CONQUESTS OF CAMELOT: THE SEARCH FOR THE GRAIL I should mention right away that I'm a sucker for Arthurian Legends. Something about them strikes a chord deep within me, and no matter how many different versions I encounter, if the tale is well-told, it gets me. Looking back, I remember that one of the first books I read was about King Arthur, and to this day, I still follow a fair amount of the literature associated with him. When I travelled to England, I made a point of visiting not only Stonehenge, but Glastonbury Abbey, Glastonbury Tor, and the possible site of Camelot. My familiarity and love for these stories makes me all the more hypercritical of those who _don't_ relate the story well. So how do I react to Sierra's "3-D Animated Adventure Game"? With a big and heartfelt "Wow!" It's obvious that the game's designers and programmers feel the same way as I about Arthurian tales. (This review is based on the IBM-PC version; Amiga version notes follow.) You probably know the story as well as I. In Christy Marx's CAMELOT, England is under a blight, and can be saved only by finding the Holy Grail. The three boldest knights (Gawaine, Galahad, and Launcelot) all set out in search of the Grail, but not one has been heard from. Now it falls to you, King Arthur, to find the Grail, or else watch your kingdom wither and die. So explore Camelot, gather the possessions you'll need for your journey, and don't forget to stop in the chapel: Unless you appease the Gods (both Christian and pagan), you won't even get across the moat. And if you make the right offerings, you'll be granted visions to guide you in your quest ahead. An important factor is that once you've actually left Camelot, you won't be allowed back inside the castle until the quest is completed. So if there's something you need that you've forgotten, you'll have to begin the game over again from a point at which you're still inside the castle. Of course, the world outside your castle is a dangerous place. You have your horse and armor and Excalibur (for part of the quest, at least), and other weapons may be picked up along the way. Be prepared for swordfights, jousts, wild animals, and supernatural beings to pop up anywhere along the quest. And you'll have to be good at answering riddles -- the old-fashioned kind, presented in poems that point to logical answers. You're only allowed to visit places in England that will actually further your quest, but these visits still consume plenty of time. Many of the sequences look and feel "right," although Glastonbury Abbey is pictured as it appears today (a series of ruins), rather than the way it must have looked a thousand years ago. One odd element in this adventure is that about halfway through the game, you have to leave England and head for the Middle East. At this point, you could just as easily be a hero named "Bruce" -- the tangent has nothing to do with any King Arthur legend I've ever encountered. Some players may therefore consider these sequences a drawback, but I found them very well done, and every bit as enjoyable as the earlier, more "authentic," scenes. In the Middle East, you must make it across the desert, and fulfill a moderately difficult quest in the city's bazaar; this quest involves discovering the "heart's desire" of all the merchants in the marketplace, and then finding a way to fulfill each secret wish. You also must explore a series of deadly catacombs until an encounter with Aphrodite herself finally points the way to the end of the adventure (as well as the almost-obligatory sequel). Everything about this game package exudes quality, from the raised lettering on the box to its overstuffed contents: There's a 30-page "Liber ex Doctrina," a wall map of Europe circa 800 AD, (count 'em, _ten_) 5-1/4" diskettes, and four 3-1/2" diskettes (not to mention assorted items like the 48-page Sierra catalog, and a well-written information sheet about sound boards). These diskettes are not copy-protected in any way, and may therefore be copied to your hard drive. The manual and map are important elements in the solution of your quest -- and not just because of the two-page walkthru that helps you get started. You'll also need to know "The Message of the Rose," "The Language of the Flowers," all about the six Goddesses, and the mythology of Aphrodite. This necessary information is detailed within the manual; the adventure is impossible to complete without it. Graphics support is provided for Tandy Graphics, CGA (grayscale only), EGA, MCGA, VGA, and Hercules Monochrome. In VGA mode, the graphics themselves are nothing to get excited about -- they're good, but not great; however, graphics fill up the entire screen, making it easy to "see" everything you need to see. When you type, or when a character speaks to you, windows open to contain the dialog. The animation is first-rate, down to every detail: When your characters "talk" (when a dialog window opens), their lips move! The program also accepts various types of audio support: the Roland MT32, AdLib, Game Blaster, and IBM Music cards, as well as "other music synthesizers." You can play CAMELOT via the keyboard, a joystick, or a mouse; the mouse is easier than in several other graphic adventures I've tried. Here, you position the onscreen arrow and click where you want your character to walk (or ride) to; click again after arriving, and you'll enter the room or town (or dark and perilous forest) at that location. Aside from the usual problem-solving tasks, several arcade sequences are incorporated, as well. Combat skills take a little while to fully master, but the game's interface allows you to adjust the speed and difficulty of these sequences so that they're not insurmountable obstacles. Clearly, Marx has done her homework (as indicated by the exhaustive bibliography provided). In the introduction, she explains that she brought in elements from other mythologies to "create a blend," and that her goal was to be true to the spirit -- more than the letter -- of the tale. Some might argue that she ultimately strays a bit too far. But the quality of the game itself never suffers, and the second half is, if anything, even more challenging than the first. While fans of the Arthurian legends will obviously want to check this game out, I don't believe that a love of those tales is a prerequisite for enjoyment of CONQUESTS OF CAMELOT. Anyone who appreciates a good animated adventure game will find that CAMELOT has a lot to offer, on many levels. AMIGA VERSION NOTES Sierra On-Line has so advanced its ability to convert games to the Amiga format that gamers can feel free to buy with confidence virtually any of the company's new releases. CONQUESTS OF CAMELOT: THE SEARCH FOR THE GRAIL is no exception. Sierra On-Line is turning out games that take considerable advantage of the Amiga's admirable sound and graphics capabilities, and such is the case with CONQUESTS. But there is a tradeoff for all the graphic and audio splendor that Sierra squeezes into its Amiga conversions. CONQUESTS is shipped on six floppy disks, which means you'll have to do some considerable disk-swapping, even with a second disk drive attached. But the game isn't copy-protected, so you can easily install it on a hard disk. CONQUESTS runs on A500s, A1000s, A2000s, and A3000s with at least 1Mb of RAM. Kickstart 1.2 or higher is required. Some gamers have complained that the graphics on the latest Sierra Amiga conversions aren't up to par. That doesn't seem to be the case in CONQUESTS: The graphics should please even the most demanding players. The music in the game is soothing and some of the sound bites are fun. There was the nifty stomping of the king's horse romping through the castle courtyard, and the clang of an iron gate opening was a treat. It also was neat to hear the soft jingle of coins being dropped into the king's purse by the castle treasurer. CONQUESTS is another fine Amiga conversion by Sierra, certainly worthy of the highest consideration. CONQUESTS OF CAMELOT: THE SEARCH FOR THE GRAIL is published and distributed by Sierra On-Line. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253