LORD OF THE RINGS, VOLUME ONE LORD OF THE RINGS took J.R.R. Tolkien 13 years to write. Tolkien needed that much time to carefully work out the geography, history, and languages of Middle Earth, the imaginary world where the novel is set. The rich background detail of the books is one of the main reasons they have become classics, but it's difficult to make such background detail "gameable." Despite several past attempts, no one had succeeded in translating Tolkien from prose to computer game -- no one, that is, until Interplay released its computer role-playing game, LORD OF THE RINGS, VOLUME ONE (LOTR). This review is based on the IBM-PC version. Interplay's program is faithful enough to the book to please Tolkien fanatics. It's also a fine CRPG, with the features that have made hits of Interplay games like WASTELAND and DRAGON WARS -- namely, a highly non-linear storyline, a skills system, and multiple solutions for puzzles. Although a good Tolkien computer game has been a long time coming, the problem with LOTR is that it was released too soon. There are several bugs in the current release that mar an otherwise excellent game. LOTR covers the material in THE FELLOWSHIP OF THE RING, the first volume of Tolkien's trilogy. The story concerns Frodo Baggins, a member of the gnome-like race of hobbits. Frodo had led a peaceful and contented life, until one day the wizard Gandalf tells him that the magic ring he had inherited from his uncle is in fact the One Ring created by Sauron, an evil power who is determined to conquer all of Middle Earth. Frodo is assigned the job of taking the powerful Ring to Sauron's realm of Mordor and destroying it. The events in LOTR take Frodo from his peaceful home in the Shire, through strange forests, haunted ruins, and the monster-infested mines of Moria, and finally to the elf city of Lorien. At this point, the game designers introduce a major subplot not found in the book, so as to give the game a more definite conclusion. (The book ended with a "to be continued..." message.) There are dozens of other such original subplots integrated into the game. With the exception of the endgame, you need not complete any of these subplots to win. However, most of the subplots yield experience points, helpful information, more powerful weapons, or useful items. For example, near Frodo's home in the Shire is a small cave where you are introduced to combat, and where some items that are useful later in the game can be found. There are so many of these small subplots that you're very unlikely to find all of them in one pass. This makes LOTR a highly replayable game. The abundance of subplots also means you can specify how long and complex you want the game to be. For example, you can hurry through the mines of Moria by mapping only the first level, if you choose; or you can explore all of Moria's 13 levels if you want to do more extensive dungeon-crawling. If you rush through the game, you'll finish in 20-30 hours; if you take your time and explore all of the gameworld, you'll find this game as long and complex as any in the ULTIMA or WIZARDRY series. LOTR is true to the book, challenging enough for Tolkien fans, _and_ interesting enough for a non-fan who doesn't know a Nazgul from a Numenorean. The focus of the game changes depending on the circumstances. In the peaceful Shire, you spend most of your time interviewing the population and solving local problems. By contrast, in the mines of Moria, you're engaged in mapping the passageways, finding treasures, disarming traps, and fighting off the hostile inhabitants. The size of the gameworld is vast, accurately reflecting the geography of the books. This does mean you'll spend a certain amount of time trudging around in the wilderness, since there are no transportation shortcuts (like the teleportation portals in ULTIMA VI). The smart traveler will learn to do plenty of exploring, though, as many of the most interesting places are off the beaten track. Interplay clearly put a great deal of research into this product. All of the major characters and locations from the book are in LOTR, and there are many locations in the game that are mentioned only briefly in the book, such as the home of Radagast the wizard, and the tower of Dol Guldur. The new characters and locations that Interplay has created blend seamlessly into the original story. Much of the text in LOTR is taken directly from the book. The game manual contains much useful background information (including a glossary) that the uninitiated will find helpful in decoding the tangle of strange names in Tolkien's mythology. As a CRPG, LOTR resembles a cross between Origin's ULTIMA VI and Interplay's WASTELAND. Like ULTIMA VI, it uses 256-color VGA graphics and an icon interface; like WASTELAND, it uses a skills system and references to story paragraphs in the manual; like both, it relies on an overhead perspective. LOTR works best with a mouse. Clicking the right mouse button brings up a menu of icons; clicking on the various icons allows you to talk to characters, attack monsters, use skills, and so on. Keyboard commands can also be entered; however, movement via keyboard is hampered by sluggish response. For example, if you hit the up arrow key three times, and the right arrow key once, chances are that instead of going north three times and east once, your character will simply go north four times. In addition, the keyboard buffer occasionally overflows, resulting in an obnoxious beep from the computer. The mouse is therefore preferred, although every so often, the mouse pointer on the screen goes amok. When this happens, rolling the mouse back and forth vigorously usually solves the problem. Characters in the game have two types of attributes: One is the usual sort of CRPG statistic: life points, strength, dexterity, etc. The game even includes a willpower statistic, important here because the Ring eats away at the willpower of the person who uses it. These statistics change during the game, as the character accumulates experience. The other type of character attribute is skill, of which there are three: Lores allow a character to give information on a particular subject. (A character with dwarf lore, for example, may give useful hints while exploring dwarven ruins.) Combat skills (such as swords, or dodge) give you advantages in battle. Lastly, active skills (like Picklock or Jump) help in solving puzzles or performing actions. For example, to open a locked chest, a character with the picklock skill stands near the chest and uses the skill. Skills do not improve with experience, but a character may acquire new skills by being trained in them. There are two types of magic in LOTR. All types of characters may acquire words of power. Words of power are essentially one-shot magic spells that only work in certain circumstances. There are also spells, which can be cast only by wizards and sorcerers. Spells in LOTR are weak compared to those in other CRPGs. Gandalf, one of the most powerful magic users in all of Middle Earth, only has spells approximately as powerful as a first-level magic user in an AD&D game. Spells also directly drain life points, so that a wizard who casts spells constantly can be dangerously weakened. (Fortunately, the wizards of Middle Earth also wield a pretty mean sword.) This weak magic system is consistent with the books, where magic is mysterious and uncommon. Combat is the weakest component of the LOTR game system. It is essentially a simplified version of ULTIMA combat. Every combat round, each character gets a chance to move and attack. Characters can only attack if they are close enough to the enemy. The combat system in LOTR is simple and straightforward -- perhaps too much so: It's sometimes unrealistic (archers can shoot through walls, for example), and combat soon ceases to be a challenge. Since combat plays a relatively small role, this is a minor criticism. LOTR is mainly a game of exploration and puzzle solving, not combat. Like most recent programs, LOTR is a memory hog. It requires 512K of RAM in EGA, CGA, and Tandy mode, and 640K in VGA mode. All versions of DOS are supported. There's a nice save/restore game option, but you can only save two games at a time. The only form of copy protection is the story contained in the manual (and referred to throughout the game). LOTR comes on five 5-1/4" diskettes; 3-1/2" diskettes are sold separately. The game supports all the major sound cards (Roland, AdLib, and Sound Blaster). The music is nice, but sparse. Digitized sound effects, such as the howl of wolves, are also heard from time to time. These effects come through the PC speaker and do not require a sound card. The VGA graphics are very good, although graphically, the game is not quite as rich as ULTIMA VI. A 10MHz system or faster is recommended. Note that because of the way the game handles graphics, both EGA mode and CGA mode are slower than VGA mode. If you have a slower machine and EGA, the game may be unacceptably slow. The EGA graphics are nice, but they have one major flaw: an annoying screen flicker when characters move. The CGA four-color graphics are nearly illegible. (The software also supports Tandy graphics.) These graphics problems, as well as the keyboard and mouse difficulties mentioned earlier, are results of LOTR's major flaw: It was released before it was ready. The game came out in mid-December, often a bad sign. Software companies naturally try to publish their major products before Christmas; unfortunately, that means some games released in December don't get the beta-testing they require. LOTR, a large and complex program, evidently needed further testing: There are many bugs in the game. Most are minor, such as characters making speeches not intended for them, or computer lockups during combat. Others are more serious, such as party members who just disappear (when they're not supposed to) and subplots that cannot be finished. None of these bugs ruins the game, since LOTR is so non-linear that a missing party member or an unfinished subplot won't prevent you from winning. One bug, however, is so serious that it stops you dead in your tracks. If you move back and forth too often between the major areas in the game, you may become trapped. Any attempt to move out of the area leads to the death of your characters. This most commonly happens after you visit Rivendell and return to the Barrow Downs. If you've encountered this problem, Interplay can tell you a cheat to get past it: Contact them in their section of the Game Publishers Forum (GO GAMPUB). Also available is an upgrade that corrects many (but not all) of the bugs. The upgrade is version 1.1; to find out if you have version 1.1, check whether it says "Version 1.1" at the beginning of the README.DOC file that comes with the game. Anyone who enjoys Tolkien's books, or games like ULTIMA VI, should enjoy LORD OF THE RINGS, VOLUME ONE. In fact, I think LORD OF THE RINGS is one of the best CRPGs ever created, which makes it all the more painful to see the bugs in it. It's still a perfectly playable game, but always having to be on the alert for bugs takes some of the pleasure out of exploring the vast and complex world of Middle Earth. I eagerly look forward to the forthcoming sequel, THE TWO TOWERS. I just hope Interplay doesn't plan to release it at Christmas time! LORD OF THE RINGS, VOLUME ONE is published and distributed by Interplay Productions. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253