Spell Of Destruction (C64, 5 1/4" Disk) Mindscape - 1985 USA, Canada Release
Spell Of Destruction
|5 1/4" Disk
|Country of Origin
|United States of America
Description from the packaging.
You are Drinn, ex-sorcerer's apprentice, now the chosen one. Only one thing stands between you and becoming the youngest Lore-Adept in the history of the Land: the evil Prime Elemental and its Guardians. Alone and overmatched, you face the portal of the dreaded Castle of Illusions with nothing but your wits, courage, and a supply of spells and fireballs. Enter the castle, if you dare, but remember your quest- find the Prime Elemental and destroy it with but a single spell. Luck go with you as you find and use the final Spell of Destruction.
- Scrolling 3-D graphics to draw you into the action.
- Over 70 locations, each with multiple exciting and dangerous challenges to master.
- "Real-time" action combined with problem-solving and strategy to create a unique adventure experience.
- Revolutionary "motion picture" musical score that reflects the action as it happens.
Drinn stood at the entrance to a room deep within the Castle of Illusions. If he could somehow make his way through the entire dungeon complex, he would be accepted as the youngest member of the Loremaster Guild. He opened the door and released a spell that destroyed the guardian of this dungeon level. "Only 70 more levels to go," he sighed as he progressed deeper into the labyrinth.
Imported from England, Spell of Destruction is an animated action adventure starring you as Drinn, a 17-year-old sorcerer's apprentice. The Chief Loremaster has decided that you're ready to become a full-fledged sorcerer. To prove yourself worthy of such a high honor, you must face the mission that all Loremasters have accomplished before you: enter the mystical Castle of Illusions, fight your way past magical yet deadly creatures on 71 levels, and find the awesome "Spell of Destruction" that will destroy the Prime Elemental rumored to live at the end. Aiding in your undertaking are some of the many spells you have learned over the years. And in case you use up the spells too quickly, your ever-ready sword hangs at your side.
Each dungeon is a puzzle in its own right. Many times, you'll have to turn around and double back because an action you perform in one part of the maze may open up a hidden door at the beginning. Or you may find a spell - the only way to vanquish a particular foe - in one of the many chests scattered throughout each level.
On each level you'll encounter an omnipotent creature known as a "guardian." The only way to move on to the next level is to find the one hidden spell that will remove this obstacle, then cast it in his face. But in order to find that spell you must first locate a spell that will enable you to find the first one. And before that can happen, you must find the ... and so forth and so on. Cleverly interlocked puzzles like this will have you wandering all over creation just to get to level two!
The presentation is what I call "move through the maze with an onscreen character." What's so visually exciting is its three-quarter perspective, the same technique seen in the arcade game Zaxxon. It gives a 3-D feel to the action. Not only can you go left and right, but you can also move toward the back wall or the front of the screen. Unfortunately, this makes casting spells a bit more difficult. There have been many times when I've cast a spell at a monster only to watch the fireball soar quietly past the fiend. At least the designers must have realized the trouble we players were going to have, so they put lines on the dungeon floor that make it easier to line up with your target.
The game uses the keyboard as well as the joystick. The numbers T and '2' let you scroll through your vast inventory of spells; the Commodore key permits you to walk through doors. I wish they'd come up with a faster way to select spells, because it's unnerving to desperately go through the list while a giant spirit warrior prods you with a spear.
Sound effects are outstanding. You won't hear the usual creaking doors or the roar of the crypt's minions. Instead, the designers orchestrated movie-like background music that changes with the action. Every creature has a unique theme song, and so does Drinn. When I'm delving in a place like this one, I usually put something in the tape deck to set the mood. No need for that with this game. I'm down as far as level five, and new monsters are still accompanied by novel songs. The mind staggers at the thought of all the enemies in this castle having their own songs!
The price is excellent for such a high calibre game, which won't gather dust on your shelf like a lot of adventures. After solving the puzzle on level one, you'll still have 70 more to go. It took me almost a week to figure out level two. (At that rate, I should see the final level by this time next year.)
There's enough action to satisfy hard-core hack 'n' slashers, but it's not for people with no puzzle-solving ability. Unless you can figure out what a "headache spell" does or why you change color when walking across that mysterious glyph on the floor, you might as well hang it up. But if you've got the patience to play and replay a game in order to unlock its secrets, this game is highly recommended. Now, if you'll excuse me, I must figure out what this map I've found means. See you in the dungeons!