HERO'S QUEST (a.k.a. QUEST FOR GLORY): SO YOU WANT TO BE A HERO I loved HERO'S QUEST, from Sierra On-Line, although I wasn't sure why at first. It combines characteristics of both adventure and role-playing games, but its puzzles are much easier than those of the average adventure, and the game is much smaller than the usual CRPG. Most of the puzzles are either simple, or variants of classic adventure game puzzles. (Indeed, one puzzle is straight out of COLOSSAL CAVE, the original adventure game!) As a CRPG, HERO'S QUEST (HQ) is dwarfed in complexity by a game such as MIGHT AND MAGIC II, which has 96 magic spells and 250 types of monsters, and takes place across an entire continent. HQ has only eight spells and twelve types of monsters, and confines its action to one small valley. In the end, though, the game won me over with its excellent animation, amusing details, and a feature that allows you to replay the game with different solutions to many of the puzzles. HQ's appeal, then, lies not in its size, but in the rich and detailed way it creates its own fantasy world. (This review is based on the IBM-PC version; Atari ST and Amiga version notes follow.) HQ is unlike any other Sierra game, in that you can play different types of characters. You can choose to be a magic user, a thief, or a dumb but strong fighter. Your character's statistics represent his basic attributes, such as agility, intelligence, and so forth; an additional set of statistics represents special skills, such as climbing, weapon use, and lock picking. Which type of character you choose affects your statistics: Thieves have no magic skills, magic users cannot pick locks, etc. The plot of HQ will sound familiar to CRPG players. You're a novice adventurer just starting out in your job. You arrive in the valley town of Spielburg ready to make a name for yourself as a hero. Fortunately for your career, the valley is in dire trouble: An evil witch has placed a curse on the local Baron and kidnapped his two children. To make matters worse, brigands are terrorizing the countryside. Your job is to stop the brigands, rescue the children, defeat the witch, and remove the curse. Before you can do that, however, you must develop your skills, acquire the correct equipment, and solve some puzzles. Within the town of Spielburg, you can purchase goods and gather information, but sooner or later you must venture out into the monster-filled forest. You can gain experience there by fighting the monsters. If you are too weak to face the monsters, you can simply run away. Thieves and magic users will do a considerable amount of running, until they build up their battle skills. Combat is an arcade sequence. You control your character's sword thrusts, shield blocks, and dodges in real time. At first, the controls are extremely sluggish, and your character tends to stand still as a stone. As your skills improve, though, so does the responsiveness of the controls. Eventually your character will dodge without even being told to. But even at high skill levels, the controls do not respond very quickly, which means you'll have to be careful when fighting. Anticipating your opponent's actions turns out to be a much more effective strategy than continuously hitting the control keys. Fairly soon, your character will be tough enough to face the witch and defeat the brigands. I was able to finish the game as a fighter in three days of playing. HQ, therefore, appears to be a short game, but this is somewhat misleading. Once you finish the game, you can start over again with a different type of character. The basic plot of the game remains the same, but some of the puzzles have different solutions. I'm currently replaying the game as a thief, and I find that it's still enjoyable the second time around. My thief can't attack the nastiest monsters head-on as my fighter could, but using his lock-picking skills he can get into locations my fighter never saw. And I can still look forward to the magic user and his spells. The animation in HQ is especially noteworthy. Sierra has stated that its goal is to produce motion-picture quality animation, and HQ comes closer to meeting that goal than any of their games. Characters move in a more realistic way than in previous Sierra products. When the main character runs, he doesn't just walk fast, he _runs_. There is also special animation when a character throws objects or climbs. If the character is a thief, he can sneak -- a maneuver that has to be seen to be believed. The game is full of excellent animated effects, ranging from graceful centaurs, flickering spirits, and lumbering trolls to more subtle touches, such as a horse eating hay, or the sun glinting off a gold ring. The combat graphics are outstanding, with full-screen animated portraits of the monster you're fighting. The trolls, cheetaurs, and bears are particularly fearsome, although it's a little difficult to appreciate the graphics while you're battling for your life. HQ also features a full day-and-night cycle, as did last year's KING'S QUEST IV. Indeed, the overall atmosphere of HQ is very much like KING'S QUEST IV, with one exception: The world of HERO'S QUEST is even more detailed and magical. In addition to the improved animation, HERO'S QUEST introduces some nice changes to the Sierra game system. Instead of always typing "LOOK AT," the player can simply click on an object with the mouse to get a description of that item. Also, various commonly used commands, like "ASK ABOUT" and "FIGHT," have been assigned to control keys. These features save an enormous amount of time, and I hope Sierra includes them in its future games. The music on the PC speaker is also improved over earlier Sierra games. The score makes good use of pseudo-polyphony and more frequent low notes to avoid the dreaded "touch-tone music" quality that has plagued other Sierra scores. (HQ also supports a variety of add-on sound cards for the IBM PC.) As with any other game, there are some drawbacks, as well. In addition to the sluggish combat noted above, the parser in HQ is quite limited, even by Sierra standards. There are numerous cases where only the exact wording of a command will work. And when you type something the parser simply doesn't understand, it responds with the maddeningly vague "I'm not sure what you're trying to do." This gives you the impression that the game _might_ accept the command if you were to reword it -- an impression that's usually false. Finally, in early versions of HQ, there are two fatal bugs that'll send you back to DOS. You can easily work around these by saving your game when entering the Thieves' Guild, and not clicking on a Meep. This version of HQ runs on IBM-PCs and compatibles, and requires 512K of RAM. It supports a mouse or joystick, as well as the AdLib, Roland MT-32, and other sound cards. Both 5-1/4" and 3-1/2" diskettes are included in the game package, and neither set is copy-protected. While this game is definitely a CRPG, it's unlike other fantasy CRPGs currently on the market. Instead of being difficult, it's detailed. The typical CRPG game world is huge, but sketchy: The towns and dungeons all look essentially alike. However, the world of HQ is filled in with fine graphics, excellent animation, and the most non-linear storyline yet from Sierra. It's a fairly easy game, making it a good introduction to CRPGs for adventure players, and a good introduction to adventures for CRPG players. But there's enough here for seasoned gamers to enjoy, as well. HERO'S QUEST may not be as difficult as other adventures or CRPGs, but it's what some difficult games are not: It's entertaining. ATARI ST VERSION NOTES The Atari ST version of Sierra's HERO'S QUEST looks, sounds, and plays more or less the same as the IBM-PC version described above. The graphics are excellent, the animation is inspired, Roland and Casio synthesizers and monochrome monitors are supported, and there's no copy protection. You'll need 512K and a 720K disk drive. HQ does more than combine adventure game puzzle-solving with the character growth process of an RPG. Thanks to graphic details, animated sequences that rank with Sierra's best, and a superbly-realized environment, the game stands all the typical RPG elements on their heads. HQ does away with multiple characters, continents, time zones, planets, and galaxies; it also drastically reduces the number of spells, monsters, and dungeon levels...and I mean drastically: There's one hero, one quest, one town, and a handful of spells and monsters. HQ on the ST is controlled via mouse and keyboard. Click the pointer on a screen position and the character will move; alternatives are the arrow keys or the keypad. Objects and other characters can be examined by way of text entry or a right button click. Function keys and control-key combinations are available as command shortcuts. The arrow keys control your hero's offensive and defensive moves during combat: thrust/swing, dodge, duck, parry, and shield block. Control-E performs a retreat, an action useful when role-playing the thief and magician, both of whom are less skilled in combat than the fighter. The HERO'S QUEST package for the ST comes with four 720K disks, an instruction manual for all versions, Quick Reference Card, and a booklet from the Famous Adventurer's Correspondence School. The disks are unprotected; they can be backed-up to floppies or copied onto your hard drive. Sierra had nothing to say about the availability of 360K disks: With over 2.5Mb of data, only those whose patience resembles a stupor would want to play HQ with eight disks and a 360K drive. HQ is an introductory level game; when you've finished it, you can use your saved character in TRIAL BY FIRE, the proposed second scenario in the HQ series. The trend of adding layers of realism to a fantasy world is well-handled in HQ. You'll have to eat and sleep, converse and consume, and function as if you were a regular person, but all of it comes across as normal. You'll meet up with goblins and witches rather than muggers and drug addicts, but even this feels normal: Real life with a different face. Multi-layered CRPGs go too far: You can decapitate the troll, cast the fireball, pick the lock, steal the treasure, and kiss the grateful maiden (multiply these actions by a zillion), but first make sure you go to the bathroom, tuck the kids in, and get your clothes ready for tomorrow. HQ nicely integrates the mundane and the fantastic -- a contrivance that's obvious, but also natural. HQ offers classical RPG and adventure game elements. Spielburg is a wonderfully realized small town, and the cinematic graphics, occasionally exceptional animation, and strong sense of place more than make up for the lack of multiple everythings so common in CRPGs. The animation is most notable -- especially the sneaking of the thief, the magic-induced forest dancing, and the rock-throwing episode -- and might be some of Sierra's best work to date. HERO'S QUEST is an excellent piece of work with a fine sense of humor, and I'm already looking forward to the next installment. AMIGA VERSION NOTES HERO'S QUEST I is everything a computer enthusiast could ask of a game that was designed originally for the IBM PC and subsequently ported to the Amiga: The colors are rich and full, the sound effects and music are terrific, and the animation is delightfully smooth. But now the bad news: There is a price to be paid for this slick adaptation. The Amiga version of HQ comes on five floppy disks, which makes for enough disk-swapping to test the mettle of even the most patient gamers -- including those who have two drives. Chances are, however, that the average player will be so impressed by the magnificent story line in HQ, and the brilliant graphics and sound, that the floppy-swapping will become only a minor irritation. Of course, Amiga owners who have hard drives need not worry: The game isn't copy-protected, and can easily be installed on a fixed disk. It's the little touches that make a conversion great, and Sierra On-Line appears to have paid attention to every detail. The sounds are a joy. As you enter Spielberg Valley to begin your quest, you hear the sweet chirping of birds, and later there is the creaking of a hoisted iron gate as you venture into the Castle Courtyard. Gamers will no doubt thrill to the sound of the deadly beer ("Dragon's Breath") that flows from a tap at the Tavern, and to the hooting of owls in a darkened forest. There are great little sound bites like this throughout HQ, and these added touches alone are enough to make the game a first-rate conversion. HQ runs on A500s, A1000s, A2000s, and A3000s with at least 1Mb of RAM. Kickstart 1.2 is required. HERO'S QUEST (a.k.a. QUEST FOR GLORY): SO YOU WANT TO BE A HERO is published and distributed by Sierra On-Line. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253