TUNNELS & TROLLS: CRUSADERS OF KHAZAN TUNNELS & TROLLS: CRUSADERS OF KHAZAN, from New World Computing and Electronic Arts, is a very lengthy role-playing game. Unfortunately, its very standard story, unbalanced combats, poor character developments, and general lack of interesting puzzles make the game a severe test of patience, as well. (This review is based on the IBM-PC version.) A long time ago, in a place called the Dragon Continent, a war broke out between the Wizard Khazan (he's the good guy) and the infamous pair, Lerotra'hh and Khara Kang (the Ultimate Bad Guys in this game). Wishing to stop the bloodshed and the slaughtering of the innocent, Khazan proposed a truce to Lerotra'hh: Khazan would go into exile in exchange for a promise that the pair would allow humankind and monsterkind to coexist peacefully. Lerotra'hh accepted the proposal and Khazan was never heard from again. As the game begins, Lerotra'hh has gone back on her word. She is gathering large armies of monsters in order to destroy all of humankind. Your quest is to defeat Lerotra'hh and bring Khazan back to this world to enforce the truce and guard against future attacks. You go adventuring with a maximum of four characters. There are four races (human, elf, dwarf, and hobb) and three classes (warrior, rogue, and wizard) to choose from. You can generate all of your characters, or generate just one and recruit the rest of your team from the various cities. You can also dismiss any member(s) of your party, and recruit new members in the cities, although I couldn't find any reason why you'd want or need to do that. Each character has eight attributes: strength, intelligence, luck, constitution, dexterity, charisma, speed, and "combat adds" (which determines extra damage the character can inflict during combat). These attributes have effects similar to those in other popular role-playing games, with some minor exceptions. Experience points are gained through combats and encounters of special events. When a character advances to the next level, you are shown the current values of all the attributes, as well as the new values that they can increase to; however, you're allowed to increase only one attribute per level. When you're injured, you lose constitution, but it can be recovered by resting. Food is required once every 24 hours of game time, and you will want to stock up on it as early in the game as possible. Various languages are spoken by different races. Some of the encounters have subtle variations, depending on whether your team has the ability to speak the proper language. Languages can be learned in some of the cities, and through certain encounters. Aside from combats and encounters, I discovered certain places where you could gain lots of experience points simply by walking around. I don't know why this is so, and cannot say if it was intended by the designers, but I advanced my characters six levels in about 30 minutes (of real time) in the Naked Doom dungeon. As it turned out, it was not as big an advantage as I had originally thought. (I'll discuss this in greater detail later.) Magic spells can be cast by wizards and rogues. Spells require minimum intelligence points to learn, and they deplete strength when cast. Wizards can learn spells from wizard guilds, while rogues can learn them from rogue guilds. Interestingly enough, wizards can also teach spells to the rogues, provided they have learned the Teach spell themselves. Spells can be boosted during casting by using more strength points, a feature also found in the more recent BANE OF THE COSMIC FORGE. There are 11 levels of magic, totaling 63 spells. I am _ashamed_ to say that I finished the game using only eight of the 63 spells. I would probably have experimented more if the combats had been more challenging. Moving, resting, and combats all use up certain amounts of time. An onscreen calendar is constantly updated to help you keep track of time, although I could find only one instance in the whole game where it was needed. There are different modes of movement. You can choose to Walk, Slow, Run, or Climb up. Certain city and dungeon areas can only be reached if you choose the right mode. When you are outdoors, you can also choose Horse, if you purchase horses. The only advantage I can find with horses is that they use up less time, and consequently less food, when you are looking for encounters. Certain outdoor terrains are harmful to your characters. You lose constitution with every step in the deserts and swamps. Mountains can only be travelled by Climbing up. Needless to say, you need a boat to traverse the seas. The entire Dragon Continent is divided into 24 16x16 grids. Automapping remembers every step you take, and will display the current grid that you're on with a single keystroke or mouse click. I can truly say that manual mapping is not necessary, except perhaps on the first level of the final dungeon. Included with the game is a very beautiful, full-color paper map of the gameworld. Gamers who have played the MIGHT AND MAGIC series will immediately recognize and appreciate the outstanding work put into this map. Combats are carried out in the ULTIMA tradition. All combats take place in a 7x7 grid. Sometimes, certain tiles represent obstacles or hazard areas that need to be avoided. Characters and monsters take turns, depending on their speeds. During each turn, a character can move a certain number of squares in any direction, and then carry out an action command. The choices of commands are Attack, Cast, Use, Shoot, Push, and Block. The command is performed immediately, and then it is the next monster's or character's turn. At the beginning of each round, you also have the option to Run Away or Autocombat. During Autocombat, your characters will only Move, Attack, Push, or Block. In general, combat sequences are fast and uncomplicated. Unfortunately, they are also boring, and serve no particular purpose. 95% of the monsters will miss with every single attack. And when a monster does connect, the damage it does generally kills your character in one round. You have no way of knowing beforehand which monster is likely to be able to land its blows. A rat can be just as deadly as an elemental. Armor protection does not appear to make a whole lot of difference. Some monsters have the ability to shoot arrows and projectiles. The amazing thing is that these'll hit almost every time, and do much more damage than Attacks. On the other hand, offensive magic spells work on every monster except Lerotra'hh and Khara Kang. The most effective and quick way to dispatch the monsters is to simply move up close and hack away, have the wizard(s) cast offensive spell every turn, and take your chances. Another strange thing about combat is that you can quite easily obtain certain weapons that'll do an incredible amount of damage. In fact, my rogue (through a rather devious method) obtained a hero sword early in the game, and he and the wizard became awesome killing machines. They actually spent most of the game protecting my two wimpy warriors! This is the first game I've played where I would send a thief and a mage to the front line and leave the fighters at home. After discovering a strange way to boost my characters by six levels, I thought I'd have a definite advantage in subsequent combats. It turned out that the game simply increased the monster strengths to compensate for the advancement. Rats and roaches that had a mere 10 or 15 constitution points now suddenly became super-insects with over 100 points. Instead of doing a few points of damage when their attacks had been successful, they could now inflict 30 to 50 points of damage, and had multiple attacks per round. The monster abilities appear to change only with advancements in your characters, instead of getting tougher as you approach the end of the game. Since there are no skills or skill points in this game, the only reason I can see for working to advance my characters is to gain an edge in combat: This design completely eliminates the fun of developing your characters at all. The experience you get with each combat is ridiculously low: The average combat yields about 300 points. Obviously, advancement is not going to be achieved by fighting. And since any new improvement in attributes is immediately negated by faster and stronger monsters, I have to say that the combats are dull and unenjoyable. Fortunately, they don't occur as frequently as in other CRPGs. Throughout your exploration of the gameworld, you'll meet a lot of non-playing characters and special events. In most cases, you are presented with _very lengthy_ descriptions of what you see, and then you're given a list of choices. Some of these are just common sense. (You may: 1. Explore the cave. 2. Leave. Oh...I think I'll explore it. What the heck....) For others, you may have obtained a clue from someone or somewhere to assist you in your selection. Then there are those about which you have no idea what the right choice would be. Still, it is a simple matter to save the game and try all the choices. The puzzles do get more interesting toward the end, and you'll certainly need more than just brawn and muscle to defeat Lerotra'hh. There is a Use option, but it is mainly for using objects to cast spells during combats. Manipulation of objects is really unnecessary until you are in the final dungeon. Even then, the game tells you exactly which objects to use and when. As long as you have been thorough in your quest, the endgame is really rather simple and straightforward. TUNNELS & TROLLS employs an overhead view for both indoors and outdoors. Portions of the surroundings that are not in your line of sight are blacked out, similar to the earlier ULTIMA games. Even in EGA mode (VGA is not supported), the graphics are not spectacular by today's standards. I found the outdoor scenery graphics to be especially irritating. When travelling next to a desert, I couldn't tell just how close I was, or whether my next step would cause damage to my characters. And when I sailed on a ship, I could sail right through the middle of some of the islands. The only animations in the game occur during combat scenes: The characters and monsters animate briefly when they fight or are attacked. There is no music in the game and sound cards are not supported. There are sound effects for movements and attacks -- pretty standard clicks and beeps that don't add to, or subtract from, the game. You can have up to five different saved games, and games can be saved at any time, except during combats and encounters. Restoring a game does not require exiting and rebooting. In fact, restoring a game is quick and painless, definitely one of the best features in this game. The interface is icon-driven and designed to be best used with a mouse. Keyboard play is done by entering single letter commands. Under most circumstances, you simply enter the first letter of a command. However, in the character and items menus, this is not the case. For example, instead of entering U for use, V for view, and E for equip, you are required to enter X for use, U for view, and V for equip. This makes no sense to me, so I played the entire game via mouse. TUNNELS & TROLLS requires 640K of RAM, and supports CGA (including B&W) and EGA/Tandy graphics. If you wish to play the game from floppies, you'll need _two_ floppy drives; any combination of 5-1/4" and 3-1/2" drives works. Hard disk installation is supported. The game comes on six 5-1/4" disks. The 3-1/2" format is also available separately. Copy protection is achieved via manual look-up; you have two chances to get it right before being booted out to DOS. There isn't a lot I can recommend about this game. The graphics and sounds are obviously outdated. The story is stale. The combats are boring and poorly balanced. Some of the encounters are quite interesting, but none is what I would call a thinking person's puzzle. My advice is to skip this one. TUNNELS & TROLLS is published by New World Computing and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253