showing 5 games

namepublisher(developer)year arrow_downwarddescription
Caraïbes  Logidisque1982 labelminimizeminimize
Pirates!  MicroProse1987 labelimageminimize
Assault on Dolni Keep NEUC1987[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#124 - Assault on Dolni Keep by Tom Zuchowski



Reviewed by Pat Hurst (NEUC October 1987)
Reviewer’s Rating:10
Difficulty Rating: 6
Extra Commands: REQUEST, INFO
Deled Commands: TAKE, BLAST, HEAL, POWER, SPEED, WAVE, SAY, READ
Special Features: 40/80 column capability, extra file containing notes and hints for the adventure, fast start feature, comments by adventuring companions, multiple saves possible.
Playing Time: 30 minutes - 2 hours



Description:
You have been sought out to aid your two friends (from Thror’s Ring, #114), Gorim the Dwarf and Galehir the Wood Elf, in the rescue of the High-Elf, Fromir. Fromir’s wisdom is a vital asset to the forces of good in Middle-earth, but he has been seized by Orcs and imprisoned in Dolni Keep. Storming the keep would insure the quick demise of Fromir, but a small group might be able to penetrate the keep and affect the rescue. Gorim is going because the keep is of Dwarven construction. Galehir is going because the rescue of an Elf warrants an Elven representative. You are invited to join because the expedition needs a salty adventurer experienced in arms.



Comment:
Despite the fact that this adventure has a small number of rooms, uniform monsters (orcs), and a reduced command list, it is a real treat to play. A consistent theme is developed and adhered to throughout. This is not a hack-and-slash adventure but a realistic treatment of the rescue theme. It plays more realistically then most Eamon adventures. The player is an actor in the flow of events rather than the agent who determines everything that happens. Thus, the adventure can be undertaken by an inexperienced character as well as an experienced one with almost equal chances of success. The experienced player must always bear in mind the ultimate purpose of the foray and sublimate the usual Eamon instincts to plunder and kill that he has probably nurtured through his previous adventuring.

The descriptions are well done and lend a feeling of action to the adventure. It’s almost a pleasure to go astray occasionally to see how well the author has covered all the bases. Your com[anions offer comments which add an extra touch of realism and imbue them with a personality not usually accorded to non-player characters. You may check their health, inventory the items they are carrying, or request objects from them. They each have special skills and the ability to switch weapons in combat. For example, Galehir carries spare bowstrings in case one should break in combat.

The adventure can be displayed in either 40 or 80 columns and is compatible with several 80-column cards, Videx or Apple //e compatible. There is a fast start feature which loads the initial status of variables and parameters in much the same way as restoring a saved game. This significantly reduces start-up time. The NOTES-COMMENTS-HINTS files discusses some of the specially programming and how it is designed. In addition this file lists adventure hints in chronological order so that they player can get help without revealing more the adventure then necessary.

Overall it is an excellent adventure with several innovations which greatly improve playability. The MAIN PGM (similar to that of Thror’s Ring) marks a radical departure from the standard one and warrants some study by prospective Eamon adventure designers.
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Apocalypse 2021: Eamon Adventure #209 Eamon Adventurer's Guild1991[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#209 - Apocalypse 2021 - by Hoyle Purvis


Reviewed by Tom Zuchowski



MAIN PGM Version: 7 Extra Commands: KISS Deleted Commands: None Special Features: None Playing Time: 45 min. Reviewer Rating: 5.0



Description: You have just been contacted by the people of Wagramtown concerning an attack by the Marauders, a very powerful group of cyborgs, mutants, and hired thugs. The Marauders have turned the old high school into their headquarters. They have been attacking and destroying nearby towns and villages. They employ a science that has been all but lost since the Great War.

You have been asked to help rescue the captured people of Wagramtown, which includes the mayor, his daughter Meg, and Captain Josh of the Wagramtown Guard. All of the material wealth of the town was also taken. You will be given a reward based on the success in rescuing the captured and returning their stolen valuables. A young warrior who was not captured will assist you.



Comment: This is a clean, solid adventure, refreshingly free of errors. There's a ton of combat here and the puzzles are minimal; this is one that the "hack'n'slash" crowd will enjoy, for sure. Many of the opponents are not lightweights; be sure to bring your heavy artillery along with you.

It's biggest flaw is that it isn't all that much fun to map. This comes as no big surprise, since the adventure takes place in an old abandoned high school, and settings in institutional buildings often have this failing.

On the plus side, it is well-assembled and choreographed and had some nifty specials that I greatly enjoyed.

As you well know, I am not a "hack'n'slash" fan but am a puzzle nut, and this type of adventure is not my favorite. Eamonauts who enjoy combat and get bored by puzzles may well rate it higher than I did. I give it a (6) for difficulty.
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The Tomb of Razaak EAG2005[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#250 - The Tomb of Razaak by David Owens


Reviewed by Tom Zuchowski



MAIN PGM Version: 7.1
Extra Commands: None
Deleted Commands: POWER, HEAL, SPEED, BLAST
Special Features: Lower case intro text and descriptions
Playing Time: 2 hours
Reviewer Rating: 7.0 Average Rating: 7.0/1
Reviewed by Tom Zuchowski



Description: "The war between the Zarpathian Empire and the Centauri Confederation has gone on for almost a century. Looking to make some money and win some glory, you enlist as a mercenary for the Zarpathians. Grudgingly they allow you to keep your favorite weapons, but they insist on issuing you a quantum blaster rifle.

"A vessel to which you are assigned crash-lands on the desolate planet Osiris 5, and you are knocked unconscious. When you come to, you realize that the rest of the crew has used the only functional escape pod and left you behind. There is another escape pod onboard, but it lacks a dyrillium power crystal.

"You have crashed near some ruins. With no more than your personal weapons and a sensor helmet, you must find a way off this planet!"



Review: This adventure is our second by new author David Owens. Once again, David set out to make as good as adventure as he could make with little to no special programming, relying instead on the strengths of the 7.1 DDD. This adventure came out even better than his first try.

This is mainly a game for puzzlers. There are 52 rooms and several containers, and you must work your way around as you search for the keys, tools and protective gear you will need before you finally escape.

The SF aspect is fairly low-key, and I didn't find it to be a particular plus or minus. David did an excellent job of setting up a succession of goals to achieve. I did not find the opponents excessively difficult with the standard "Sam" character, although I did take the precaution of fleeing from multiple foes to thin them down. There is a healing potion that was ample to keep me going, making the removal of spells possible.

Perhaps the item I enjoyed the most was the desert, which was the best maze that Eamon has seen in a very long time. I've always enjoyed a good maze, and this no doubt contributed to my overall scoring.

If you like puzzling and mazing, you won't go wrong here.

Difficulty of about (7).
[Zerothis]
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