Hero Quest (1991) 
| Details (Commodore Amiga) | Supported platforms | Artwork and Media | |
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| Publisher: Genre: Author(s): Musician(s): Minimum Memory Required: Maximum Players: Joysticks: Language: Media Code: Media Type: Country of Release: Other Files: Comments: | Gremlin GraphicsAdventure / RPG Michael Hart, Jason Wilson Barry Leitch 512K Yes Eng 3.5" Floppy disk Worldwide Advertisement, Game map | Click to choose platform: Amstrad CPC Atari ST Sinclair ZX Spectrum Commodore Amiga Sinclair ZX Spectrum |
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| Your Reviews |
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Jul 1991 (CU Amiga) 5th Dec 2011 05:53Heroquest the boardgame has sold obscene amounts, so it's no surprise to see that Gremlin have translated it to the home computer format The cross between Dungeons and Dragons and more traditional boardgames has caught the imagination of people everywhere, and this is a faithful reproduction of the game.
There are four characters to choose from: Elf, Dwarf, Wizard and Barbarian. Up to four players can take part in the quests, each controlling one of the characters and competing against the others. The characters have different skills: the barbarian is the best fighter while the wizard has the best spells and cerebral abilities. Scenarios increase in difficulty and complexity as the game progresses towards the lair of the evil wizard Morcar. The computer game mimics the idea of rolling dice to determine the number of action points - only it shows up onscreen as a spinning coin! The player clicks on it to stop it spinning and then moves, searches or engages in combat. Again, the combat system is faithful to the boardgame; each combatant spins a number of coins and compares the result to his opponent's throw. Skulls represent attack and shields defence. The person with the most of either gets to block the attack or hit the enemy - a draw means no effect. Examine a room for secret doors or hidden treasure. A pull-down menu charts the player's progress, as well as giving pointers to unseen areas and the likely locations of hidden rooms. Killing monsters gains the player money; but only the first player to complete the task and escape through the exit gets to claim the reward. A mixture of heroism, common sense and downright treachery are the best methods to use in order to win.
One of the nastiest shocks awaiting the adventurer is the presence of traps. The dwarf comes equipped with anti-trap picks but the rest of the characters take pot luck. Jumping the pits is an option for those with enough action points. Unlike the boardgame, the Amiga version can be played solo, with the computer taking on the role of Morcar, the evil wizard. However, the atmosphere and sense of competition are definitely limited by this. The graphics are excellent, dear and distinctly unflowery. The sound isn't anything special with the exception of the noise of the spinning coin; this is fantastic (and needs to be because you'll hear it hundreds of times).
Which brings me to the gameplay. There's nothing to fault it, and the game moves in a logical fashion. A sense of atmosphere is hard to get in a game like this but somehow Gremlin have pulled it off. My main quibble is that once a mission is completed, lost energy is not restored. The only other fault I can find is the lack of interest for solitary players. The difficulty of the scenarios assumes at least a couple of players, so those playing on their own might find it some what frustrating. Still, Gremlin must be congratulated for a job well done.
Matt Reagan
CU Amiga, July 1991, p.97
The scenarios give the players a not-so-gentle learning curve. The first mission, to simply find the exit and be the first to escape, has few monsters and only a couple of traps. The fourteen quests range in subject from the rescue of a prince to escaping from a jail cell. As the levels unfold, the over-riding mission to kill or at least neutralise Morcar becomes more and more important. The final level in Barak Tor pitches the adventurers against the might of the Witch Lord, and his defeat will prevent Morcar from gaining control of the lands. Only the best warriors and magicians stand a hope, so practice well before trying!
GREMLIN £24.99
A wizard of a game best played with a few pals.
GRAPHICS
SOUND
LASTABILITY
PLAYABILITY
81%
77%
84%
75%
OVERALL 81%
There are four characters to choose from: Elf, Dwarf, Wizard and Barbarian. Up to four players can take part in the quests, each controlling one of the characters and competing against the others. The characters have different skills: the barbarian is the best fighter while the wizard has the best spells and cerebral abilities. Scenarios increase in difficulty and complexity as the game progresses towards the lair of the evil wizard Morcar. The computer game mimics the idea of rolling dice to determine the number of action points - only it shows up onscreen as a spinning coin! The player clicks on it to stop it spinning and then moves, searches or engages in combat. Again, the combat system is faithful to the boardgame; each combatant spins a number of coins and compares the result to his opponent's throw. Skulls represent attack and shields defence. The person with the most of either gets to block the attack or hit the enemy - a draw means no effect. Examine a room for secret doors or hidden treasure. A pull-down menu charts the player's progress, as well as giving pointers to unseen areas and the likely locations of hidden rooms. Killing monsters gains the player money; but only the first player to complete the task and escape through the exit gets to claim the reward. A mixture of heroism, common sense and downright treachery are the best methods to use in order to win.
One of the nastiest shocks awaiting the adventurer is the presence of traps. The dwarf comes equipped with anti-trap picks but the rest of the characters take pot luck. Jumping the pits is an option for those with enough action points. Unlike the boardgame, the Amiga version can be played solo, with the computer taking on the role of Morcar, the evil wizard. However, the atmosphere and sense of competition are definitely limited by this. The graphics are excellent, dear and distinctly unflowery. The sound isn't anything special with the exception of the noise of the spinning coin; this is fantastic (and needs to be because you'll hear it hundreds of times).
Which brings me to the gameplay. There's nothing to fault it, and the game moves in a logical fashion. A sense of atmosphere is hard to get in a game like this but somehow Gremlin have pulled it off. My main quibble is that once a mission is completed, lost energy is not restored. The only other fault I can find is the lack of interest for solitary players. The difficulty of the scenarios assumes at least a couple of players, so those playing on their own might find it some what frustrating. Still, Gremlin must be congratulated for a job well done.
Matt Reagan
CU Amiga, July 1991, p.97
The scenarios give the players a not-so-gentle learning curve. The first mission, to simply find the exit and be the first to escape, has few monsters and only a couple of traps. The fourteen quests range in subject from the rescue of a prince to escaping from a jail cell. As the levels unfold, the over-riding mission to kill or at least neutralise Morcar becomes more and more important. The final level in Barak Tor pitches the adventurers against the might of the Witch Lord, and his defeat will prevent Morcar from gaining control of the lands. Only the best warriors and magicians stand a hope, so practice well before trying!
GREMLIN £24.99
A wizard of a game best played with a few pals.
GRAPHICS
SOUND
LASTABILITY
PLAYABILITY
81%
77%
84%
75%
OVERALL 81%
(Anonymous) (Unknown) 24th Nov 2010 10:45| Cheats | Trivia |
|---|---|
| There are no cheats on file for this title. | No trivia on file for this title. |
History
This title was first added on 29th December 2010
This title was most recently updated on 5th December 2011







