DEMON'S WINTER DEMON'S WINTER is a fantasy role-playing adventure game by Craig Roth and David Stark, published by Strategic Simulations, and distributed by Electronic Arts. While not necessarily a sequel, DEMON'S offers a world over 30 times larger than its pseudo-predecessor SHARD OF SPRING, ten character classes, 30 skills, all kinds of magic, lots of monsters and combat, good graphics, a save game option, keyboard or keyboard/joystick control, and no copy protection. This review is based on the Commodore 64 version; Apple II and Atari ST version notes follow. Although DEMON'S WINTER doesn't break any new ground in the D&D adventure, it certainly rehashes a lot of old ground. Still, like most SSI fantasy games, it is competently done, looks okay, plays well, and will keep D&D'ers occupied for many hours. DEMON'S has an Introductory Level rating, which isn't totally accurate; it's actually closer to Intermediate -- at least until you've been at it long enough to build up experience. During the 5,000 years since the events of SHARD OF SPRING, the land of Ymros has gone through changes. While some of the towns remain, the terrain has been subjected to alterations -- some not so subtle. The least subtle change has come from the demon-god Malifon, whose malevolent spell has turned the seas to blood, and thrown the world into the grip of winter. He has also sent forth his evil minions, whose sole duty it is to free him from his imprisonment in a volcano so that he might rule the world. Your goal is to search the lands and seas of Ymros (and beyond) for the spells that will undo the curse, and incarcerate Malifon forever. To accomplish this long and arduous task, you must create and control as many as five adventurers, who can come from five races (human, elf, dwarf, dark elf, troll). Each character has nine traits: speed, strength, intellect, endurance, skill, toughness, hit points, spell points, and experience. There are ten character classes: ranger, paladin, barbarian, monk, cleric, thief, wizard, sorcerer, visionary, and scholar. Each character will have inherent skills, depending on its class and intellect, although others can be learned. The wizard and sorcerer are the spell casters. The visionary specializes in unusual skills, such as View Land, View Mind, View Item, and View Room, and can be used as a fighter. Scholars specialize in knowledge concerning potions, items, and monsters. Ymros is made up of plains, forests, swamps, hills, tundra, and deserts. There are lots of towns; most have marketplaces, inns, and healers, while others have churches, temples, colleges (where skills are taught), and guilds (where characters can gain levels). Merchants -- some honest, some crooked -- wander Ymros, where night falls and seasons change. There are tombs, catacombs, and tunnels to explore, and nothing underground is subject to the rising and setting of the sun. The C64 screen display consists of two windows: Your party moves through the terrain of Ymros in the Action Window; commands, game messages, a listing of the characters' names, hit and spell points, and gold and provisions appear in the Information Window. In the action window, the terrain is occasionally replaced by a picture of a monster or other NPC your party encounters. Along the way to finding the spells necessary to do away with Malifon and complete the game, you'll purchase, find, and loot lots of items, many of them with magical properties: weapons, armor, crowns, rings, wands, precious gems, talismans, figurines, and amulets. Spells come in five flavors: Fire, Metal, Ice, Spirit, and Wind Runes; there are also Chants, which create illusions and summon elementals. DEMON'S is controlled from the keyboard. Pressing the first letter of a command -- Cast, Drop, Hunt, Identify, Worship, Attack, Dodge, or whatever is appropriate, depending on whether the party is in camp, combat, on the sea, or in town -- invokes it. Although the joystick can be used for general movement and for combat moves and attacks, you'll also have to use the keyboard for certain menu selections. The save option (the letter "S") works anywhere, even underground, and saves the current position and status of the party. The game comes on one single-sided disk and one double-sided disk, neither of which is copy-protected. The main menu does not offer the Make Disks option (even though the documentation does), so you'll have to copy the master disks with commercial program, such as that contained in Epyx's FAST LOAD cartridge. There is a documentation check. If we overlook the general glut of D&D games, the C64 version of DEMON'S WINTER is a good game. There's much to explore, lots to find, and a zillion monsters to fight. The graphics are okay, with the exception of the character sets: The default set is more or less incomprehensible; the alternate set is occasionally readable. The game plays easily enough, and there's not much disk swapping. There is plenty of disk access which, fortunately, takes place rapidly. DEMON'S WINTER will keep both the novice and veteran adventurer busy for many hours. APPLE II VERSION NOTES The major difference between the Apple II and Commodore 64 versions of DEMON'S WINTER lies in the quality of the graphics. The screen display on an Apple-compatible Laser 128 with a switchable RGB/Composite monitor is blocky, appears to understand only a rudimentary color scheme, and is not much fun to look at. On one hand, composite mode renders the character sets legible, while destroying the graphics with too many misplaced colors. On the other hand, RGB mode blurs the characters sets, but displays graphics that are just plain ugly. Since you cannot play DEMON'S WINTER from the unprotected master disks, the main menu offers a Make Disks option, which will format blank disks -- four of them -- and copy the program and data files. The documentation explains this option for the Apple, and states that it is available from the C64's main menu, which it isn't. The Apple II version does support a second disk drive, but not a joystick: The CAPS LOCK key must be set, and the game is controlled using keystrokes. Like the C64 version, disk access occurs frequently, although it's a much faster process on the Apple. Since DEMON'S WINTER is a good game, I suppose that as an Apple II user, you'll enjoy it in spite of the crummy graphics. I hope so. ATARI ST VERSION NOTES The Atari ST version of DEMON'S WINTER is far and away the best-looking and easiest to play of the three versions I've seen. The graphics are large, cle and bright. And, unlike the Apple II and C64 versions, the character sets form individual letters and words, and -- presumably as a bonus -- you can actually read them! Instead of using single-letter keystrokes to control the game, you can use the mouse. Pointing and clicking the pointer-hand on the choices listed onscreen selects them. While in the action window, the hand becomes a directional arrow which, upon clicking the left button, moves the party. The mouse also allows you to attack an enemy adjacent to you. This edition of DEMON'S is not copy-protected: You can make backups for play, or you can copy the masters to a hard drive (which really speeds things up). The Atari ST version of DEMON'S WINTER is the best of the lot. DEMON'S WINTER is published by Strategic Simulations, Inc., and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253