're left-handed)
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with Control-A, -W, -S, -Z. Moving the cursor around the command list and
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pressing the spacebar selects commands. When using the joystick, pushing the
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stick while the highlight bar is on the Walk command moves the party in the
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cardinal directions. Pressing button 1 while the highlight bar is on the Walk
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command toggles its activation, enabling you to move to and select other
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commands. The keyboard seemed to work much better than a joystick.
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The Apple II version is not copy-protected; backups can be made with your Apple
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system disk, or (in the case of a Laser 128) with the Copy II program that came
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with the machine. A second disk drive is supported. Four games (including
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remarks) can be saved on disk side 4, but there'll be a documentation check when
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you reload one of them.
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Thanks to an identical instruction manual, the Apple II version features the
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same lack of surprise inherent in the C64 version. The most basic difference
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between these two versions is THE MAGIC CANDLE looks better on the Commodore.
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THE MAGIC CANDLE is published by Mindcraft and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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