ST Format


Hero Quest

Author: Ed Ricketts
Publisher: Gremlin
Machine: Atari ST

 
Published in ST Format #24

Hero Quest

Time once again to daub your face with dirt and wander around dank dungeons in search of treasure. Hero Quest is an ST recreation of The Best Selling New Game of 1989, a board game that doesn't leave you bored. But does it survive the translation from board to screen?

You select new characters before you start. Up to four players can play, though you can control all four characters if you want. The game is played in turns, and in each turn a player can do two things: move and perform an action. This can involve fighting, searching (for treasure or hidden doors) or casting a spell. However, you can't do more than this in one game turn. The number of places you can move is determined by a spinning coin (which replaces the dice of the board version). This coin spins until you stop it - the number indicates how many squares you may then move.

Combat is controlled by the ST and your success depends on your character. Each player rolls the combat die a number of times - one for the Wizard, three for the Barbarian - and this determines the attacking and defending strengths of the combatants. To cast a spell you must select which spell to cast and where to cast it. You can also find various helpful potions and objects simply by searching rooms.

Effects

Hero Quest

Considering the limitations adapting a board game imposes on the graphics, the display isn't half bad. The rooms and passages do tend to repeat themselves somewhat, but this doesn't detract from the atmosphere. Character graphics are instantly recognisible and quite detailed - although the jerky animation spoils the effect. Creatures look nasty enough to fit the bill, though they too don't vary all that much. The intro sequence sports some really atmospheric and well-drawn graphics, not too cartoon-like yet not too serious. Sadly, you're let down by the sound - an annoying chip tune and no samples during the game.

Verdict

One major disappointment is the animation. When you end up searching a room for instance, a message tells you that some loose tiles have fallen on your head. Instead of seeing an animated sequence, nothing at all happens. A good opportunity to improve on the board game has been missed. The same is true for the combat sequences. No matter what opponent you're fighting, the same move is always shown - a basic whack in the face.

There seems little point in playing the ST version unless you want relief from tedious dice-rolling. The other major criticism is that you can only save your characters between quests.

Verdict

Hero Quest

One major disappointment is the animation. When you end up searching a room, for instance, a message tells you that some loose tiles have falled on your head. Instead of seeing an animated sequence, nothing at all happens. A good opportunity to improve on the board game has been missed. The same is true for the combat sequences. No matter what opponent you're fighting, the same move is always shown - a basic whack in the face.

There seems little point in playing the ST version unless you want relief from tedious dice-rolling. The other major criticism is that you can only save your character between quests.

Hero Quest could be worse. It's quite absorbing - more so than you'd think if you were watching someone else playing it. The fourteen quests aren't too difficult - at least, not at first - and because you can attempt them in any order there's plenty to keep you interested, especially with the promise of further data and scenario disks to come. Give it a go - you might find you like it despite yourself.

Ed Ricketts

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