INDIANA JONES AND THE LAST CRUSADE: THE GRAPHICS ADVENTURE Lucasfilm Games's INDIANA JONES AND THE LAST CRUSADE is a splendid adventure game, on par with any of Sierra's best. Why? Because it's tough, long, clever, beautifully drawn and animated, and offers extraordinary replay value. Even the music, whether heard through the standard IBM speaker or an optional AdLib sound board, is superior. For Lucasfilm, this is a major achievement in their bid for prominence in the adventure game market. (This review is based on the IBM-PC version; Amiga version notes follow.) That's not to say anything against Lucasfilm's two previous adventures, MANIAC MANSION and ZAK MCKRACKEN AND THE ALIEN MINDBENDERS. Both were quality games, with amusing storylines that allowed you to solve puzzles by switching characters midstory -- a unique feature. But the graphics, cute as they were, seemed too blocky to exhibit much personality, and Lucasfilm's traditional menu system was not quite up to snuff. Refinements have been made, and the screen resolution has been vastly improved (320x200, up from 160x200). The plot closely follows the film's story, except for removal of one or two subplots. Indiana Jones's father, Dr. Henry Jones, has vanished while searching for the legendary Holy Grail. Indiana receives a mysterious package from his father, containing Dr. Jones's Grail Diary, a disorganized compendium of clues and notes pertaining to the whereabouts of the Grail. Indy decides to go in search of his father -- and the Grail -- with the help of Marcus (a friend of Dad's) and the beautiful Dr. Else Schneider. The journey takes Indy from New York to Venice and further, through catacombs and castles, by air an by land. When a game is based on an existing work, the concern is that it might require familiarity with the original version, or even that familiarity will somehow spoil the game. In the case of INDY, nothing could be further from the truth: It stands completely on its own, and if you haven't seen the film, playing the game will make you want to. Not that the film's story will help you to solve any of the puzzles. The game includes sequences and subplots that were removed from the final cut of the movie, and although many locations and snippets of dialogue are familiar, the puzzles and their solutions are mostly unique to the game. The graphics and animation are excellent, and brief moments are absolutely outstanding: Indy dipping the grail into the holy water (avoiding the deadly whirring blades), all the sequences in which he uses his whip, and more. Many of the scenes and backgrounds are beautifully drawn, with style and atmosphere, especially the catacombs, the castle exteriors complete with lightning, and the so-called Lion's Head cavern. There are plenty of close-ups, long shots of areas (which scroll right and left), overhead views, and a wide variety of cinematic touches in general. Much is made of the multiple solutions, and this game goes farther than most in providing alternate ways to solve puzzles. In many cases, puzzles can be solved either by brute force or by wits: Punch your way past the guard, or talk your way out of the situation. Often, there's a third method, in which you avoid the encounter and choose a different route entirely, that in turn may be handled several ways. Thus, you have a rather complex assortment of means to an end. To make this a more salient feature, INDY offers not one, but two running scores during your game: the episode total and the series total. The episode total gives your score only for the solutions you've utilized in the course of your current game. The series total keeps track of how many solutions you've actually discovered along the way, in all the games you've played. Altogether there are 800 points to be earned in INDY, but because that number includes points from every alternate solution, there's no way to earn 800 in any one game. Achieving a series total of 800 becomes a puzzle in itself...and this is the most challenging and difficult puzzle of all. About that punching: INDY contains a number of arcade sequences. You probably won't be able to make it through the game without encountering at least one such sequence, though there could be some magical combination of actions that allows this. (Note that you most certainly won't even approach a perfect series total without tackling the arcade sequences.) The main arcade task is punching Nazis; Indy hates those guys. Fortunately, there's a ring in which you can practice your boxing without injury to Indy. There's also a sequence or two involving a biplane: Flying the biplane and shooting down enemy aircraft is another arcade challenge. For some, these sequences intrude on a game whose appeal is the requirement to use your mind, not your manual dexterity. I tend to agree, although INDY (unlike some Sierra games that incorporate arcade sequences) generally offers ways to avoid nearly all the arcade stuff -- at the cost of some _mighty_ brain-work, however. A couple of the puzzles in this game -- or, rather, a couple of possible solutions -- involve switching characters, as in Lucasfilm's earlier adventures. However, this is a very minor component. The program supports the usual IBM internal speaker and, optionally, the AdLib sound card. Either way, the sound effects and music are excellent, far beyond the beeps and buzzes of most MS-DOS games. The AdLib offers a vast improvement over the internal IBM speaker, but doesn't even come close to the sound capabilities of a computer like the Amiga or Atari ST. Fortunately, Lucasfilm will be supporting the high-end sound cards (the Roland MT-32 and other MIDI-capable equipment) in future releases. On the downside, there are a few problems with INDY. The program restricts your ability to save the game at many points along the way, often with no apparent reason. For example, during any of the overhead sequences (and there are at least three lengthy ones), you can't save. There are ways to work around this limitation, but they're inconvenient. Nor can you save the game once you approach the cave in which the climax occurs. If you get killed during the climax -- which contains a number of deadly puzzles -- the computer redeposits you at the cave's entrance. This was a purposeful move of the designers, but I can't figure out what it added to the game. Additionally, there's a serious bug that pops up during one of the climactic puzzles, a bug that will hinder your attempts to solve the puzzle. The bug causes the entire system to freeze, forcing a reboot. I should point out that if you come across this bug, you're barking up the wrong tree as far as finding the solution to the puzzle. Another quirk involves the mouse interface, which is generally very good. At times, I couldn't make the character move where I wanted him to, even though I was clicking the mouse on the appropriate point in space. For example, to get Indy to walk down a flight of stairs, I sometimes had to click off to the side, rather than precisely on the stairs. This caused some occasional frustration. Thankfully, those errors didn't occur too often. The package includes a Grail Diary, a replica of the book that remains in Indy's inventory through most of the game. Its dense prose is full of clues that will come in handy along the way. It's written in script, though, so the reading is awkward and very slow going. Also provided are the manual and reference card, and the copy-protection document: a "translation table" that's a four-page sheet with red letters overprinted on blue symbols. Using a red filter, you enter the symbols that correspond to a page, row, and column number at the start of the game. While this isn't nearly as objectionable as on-disk copy protection, it's inconvenient because you have to reenter new symbols every time you lose your life -- and Indy dies a _lot_. If you're very quick with the restore button, you can avoid this problem, but you'll probably have to prove your ownership dozens of times during a single play session. Surely this isn't necessary. General requirements: an IBM PC, XT, AT, PS/2, Tandy or compatible with 384K RAM. The graphics require a CGA, EGA, VGA or MCGA (either of which will display the superb EGA 16-color graphics), or Tandy 16-color card. The joystick and mouse are both optional; a mouse is the ideal device. The keyboard interface needs some additional thought: Z stands for GIVE and G stands for TRAVEL, E stands for WALK and W stands for OPEN. Although this mirrors the appearance of the parser menu on the bottom third of the screen, it's clumsy and unintuitive. The program comes on 5-1/4" disks; if you need 3-1/2" disks, there's a coupon allowing you to obtain them for an additional $10. But since the disks are not protected, it'd probably be cheaper and faster to find a computer with drives of both formats and simply transfer the files. The game can be installed on hard drive, or can be run from single or dual floppies. If you have dual floppies, be sure to note the special command-line parameter for taking advantage of the two-drive setup. Because of the high resolution and animation, the game will run slowly on older PCs, particularly in 16-color mode. If your system is under 8 Mhz, you might find the game too slow in EGA mode. To help alleviate the problem, there's a key that will instantly reposition a scene, rather than letting the screen scroll slowly after a command is issued. INDIANA JONES AND THE LAST CRUSADE is an extremely high-quality game with more depth than most (all?) previous adventure games. The emphasis is on puzzles, unlike other classics (A MIND FOREVER VOYAGING, for example) that render puzzles secondary to story. The execution is beautiful, and the game will retain its appeal long after you've played it through once. Noah Falstein, Ron Gilbert, David Fox, and Aric Wilmunder deserve mighty praise for their efforts. Special kudos go to Steve Purcell and Mike Ebert for the graphics/animation, and David Warhol, David Hayes, and Eric Hammond for the exceptional sound quality. Adventurers should not miss this game; it's one of the best of the year. AMIGA VERSION NOTES INDIANA JONES AND THE LAST CRUSADE looks and plays wonderfully on the Amiga. It comes on three unprotected disks, and is easy to install on a hard drive. It will play in 512K of RAM, but 1MB is recommended; if you are using a floppy-based system, you need to disconnect or turn off any external floppy drives when running the game in 512K (hard disk users usually have over 1MB of RAM, so it's not an issue in that case). Careful attention has been paid to the design of the Amiga version: Mouse and keyboard control are both fully used and supported, and the organization of the keyboard functions is especially well laid out. The music and sound effects are outstanding; Dave Warhol, who's been designing sound for the Amiga since F/A-18 INTERCEPTOR, participates here, along with David Hayes and Dan Filner. The latter, along with Aric Wilmunder, also worked on the programming. Lucasfilm Games has done a bang-up job on the Amiga version, proving again that they're one of the few American companies right at the top in terms of Amiga programming talent. INDIANA JONES AND THE LAST CRUSADE: THE GRAPHICS ADVENTURE is published by Lucasfilm Games and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253