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HeroQuest 1991, Gremlin Graphics
'Take up the challenge to become a Hero and enter the underground realm of the evil wizard Morcar. But beware, the unlit tunnels hold many dangers – terrible monsters, deadly traps and mysterious rooms...'

Board game adaptations have always had a bad reputation. It doesn't matter whether 'Monopoly', 'Cluedo' or 'Backgammon' – they all have one big problem: Mostly, the computer conversions are unable to recreate the special atmosphere of the original, which is generated when playing the game with family or friends – laudable exceptions like e.g. Sid Meier's computer variant of 'Civilization' or Gremlin Graphics' 'Space Crusade', which is established in the 'Warhammer 40,000' universe, prove the rule. The latter company also saved the rights on the adventure board game 'Hero Quest' that is grounded in the 'Warhammer' world, too (and so forced Sierra On-Line to rename its 'Hero’s Quest'-series to 'Quest for Glory'!)...

It would hardly be an exaggeration to describe Milton Bradley's/Games Workshop's 'Hero Quest' as one of the most successful board games of all times: After it had begun its triumphal march in Europe and Australia in 1989, in the following year it was also released in the USA. Four long years it sold very well until its production was at last discontinued. During this time, apart from 'Advanced Hero Quest' – a revised version of the original campaign - many expansions came out; including 'Return of the Witch Lord', which was later also available for all popular home computers in the form of a data disk...

Welcome to 'Hero Quest'...

A little Dungeon Lesson...
'Well my friends, your training is complete. You are not yet heroes, you have yet to prove yourselves. But first, let me tell you of Morcar...'

At first glance, you may mistaken Gremlin's adaptation of the board game bestseller with a program like e.g. Will Harvey's 'The Immortal' or Anthony 'Tag' Taglione's 'Legend' (aka 'The Four Crystals of Trazere'), because also 'Hero Quest' presents itself in an isometric view. I think that's a good decision on the part of the Sheffield company, because at last you don't see the playing field of the original in top-down perspective, but from a tilted point of view, too. Furthermore, the presentation being used here emphasizes a substantial component of the board game variant – namely the exploration of the dark dungeon! In this manner, each player sees only a small section of the labyrinth, because merely the immediate area of the dungeon is shown – when the player's character leaves the current screen or enters an adjoining room, the program fades in the next segment. Still, you can't complain about a lack of orientation: At anytime, you're able to activate a blueprint of the maze – 'Hero Quest' includes an 'automap' feature, which constantly updates the map...

Whereas in the original board game one player has to play the part of the evil wizard Morcar, the computer assumes the role of that baddie in the digital version. The same applies to the dice phase: It doesn't matter whether the movement of the respective character on the playing field or the numerous fights against Morcar's evil creatures (orcs, goblins, skeletons, mummies, Chaos Warriors etc.) – such 'annoying' tasks are managed by the Amiga. But particularly with regard to the fights, this high degree of user-friendliness won't find favour especially with hardcore role-playing fans – that's hardly surprising, at last the freedom of action is very limited! However, for newbies, 'Hero Quest' represents a perfect introduction to the subject matter of that (sometimes quite complicated) genre...

The picturesque town - still all is calm and peaceful...

Contract Killers...
The game begins with an atmospheric intro, which tells the background story of 'Hero Quest'. After that, the main menu comes up – before the adventure starts, you've to make specific preparations. Of course, I talk about the character creation. Well, 'creation' doesn't seem to be the right word for this procedure – in fact, here the number of players is set. Just like in the famous original, also in the computer variant up to four (wanna-be) heroes can join the game. Four different characters that couldn't be more typical for such a program are available: the muscle-bound barbarian, the grumpy dwarf, the dexterous elf and the crafty wizard. Apart from the name of each hero, you can't make any modifications – character attributes in the proper meaning of the word don't exist...

By clicking on the option 'Enter the Quest', you can choose between fourteen different tasks – nevertheless, you should complete them in the given order. An example: You'll need the legendary 'Spirit Blade' to finish the Witch Lord in the final quest ('Return to Barak Tor') – only with that powerful weapon (which you've to find in the previous mission 'Quest for the Spirit Blade') you're able to defeat the so-called 'King of the Dead'. If you confront the Witch Lord without this magical artefact, it's impossible to destroy him...

Unlike to the remaining thirteen tasks of 'Hero Quest', in the very first mission ('The Maze') the several characters start separated from each other - at the beginning, each hero is located at one of the outside corners of the dungeon. Primarily, the goal is to reach the exit and discover it respectively. The first one who manages this task earns one hundred gold pieces as a reward... so we've come to the monetary aspect of the game: Like in other programs of that kind, also here you'll find various valuables (gold, jewels) and the one or other useful artefact during the adventure. After a mission is successfully completed, the main menu of 'Hero Quest' reappears – by selecting the appropriate icon, the party finds itself in a shop where the characters can buy weapons, armour and other equipment items of all sorts – but only for hard cash, that goes without saying!

Whereas an armour increases the defence, a new weapon doesn't just improve the attack power, but moreover enables the respective hero to perform special abilities: If he's in possession of a short sword for example, he's also able to attack an enemy diagonally. So, to even survive the later missions, buying weapons is essential...

Morcar, Lord of Chaos...

The Realm below...
But let's get back to the main event, which takes place in the dark dungeons: Because 'Hero Quest' is a faithful port of the board game, naturally the player characters can't move freely, as it's the case in the above-mentioned 'Legend'. Instead of that, the floor of the labyrinth is separated into several squares. However, this doesn't have a negative impact on the look of the game, because the squares harmonize perfectly with the surrounding area – so, the illusion of wandering through a cold and wet dungeon isn't lost! Unlike to the board game variant, the standard dice (to move on the playing field) were replaced by a spinning coin in the computer adaptation. By pushing the left mouse button, it stops spinning and reveals the maximum number of steps the hero's able to move. Via clicking on the corresponding directional arrow and on one of the surrounding floor panels respectively, the character begins to move to the desired position. However, the player doesn't have to move the full distance indicated by the dice total and may move any number of squares not exceeding the dice total – if desired, the character can stay at the current location, too. Moreover, you can perform several actions within a turn, like e.g. searching the room or passage for valuables or secret doors. Though this must happen before or after a movement phase! An example: Let's assume the coin shows a 7 – in this case, it's not possible to move four squares forward, then search the area for treasures and finally perform the remaining three steps. No, instead of that the turn ends after you've searched the current area...

Solely the opening of closed doors represents an exception, because when the player stands in front of such a door and his movement phase isn't finished, he can open it (by clicking on the 'key' icon), pass it and continue the current turn...

Morcar's dark realm welcomes the heroes...

Tradition-conscious...
What's a real dungeon without scary monsters und nasty traps? Exactly, somehow incomplete! In respect of the latter vexations (in the form of pits, falling blocks, spear traps or treasure chests traps) 'Hero Quest' orients itself on role-playing games like the above-mentioned 'Legend' – but also programs such as FTL's legendary double pack 'Dungeon Master/Chaos Strikes Back' or SSI's/Westwood's 'Eye of the Beholder' served as inspiration. But how about deactivating such traps? At this point, Gremlin's board game adaptation varies from programs of this kind, because there aren't any floor panels, levers or other mechanisms in the dark dungeons of 'Hero Quest', which could deactivate those lethal devices. Instead of that, you can buy the so-called 'tool kit' in the shop (the dwarf is in possession of such an item right at the beginning of the adventure) – equipped with it, it's possible to deactivate the numerous traps...

But there's also no lack of monsters in 'Hero Quest' – like mentioned before, there are many of them and of course they represent a lethal obstacle, too, which has to be eliminated. That happens via automatic fights: When a character's located directly in front of, behind or to the side of an enemy he's able to attack it – spells like e.g. 'ball of flame' or long range weapons (crossbow) are an exception, because with these you can hit a monster from a distance. Like I said before, you have no influence on the fight itself...

When our heroes have fulfilled the respective mission with success and left the maze, they should visit the shop immediately: With the collected gold they are able to by new weapons, armour etc. to prepare themselves for the next quest. Characters can be resurrected (in case they were killed in action) and refreshed respectively in the main menu – however, by choosing this option, they'll lose all their belongings including the collected gold...

No danger to get lost - thanks to the integrated 'automapping'...

Precision Work...
As you can see, the guys of Gremlin Graphics have strictly abided by the board game... maybe even too strictly? Although it's very laudable that they have transferred the rules of the original nearly 1:1 on the computer, nevertheless the development team would have proved more courage for creativity! A big advantage of the home computer version consists in the fact, that here you can play the game alone – on the other hand, this certainly well-meant option should become very boring after a while, because playing the game alone against the CPU is no fun! Things look far better, when playing the program with multiple people – similar to the legendary 'Games' series by Epyx, also in 'Hero Quest' the rule is: 'more players, more fun'...

Considering the game as a pure board game conversion, I've to admit that the Sheffield company has done a good job – nevertheless Gremlin Graphics hasn't pulled out all the stops, because it's definitely not a 'serious' computer role-playing game and therefore no real competitor for programs of the 'AD&D' series or the above-mentioned 'Legend'... not to speak of 'Ultima'! Apart from that, the motivation to play the game again after completing all fourteen quests should be rather low – unlike to the board game, in which you're able to create your own missions (thanks to the free positionable monsters, doors, furnishings and so on), such an option doesn't exist in the computer variant... in this regard, a quest editor would have been useful...

The successor 'Legacy of Sorasil' (which, as far as I know, has nothing to do with the plot of the first part), released in 1994, makes it better, because there, apparently the development team has proved more courage for creativity – moreover, the missions that are contained in the (official?) sequel are much more complex as it's the case in the precursor (not for nothing the second episode is spread on three disks!). Furthermore, there the several settings are much more diversified and the event doesn't just take place in gloomy dungeons...
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Reviewed by Steve Wilkins on March 30, 2011
Read 7228 times. View all reviews by this writer (27)
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Review Summary
GRAPHICS: 8 / 10
The graphics of 'Hero Quest' are extremely atmospheric and fit very well to the dismal subject matter with their dark colour shades. The presentation of the title reminds a bit of Bullfrog's strategy masterpiece 'Populous': The playing field - or rather the visible section of it – is located on the surface of a mystic grimoire whilst the scenery is watched by the eyes of a grim-looking wizard. Furthermore, the several elements of the dungeon (doors, walls, furnishings, enemies etc.) were designed with much love for detail. Merely the animations of friend and foe can't keep up with the rest of the game – but unfortunately the program's stingy with special effects, too (e.g. when performing magic or particularly during the fights). But also beyond the playing field 'Hero Quest' just looks great – after all, the (partially animated) intro is a real eye-catcher...

SOUND: 9 / 10
Barry Leitch's soundtrack of this board game adaptation is even today still famous, because it has been covered several times – particularly the in-game music is a real catchy tune! However, the sfx don't sound that good – apart from a digitized, bloodcurdling death scream, which you can hear when a monster or a player has bitten the dust, 'Hero Quest' offers nothing special...

PLAYABILITY: 8 / 10
The handling via several icons is no problem and the loading times are very short, too. The degree of difficulty increases gradually from quest to quest – of course, it also depends on the number of players: Playing 'Hero Quest' with two, three or even four people, the chances of success to master the many, partially challenging missions are much higher than fighting alone versus Morcar's hordes of evil. Unlike to other role-playing games it's not possible to upgrade the characters – you can only buy new weapons and armour between the several quests to increase the attack and defence abilities of the respective hero...

Similar to programs like e.g. 'The Bard's Tale' or 'Hillsfar', 'Hero Quest' doesn't save the progress itself, but merely the data of the character including his current belongings and amount of gold. Moreover, you can't save the game during a mission – that's only possible between the quests...

OVERALL: 6 / 10
'Hero Quest' is by no means a bad game: It contains nice graphics, a great soundtrack and an absorbing atmosphere – well, at least at the beginning! Like I said before, after a while, the program becomes quite boring... as long as you play it alone! But playing it with several people, it reveals its full potential – just as it's the case in the original board game! However, in consideration of a 'modern' computer adaptation it would have become far better...

About half a year later, Gremlin released the add-on 'Return of the Witch Lord', which was also available for the original board game (see above): That contains ten new quests including new graphic sets as well as a much more challenging degree of difficulty...
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