showing 7 games

namepublisher(developer)year arrow_downwarddescription
Knights Top Books1983Sadly, the game has the player firing "Crossbow Arrows" rather than bolts or quarrels. labelminimizeminimize
Lost & Found  General Masters Corporation1983 labelminimizeminimize
Below the Root  Windham Classics (Dale Disharoon)1984 labelimageminimize
Ultima IV: Quest of the Avatar  Origin1985
[52]***
[48]***Comes on two 5.25" disks.

The Ultima series continued to innovate with the release of each game in the series. With this 4th game, the genre was taken to bran new places. There is no evil big bad enemy to defeat, and the point of the game is not to take advantage of people to get stuff to go defeat the enemy. Rather, the point of the game is for the main character to become a champion of virtue. The goals are literally honesty, humility, honor, spirituality, valor, justice, compassion, sacrifice, courage, truth, and love. Actions, inactions, even words can have less than apparent unhelpful or helpful consequences. Yes, there are still monsters to fight and treasures to find, but this makes up less than 1/8th of the game and the care and purpose in handling these things is more important than the end result.

The [i]Ultima IV Construction Set[/i], [b]not official[/b], was available not long after the game's release. While the title would suggest it is a legitimate level editor, the package is in fact an illegal bootleg of Ultima IV. It even includes digital versions of all materials of the game. This overly complete violation of copyright does also include a level editor.
[Zerothis]
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Camp Eamon NEUC1985[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#106 - Camp Eamon by Bob Slemon


Reviewed by Tom Zuchowski



MAIN PGM Version: 5 Extra Commands: DRINK, UNLOCK, FREE, TYPE Deleted Commands: None Special Features: Hi-res map in intro Playing Time: 1-2 hours Reviewer Rating: 7.0 Average Rating: 7.0/2



Description: "A group of Nazi fanatics have made plans to invade the Main Hall. Not only have they captured many fine Adventurers, but in their last raid they took the burly Irishman captive. They also took the complete floor plans for the Main Hall. With those, they can invade any adventure they choose -- even this one.

"The Nazi camp is nearby and run by a Herr Hess. It is heavily guarded by both humans and dogs. You can not refuse. The life of every Eamon Adventurer is at stake. There are rumors of experiments going on there, something called --accelerated cloning."

You get a look at a rough map of the compound, and are on your way!



Comment: It's a real hi-res map, too. I'm not sure that it actually helps any, but it's a nice touch. This is a quasi-science fiction offering: the Nazis are not only invading neighboring adventures, but are cloning grotesque half-human mutants to help guard their compound. But it feels more like a contemporary Eamon setting to me than an SF one.

You will pick up plenty of companions as you rescue various denizens of other familiar Eamon adventures, and the bad guys don't hit all that hard. Bring some heavy artillery, at least a 3D8 weapon. The guards are well-armored and can take quite a beating before you wear them down.

Not only that, but Bob re-uses old, dead bad guys as "new" guards whenever you trip an alarm, so you will find yourself fighting most everyone twice before you win through. This gimmick works well to keep the database small, and would have played quite well if the monsters got new names when resurrected. They mostly have names like GUARD #22, so it wouldn't have been all that difficult to manage. But they are not renamed; it is a bit jarring to find yourself fighting people that you have already killed!

This being an older version 5 Eamon, Bob had to invent his own version of things like hidden doors and embedded artifacts. This extra coding was not always elegantly done, sometimes looking for the entire name of a monster or artifact. It is a very good idea in this adventure to always type the complete name of the artifact or monster, just to cover yourself. If you don't, you may not find everything that you need to complete the quest.

There is no "Attaboy/AwShucks" text at the end of the adventure to tell you how you did, so let me tell you what you should do to feel like you have completed the adventure successfully: pick up the maps and the plans, and rescue the burly Irishman. Bonus points for rescuing the Cyclops and killing Hess.

Here are a few hints to keep you from going astray: the corrugated metal box found in prison camps is called the COOLER. The vault is important. UNLOCK won't automatically show you what is beyond the locked door or inside the artifact.

Players of the DOS 3.3 and 40-col. ProDOS versions would do well to watch out for a dirty trick that Bob plays on you if you do a certain action without thinking about the consequences. It's a pretty funny trick, if you have done a recent game save. I won't spoil the surprise by telling you what it is; just trust me and do a save before trying anything unusual.

This one ranks in at about (6) for difficulty, if you remember to type full names and watch those room descriptions for clues.
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Buccaneer!  NEUC1987[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#145 - Buccaneer! by Pat Hurst



Reviewed by Tom Zuchowski (NEUC October 1987)
Reviewer’s Rating:9
Difficulty Rating: 9
Extra Commands: PAY, GAMBLE, STATUS, DIG, PACE, SEARCH, SELL, VOYAGE
Special Features: Two-disk adventure; SAVE to an extra diskette; voyaging on the open sea.
Playing Time: 10-20 hours



Description:
"It promises to be an exciting day in Evenhold. The pirate Henri Le Marque, scourge of the Malphigian Sea, is slated for execution today. The execution will take place at the jail yard in the harbor district. In case the hanging isn’t enough of a lure, Le Marque was the most successful pirate of the Malphigian Sea, and reputed to have hidden a king’s ransom in booty. Perhaps, when faced with the gallows, he will make the grand gesture of sharing what he won’t be able to enjoy."

"Be on your best behavior, because the harbor patrol is accustomed to dealing with waterfront scum. If you want to scrap with someone, be sure that you are in a very private place; a place where no one will summon the watch."



Comments:
Pat Hurst has shaped up as one of the best Eamon authors of all time. His puzzles are tough, his reasoning tight, his stories consistent, and his descriptions are so rich with detail that they are generally two-disk adventures. Buccaneer! is no exception. It is a two-part adventure, one part to a disk, and each disk is jammed to the limit with detailed descriptions, scores of special effects, and special programming.

The first part of Buccaneer! involves your escapades in the harbor district of Evenhold. There is no specific quest here, but there are dozens of things to get involved in. You can drink, fight, gamble, steal, get arrested, get shanghaied, bribe your way into places you don’t belong, attend the hanging of Henri Le Marque, make business deals, hire a ship, crew it, prepare for a sea voyage, and many other things as well. The general idea is to pick up some clues about the whereabouts of Le Marque’s treasure, and prepare to put to sea in search of the treasure in part two. It even appeared possible to set yourself up in business as a smuggler or freebooter.

Part two is actually a completely separate adventure, with its own MAIN PGM and text files. There is a transfer of information from part one, so that part two uses the ship, crew, and artifacts that you obtained in part one. Part two is an adventure on the Malphigian Sea, in which you can sail to a half-dozen islands in search of treasure and adventures. There is a lot that can happen while on the high seas, including encounters with merchant ships, pirates, naval vessels, sea monsters, uncharted reefs, storms, and mutinies. How well you fare will depend on how complete your preparations were in part one. Every island is unique; a mini-adventure in its own right. The sea is not structured into rooms, but allows you to sail where you will; also, the sea is quite large and requires expert navigation.

The seagoing adventure is unique in its execution. The effects are very good, and the ship-to-ship battles are very well done and full of surprises. It is not difficult to get yourself killed on some of the islands, but Pat has made it very easy to restart part two without needing to return to part one or perform a SAVE.

My first impression of Buccaneer! was that I was smothering in detail. It is very richly described, with most descriptions running to 10-12 lines, and takes a bit of play to familiarize yourself with things before you can begin to really figure them out. It is not an adventure that you casually sit down to and expect to get anywhere quickly. I had to make pages and pages of notes and maps before I had learned enough in part one to take a shot at part two. It takes a lot of thought to figure out how you want to go about the sea voyage. There are eight ships to choose from, ranging from a small felucca with a crew of 4 (good for smuggling?) to a huge packet ship with 12 guns, 3 officers, and a crew of 24. You have 50 or 60 prospective crewmen to choose from, and each is a distinct person, with differing abilities and morals. You will need to select officers if your ship requires them. If you choose to ship cargo for trading in the islands, you will need to determine which of the many merchants you wish to deal with. And you must be certain that you have obtained everything that you need for the voyage, from grog for the crew’s morale to materials to repair damage at sea.

This was a very enjoyable adventure, and all the more satisfying for requiring a great deal of thought and careful decision among the many options. However, it was an expensive undertaking; I had to spend nearly 20,000 in gold to outfit my ship and put out to sea. I found less treasure than that and actually had a net LOSS of 6,000 by the end of the adventure, an experience that must be nearly unique in the history of Eamon.
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Alien Downpour Snacking On Software2017Shoot the various enemies. Rescue spaced hostages that the enemies through at the player's ship. Don't shoot the hostages. Some enemies can hover in the player's way to prevent them from moving too far left or right. When this happens, the player has limited choices to dodge, pickup hostages, and aim at enemies. You can shoot enemy shots to make both disappear (yah, lots of 8-bit games did that). When you die, the debris of your exploding spacecraft can collide with other elements of the game. Including hostages. labelminimizeminimize
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