Lightning cracks the sky. A castle shivers from the depths of Hell as earthquakes shatter the land. Explosive music blasts from the speakers. Crescendo. All spirals into silence. But wait! What's this message swimming into existence? 'Loading.' Cheers.
Lord only knows what Steve M was thinking when he awarded the Amiga 500 version of this game 80%. It's quite as foul as the original HeroQuest and entirely fails to break free of the rigid tedium of the board game. It's the sort of game where, because one of your characters has a toolkit, the designers feel justified in placing up to seven re-arming traps in a room. There's an option to click on a square and have the character move there automatically (instead of laboriously clicking on points of the compass) but because of the acute perspective, the game thinks you want to go somewhere else and your character stomps off in the wrong direction and wastes all his movement points, there are lots of single-file corridors, monsters sit there until you stumble across them, combat is handled automatically while you make a cup of tea and it all feels like a game of AD&D run by a pedantic cretin.
Curiously, the CD32 version, while adding the expected lutey soundtrack and (really rather good) spot effects, also features a brand-new bug which frequently gets confused when you're trying to attack something and moves you instead, and occasionally locks the game up completely. And you still can't save until you finish a level.
Painfully obvious RPG stuffed with monsters and traps that hamper your progress in entirely the wrong way. If this was a board game, you'd want to strike the moderator repeatedly about the head and body.
You'd be better off going for the structurally similar but vastly superior Laser Squad or Sabre Team instead.