MIRACLE WARRIORS: SEAL OF THE DARK Fate calls thee to bar evil's entry, for you are descended from the mighty warrior Iason who rid the Five Lands from the evil demon queen Terarin one thousand years ago. Iason had made a prophecy that Terarin would return to the Five Lands one day, and that four mighty Miracle Warriors would awaken to meet her evil challenge. MIRACLE WARRIORS is an early FRPG for the Sega Master System. You must trek through the Five Lands, solving a few puzzles, and killing many monsters to gain fame points, required to enter certain special villages. If you can awaken the other three Warriors from slumber, they will join you. Find the armor and weapons of Iason, and the special magic arms crafted for your companions by the White Monks. After this is done, seek the keys that lead to the Shrine of the Dark Lord. Can you defeat Terarin herself, reclaim the Seal of the Dark Lord, and use it to shut the Pandora Passage, bringing peace back to the Five Lands? MIRACLE WARRIORS has reasonably good graphics for an 8-bit game, but there is virtually no animation. When you are not in battle, you are shown on the Character/Contact screen, with a moving background; you also see the Map/Menu screen shift (you move the white cursor by pressing the control pad button), but aside from exchanges of conversation, that is all of the animation you see. The music is nice, if not exceptional, but there are few sound effects since there is little need for them. The game map, which corresponds with the Map/Menu screen map, is large and a little cumbersome, but it's a very nicely done map. Not all the towns, villages, caves and monuments are on this map; meaning you must search for many of them. There are clues to help guide you, but the search will still be a bit tedious and exasperating. The puzzles are not too hard to solve but require a bit of careful thought. However, there is a serious error in a clue you are given near the end of the game; you are told that a certain town used to be known as Saria, when in fact, it was another town. You'll have to use a little common sense to figure out which town it is. However, the biggest problem in this game is its combat. All encounters in the game are with a single monster, but even when you have all three of your companions, only one member of the party is allowed to strike at the monster each round. The party member who attacks is attacked in return by the enemy. Experience gain gets to be slow- party members get a little bit of experience for every blow struck in battle. What makes combat seem to be unfair in favor of the monsters is that while you are not allowed to use magic spells in combat, some of the monsters are- and their spells allow them to attack every member of your party at once. In addition to that, if you try to flee and are blocked, the monster automatically gets to hit every member of the party. It's hard enough accepting one monster's being able to 'surround' four people. Because MIRACLE WARRIORS is an older game (2 meg with battery backup), it isn't as sophisticated as some newer Master System Games available, but it is still a reasonably good game. Sega Master System owners should get their fair share of RPG adventure when they play MIRACLE WARRIORS. However, there are serious problems with the game, and it pales in light of several new 8-bit games now available for Sega's Master System. MIRACLE WARRIORS makes a good RPG, but quickly seems almost primitive and obsolete against the incomparable PHANTASY STAR. It's difficult for me to rate MIRACLE WARRIORS on a scale of 1 to 10 since it's an 8-bit game, and I am used to thinking in terms of 16-bit Genesis games. Because it's not a *bad* game, and a bit better than some other FRPG games for the SMS, I'd rate it above average; but remembering the superior 8-bit games now available, I can't go higher than a 6.5. MIRACLE WARRIORS is produced by Sega of America, Inc.