KNIGHTS OF LEGEND KNIGHTS OF LEGEND is a mixed bag of blessings and hardships. First, the good news: This computer role-playing game is filled with detailed illustrations, combat, and adventures. There is so much detail, in fact, that it's the nearest thing to a paper-and-pencil RPG I've ever seen on a computer. Graphically, as you outfit your characters with weapons and armor, you can see what they look like by accessing an individual or team illustration! As you approach a building, whether cottage or castle, a detailed and well-drawn illustration will be displayed. Equally complex illustrations of all the characters and monsters appear as you meet them. What's it all about? The 142-page player's handbook just begins to touch on that subject, but in a nutshell, KNIGHTS creates a world called Ashtalarea, "a medieval realm of glory and peril, a fantastic land in which you will someday take your place among the heroes of song and story." Your characters begin as peasants, and through training and combat may rise in rank to Knight-Baronets some 25 levels (and four modules) later. However, Ashtalarea is only the first module in the series. Beginning in Spring, 1990, separate modules are scheduled to be released for the nearby lands of Salynn, Bamidor, Tsadith, and Astrikan. You can only rise as high as Squire in this module, but even that much improvement will require some careful planning. In any case, level increases aren't your primary objective -- which is to explore the land and finish the 24 quests. You have a considerable choice of classes for the makeup of your party, including: two male and four female human classes; six male and six female elvan; seven male dwarven; and three male kelden (large creatures with wings). Since a party can consist of only six adventuring characters, some study is necessary in order to make effective choices. Generally, it's wise to include one member of each race in your party. The combat features are numerous. Combat occurs between generic battling icons: Your characters are represented by numbered icons in orange tunics, and the foes are represented by larger white icons. A separate part of the screen shows a generic body icon that keeps tab of the damage each character incurs during combat; the various parts of the body icon turn red as they're damaged. You can move the icons to tactical positions, determining whether they walk, run, sprint, fly, fly faster, zoom, or land. You can choose to attack with bow and arrow, magic, or in close combat. If you select the latter, you then specify what kind of blow to strike, armed (berserk, hack, thrust, slash) or unarmed (kick, head butt,bash, punch). You must also decide where the blow will strike (high shot, body shot, low shot), and which defense the character will employ after striking the blow: panic, stand, back-up, dodge, duck, or jump. There are several other commands available during combat, including those to sheathe and drop weapons (magic users must have their hands free to cast spells), and to pick up and unsheathe weapons. Your characters start out in the town of Brettle. The first thing they must do is go to the tailor's to be outfitted (and tailored) in armor. They then can pick up weapons at various weapon shops. One shop is prejudiced against dwarves and won't serve them. In fact, you'll find prejudice rampant throughout the game; Magic Users, Elves, Dwarves, and female characters are the targets of most of it. (The stable keeper in Brettle will not sell a horse to a Dwarf, for example, but a stable in Shellernoon will.) This element of prejudice adds a flavor of real-life society, and while often angering me on behalf of my characters, it served to deepen my involvement in the game. An animated helmet icon moves through the town (overhead view) as you travel to different locations. When you go outside the city, there is a larger overhead view, and you lose the icon; your party is now represented by an animated dot. When you meet some monsters (not shown on the map), the combat screen appears. This map view is a little bewildering and impossible to map! You have to stumble across many quest locations, since they aren't shown on the map. You do see icons for the various villages, towns, however. Now for the bad news. The first release of the Apple version of KNIGHTS contains a nasty bug that affects the single drive user: When a yes/no icon pops up at the same time as a disk swap request, the disk swap request takes precedence, thereby hanging the game. Some players have reported that the game hangs occasionally even with two disk drives, so buyer beware. As of January, 1990, a fix is reportedly in the works. Another hardship for the single drive user involves the numerous swaps (over 50!) required to format a save-game disk in order to play the game. In fact, even with two disk drives, there are a substantial number of disk swaps throughout the game. Finally, since KNIGHTS relies heavily on combat and the combat features are very detailed, battles can take a _long_ time -- up to four hours to solve a quest, for instance, after which you must then return safely to an Inn before you can save the game! So unless you have four straight hours free, don't even think about undertaking a quest. And you'll need at least a solid hour just to go out and fight one-on-one in the Arena! In other words, the game plays sl-o-o-o-o-wly! One needs a lot of patience. The Apple version (Apple II+, IIc, IIe, and IIgs) is not disk-protected, so you can run it from backup copies (hooray!). However, you will need to get special versions in order to play the game on 3-1/2" disks or a hard dirve; the 5-1/4" version cannot be transferred, even to a RAM drive. An Apple mouse is optional. I recommend KNIGHTS OF LEGEND to those interested in playing a non-puzzle-oriented, combat-heavy CRPG with lots of detail. If you have the patience and desire to endure hours worth of long battles, this game is for you (especially if you have two disk drives or obtain the hard-drive version). But be aware that the first Apple release is buggy; you might want to wait for later versions. In spite of all my reservations, though, I still like the game, and I really regret having to withhold the rave raview that _most_ of the game deserves. IBM-PC VERSION NOTES KNIGHTS OF LEGEND is less frustrating to play on the IBM than on the Apple -- at least, if you have a hard drive. Being able to run the game from the hard drive eliminates the disk swaps that bedeviled the Apple version. It does not solve KNIGHTS' basic problem, however: The game simply takes too long to play. The IBM-PC version supports either the keyboard or the mouse; neither input method is entirely satisfactory. It's easy to learn the interface, because all you have to do is select icons, either by pointing and double-clicking or by cycling through the icons with the < and > keys. But once you get the hang of the game, the very simplicity of the command interface becomes a liability. There are so many options in each combat round that you spend as much time selecting icons as thinking up battle strategies. Although the interface was designed with the mouse in mind, it's actually faster to use the keyboard to select icons. Mnemonic letter commands ("A" for "attack," "P" for "parry," etc.), like those used in POOL OF RADIANCE or the ULTIMA games, would have sped things up even more for players who know how to type. With the increased popularity of the mouse, game designers seem to forget that the best interfaces make the most of the capabilities of _both_ the mouse _and_ the keyboard. The disk swap bug reported in the Apple review is not present in the IBM version. The only problem I encountered was the non-flushing of the input buffer: If you "lean on" the cursor keys while moving, the keyboard locks up. Graphically, the game is excellent. The 16-color EGA graphics are outstanding, and a distinct improvement over the Apple graphics. CGA, Tandy, and Hercules modes are also supported. The game does not support any sound cards. It requires 384K of RAM; the documentation does not state which versions of DOS are compatible (I had no problem with version 3.3.). KNIGHTS OF LEGEND uses no on-disk copy protection. In fact, it has no copy protection of any kind, since the manual is so essential to playing the game. The program is distributed on six 5-1/4" disksettes (3-1/2" disks are available separately); installing it on a hard disk is advised. In fact, due to the slow nature of the game, I can only recommend it to IBM gamers who enjoy tactical combat, have lots of patience...and a machine with a hard drive. KNIGHTS OF LEGEND is published and distributed by Origin. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253