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232 lines
12 KiB
Plaintext
232 lines
12 KiB
Plaintext
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CHAMPIONS OF KRYNN
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CHAMPIONS OF KRYNN, a DRAGONLANCE game from SSI, is unlike the
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previous releases on this AD&D plane. CHAMPIONS is _not_ an arcade
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game, but a role-playing game based on the same design used in POOL
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OF RADIANCE and CURSE OF THE AZURE BONDS. (This review is based on
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the IBM-PC version; Apple II and Amiga version notes follow.)
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For those unfamiliar with the mechanics of these games, you're
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either traveling in a local area, traveling in the countryside, or
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fighting a battle. The countryside travel uses a map of the local
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area; very little happens there, and random encounters in the
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countryside are very rare. In local travel, you're provided with a
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ground-level, straight-on view of what your character sees, and you
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can travel only straight ahead. To look to the side or travel in a
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different direction, you must rotate your party.
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There is an Area command that displays an outline of the local
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area. This is very useful for mapping, but not very useful for
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traveling. There are a few situations in which the Area command is
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not available because your characters have no familiarity with the
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local area. In combat, you see a skewed three-dimensional view of
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the battle area. Every combatant moves individually and serially
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until all have moved (or tried to); this equals one round. Rounds
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continue until everyone on one side is dead, has fled, or has
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surrendered. If the number of combatants is very large, a battle can
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take literally hours to fight. Fortunately, there are no really big
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battles in this game.
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CHAMPIONS is a hack-and-slash game. You can't play this game
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without spending a large amount of time fighting. What makes the
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game special are the story, the interaction with non-player
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characters (NPCs), and the clever dialog. You don't simply encounter
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monsters. You enter a room of enemy soldiers who are practicing, and
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who smile at the thought of a dull session that has suddenly turned
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very interesting; or you come upon some enemy soldiers gambling, and
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you have the option of either joining or attacking them. (You can
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fight your way into Gargath or bluff your way in, but don't try it
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twice.)
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There's a story driving this game, and although you have options,
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in most cases there is only one right choice, and you're prodded
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into making it. If you take the wrong action, the game becomes
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harder and eventually brings you back on course. The endgame is a
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fixed sequence in which you have little choice about how to
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proceed. Care has been taken to include many characters from the
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DRAGONLANCE books as NPCs in this game, so playing CHAMPIONS is very
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much like reading a DRAGONLANCE book in which you are one of the
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characters.
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The only serious complaint I have is that CHAMPIONS is over all too
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soon: An experienced computer role-playing gamer can zip through it
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in 20 hours. Many small side-encounters are irrelevant to the main
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story, but if you search for these, you can extend the gameplay to
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about 25-30 hours. Because CHAMPIONS is very linear, there's not
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much point in replaying it to discover possible variations; there
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are very few, despite all the choices you have. Unfortunately, many
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of your best magical items are taken from you at the end, but this
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is a minor complaint: At least you can continue to play the game
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afterwards, and it's worthwhile to do so. If you follow the
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storyline faithfully, there will be one mission in Neraka that
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remains unaccomplished at the end.
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SSI has fiddled with the game mechanics a bit, achieving mixed
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results. The Undead now disappear when Turned; you no longer have to
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hunt them down to end a combat. However, the game menus are now more
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awkward to use than in CURSE OF THE AZURE BONDS, and more keystrokes
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are required to perform the same action.
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Because CHAMPIONS takes place on a different plane, some changes
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have been made to conform to the special rules of the DRAGONLANCE
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universe. Unlike the previous games (developed for the Forgotten
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Realms), this program does not automatically adjust the difficulty
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of certain battles; you can now specify the difficulty level
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yourself. Increasing the difficulty level increases the number of
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random encounters, as well as the number of attackers; however, the
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level of the attackers is not affected. As a result, increasing the
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difficulty increases the length and tedium of the game without
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significantly increasing the difficulty.
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There are no three-hour battles in CHAMPIONS; SSI has kept them
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small. There are also very few encounters with monsters who are
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several levels higher than those of your characters. Combined with
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explicit hints about where to rest, and a much slighter chance of
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random encounters, this game is the easiest of the series to play.
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Therefore, it's quite suitable for someone unfamiliar with the AD&D
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gaming system, or SSI's implementation of it.
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CHAMPIONS frequently includes magic users among your attackers,
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which makes the battles more interesting without increasing
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difficulty. The game also reduces the number of magical items you're
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required to find. In general, only high officials of the other side
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will possess magical items; the common foot soldiers and low-level
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commanders have only ordinary weapons and armor. There are magic
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shops in which you can buy some useful items, but the prices and
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quality of the items varies among shops. If only there were a magic
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armory, as well! (After all, those magic weapons and armor had to be
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manufactured and sold _somewhere_.)
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In the IBM-PC version of CHAMPIONS, SSI provides sound board and
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mouse support. Unfortunately, you hear only the music accompanying
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the opening credits through the sound board; the PC's tiny speaker
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is used during the game itself -- a major disappointment. Mouse
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control is generally well-implemented, but the menu system is still
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designed for a keyboard. As a result, the mouse only supplements the
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keyboard; it's extremely awkward to play using the mouse alone. The
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program supports VGA cards in EGA mode only, but the EGA graphics
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are well-done and present some nicely executed two-stage animation.
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Although you can play from floppies, a hard drive is recommended
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because the program is so disk-intensive. (For example, your
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character information is stored on disk in as many as three files.
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Since it's possible to have up to eight characters and NPCs within
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your party, you'll be swapping up to 24 files in and out of
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memory.)
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CHAMPIONS relies on a hard-copy protection scheme that's
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redundant: You must enter a code word from the Adventurer's Journal
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when you begin the game, and you're randomly asked for a code word
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from the rule book when you save a game. Because you can't play at
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all without the Adventurer's Journal, requiring you to look up a
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code word in that book doesn't provide any added protection.
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Although the game mechanics are a half-step backward from CURSE OF
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THE AZURE BONDS, CHAMPIONS OF KRYNN is a major step forward. With
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your computer serving as Dungeon Master, this game is as close as
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you can come right now to a real AD&D adventure.
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APPLE VERSION NOTES
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The Apple version of CHAMPIONS OF KRYNN is basically the same as
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the IBM version, at least in storyline and game mechanics. The
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graphics are rather good for an Apple game, but the sound is limited
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to a small selection of beeps, clicks, and screeches. The tag on the
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box claims the game will run on a II+, IIe, IIc, or IIgs with a
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minimum of 64K, but the data card inside says that a 65C02
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microprocessor (not the 6502 found in the II+ and early IIe) is
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required. Use of a hard drive is not supported; the starting
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instructions say, "If you have a Hard Disk, turn it off," which
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could present problems. On the bright side, the number of required
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disk swaps has dropped dramatically from POOL OF RADIANCE.
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The command interface in CHAMPIONS is the same maddening mixture
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that POOL uses: IJKM for 3-D movement; numbers in a clockwise
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pattern (1 for North, 5 for South, etc.) for movement overland and
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in combat; cursor keys for menu selection. I suppose it has the
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virtue of consistency, if not ease of use. A joystick can substitute
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for the keyboard, but Apple joysticks are notoriously bad about
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handling those diagonal movements that are critical in combat.
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The Apple version of the documentation check isn't quite as
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redundant as that of the IBM: It requires a code word only at the
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start of each session. Also, I feel the game is sufficiently linear
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that it _could_ be played without reference to the Adventurer's
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Journal, so the check does provide a bit of extra protection.
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AMIGA VERSION NOTES
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Amiga owners everywhere have been waiting for the day when they,
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too, could play AD&D based-games like POOL OF RADIANCE and CURSE OF
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THE AZURE BONDS. Up until now, we've had to make do with the much
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more arcade/action-oriented HEROES OF THE LANCE, and others of that
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ilk. Sorry, SSI, that just won't do. A hardcore role-playing gamer
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is not going to be happy with a game that requires anything more
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than the hand-eye coordination necessary to put the disk in the
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slot. Well, we're still waiting for the first two games to leap the
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conversion barrier, but CHAMPIONS OF KRYNN, using the same basic
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system of gameplay, is a lot of fun to spend time on while we're
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waiting. It is a sophisticated, involving game, lacking the
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complexity of an ULTIMA V and the sheer graphic excitement of
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DUNGEON MASTER, but with its own richness and style. And those
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familiar with the AD&D gaming system should be happy with the
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generally high level of fidelity to the original concept.
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The IBM version reviewer complained that the game is over all too
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soon; I've put over 20 hours into it so far, and I'm only up to my
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sixth mission, so I won't carp about not getting my game-playing
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money's worth. My complaints have more to do with the game
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mechanics. At first, I was happy with the mouse interface, but it
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became too cumbersome, and now I use the keyboard for just about
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everything. Point-and-click works well in some places, but yields
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strange results elsewhere, as in casting spells while encamped. On
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the other hand, too many keystrokes are necessary to do certain
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things, such as aim a weapon, or switch from one weapon to another.
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The game-save process takes forever to accomplish, and you cannot
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load a game position without restarting the game. And while I know
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that piracy is rampant, and I'm grateful for non-protected games --
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grateful enough to accept wheels and brown-on-brown eye-straining
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code sheets and relatively simple keyword systems like CHAMPIONS's
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-- why require a keyword entry from a manual that's referred to
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many, many times in the regular course of the game? It has already
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served its purpose in that regard, and anything more is redundant.
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However, you only need to enter the keyword at the beginning of the
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session, so that's some small respite.
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Note: As in the IBM Version, you can specify the difficulty level
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of the game, but finding out how to do that takes some careful
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reading. (From the Encamp menu, chose Alter, then Difficulty.) It
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would have made more sense to have a chance to set the difficulty
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level at the same point where you can alter your characters's traits
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to species maximums. "Alter Difficulty" is particularly nice when
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you get wiped out in a battle: Reboot, set for a lower level, and
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try again.
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The Amiga version of CHAMPIONS comes on three non-copy-protected
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discs, and can be installed on a hard drive, or played from one or
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two floppy drives. (The manual does not explain that the best way of
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playing on two floppy drives is to boot Disk 1 in the internal drive
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and Disk 2 or 3 in the external. You then replace Disk 1 with your
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pre-formatted Save disk during gameplay, and it cuts down on the
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Save time from 20 minutes to 10.) The game requires 1MB of memory to
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play. The graphics and sound are good, but not that good. The sounds
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of battle are there in spades, but some scenes cry out for music,
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which you just don't get. I stopped playing POOL OF RADIANCE on the
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Commodore 64 because the graphics were so hard to follow. Here, you
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have a really good 3-D perspective and battle scenes are very easy
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to keep track of.
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I'm having a lot of fun with CHAMPIONS OF KRYNN, but for a
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three-disk game requiring 1MB, I sort of expected a little more.
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However, these minor grouses aside, this is one of the best CPRGs
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available for Amiga owners to date. Of course, I'm still waiting for
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ULTIMA VI....
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CHAMPIONS OF KRYNN is published by Strategic Simulations, Inc. and
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distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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