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Bunter Hexenkessel

Curse of Enchantia logo

Core Designs Versuch, mit „Heimdall" ins Rollenspiel-Genre vorzudringen, war ja nicht gerade der Bombenerfolg – doch in der Welt des Abenteuers scheinen sich die Engländer wesentlich wohler zu fühlen!

Curse of Enchantia Nichtsahnend spielt der kleine Bradley auf einem Baseball-Feld, als ihn eine böse Hexe durch ein Dimensions-Tor zu sich ins Fantasy-Land Enchantia zaubert. Verständlich, benötigt sie für ihren Verjüngungstrank doch unbedingt zartes Knabenfleisch...

Die Flucht vor dem Kochtopf wird über eine Iconleiste à la Sierra und am besten per Maus oder Tastatur gesteuert, der Stick ist weniger zu empfehlen. Besagte Leiste erscheint wahlweise am oberen oder unteren Screenrand und ist aufgeteilt in normale Aktionen wie nehmen, reden oder kämpfen und in etwas speziellere (Tür aufsperren, Helm anziehen, essen...), zu denen man sich erst durchklicken muß. Weniger wäre hier jedoch mehr gewesen, denn oft ist die Suche nach dem passenden Icon schwieriger als die Lösung des eigentlichen Rätsels. Das liegt allerdings auch daran, daß viele Puzzles in diesem „märchenhaften" Adventure eher lustig als wirklich verzwickt sind. Andererseits ist der Humor der Geschichte manchmal so skurril, daß logisch denkende Jungabenteuer daran recht lange knabbern dürften. Wirklich Schlimmes kann Bradly trotzdem kaum passieren, weil er in der geradlinigen Story erst weiterkommt, sobald alles Wichtige erledigt ist.

Die nette Gebrüder Grimm-Grafik, in der sich der Nachwuchs-Held frei bewegen kann, begeistert vor allem durch die urkomischen Animationen, dazu gibt's recht atmosphärischen Sound. Tja, ein etwas höherer Schierigkeitsgrad und eine etwas weniger umständliche Steuerung, und aus Klein-Bradley wäre ein richtig großer Held geworden! (ms)

Amiga Joker, December 1992, p.46



Amiga Joker
1 MB

Curse of Enchantia logo  CU Amiga Screen Star

Braving wicked witches and shark infested waters - Tony Gill plunges into a new graphic adventure.

In the now forgotten land of Enchantia, evil deeds are committed without cause. For years a coven of evil witches ruled the land, and the people prayed for the day when they could live in peace. After what seemed like forever, things finally changed – they got worse! One witch who was more evil than the rest (and believe me that took some doing), found a spell which could give her instant youth. The main ingredient was a live, male child. Are you getting the picture? The evil witch persuaded two of her less intelligent friends to visit medieval earth, on the promise that they would have great fun creating destruction and mayhem there, but in fact she intended to use her power to open a portal through which she could catch a boy. When the two fools arrived in the world of men, the evil witch sent a 'Disperse and Claim' spell through the portal which hit her exhausted dupes, consuming their souls and dispersing their essence over the fields in which they stood. A little bit like a muck-spreader I suppose.

In the few years that passed in Enchantia, many hundreds passed in the world of men. Around the enchanted field villages sprung up, to be replaced in their turns by small towns. Finally a great city was built and its streets and houses spread into the countryside. But nothing was ever built on that mysterious field, for down the years strange tales were told of the odd happenings which had taken place there. Instead a wall was thrown around the green mantle and only the children who were too young or too stupid went to play games and fight mock battles in its cool bosom.

It was a warm day, with a bright, blue sky. The kind of day that makes fathers decide to wash the car. The kind of weather that makes mothers drag their sons out of the comfort and safety of their bedrooms saying silly things like, 'Stop wasting your time playing with computers, and go out into the fresh air and get some exercise'. And so, instead of spending his day playing mind-improving games with his Amiga, Brad found himself heading for the nearby field to play baseball. If only he knew that across the void of time and space, other eyes were watching the park. Cold, heartless eyes that were waiting for the moment to strike. The ball left the pitcher's hand. Brad raised the bat, then in the twinkling of an eye he was gone! Once the smoke and sparkling fairy dust had left his eyes, the boy found himself hanging by his ankles in a dank dungeon cell.

The land of Enchantia is full of talking animals, magic and monsters – and all of this is ruled by the evil witch (it's just not Brads day is it!). Heaven only knows how he is going to get home, but unless he wants to become the major ingredient in the witch's next spell, you had better help him find a way out of the dungeon fast. Once you have escaped the castle (which is easier said than done), you'll find that your long road to freedom resembles an episode of Dorothy's adventures in the Land of Oz. This is a world of magic and mystery, where animals dress in human clothes, and you can walk along the sea-bed with a goldfish bowl on your head.

Curse of Enchantia If you successfully cross the ocean, find your way through a subterranean maze and eventually stumble on the nearby 'Munchkin-like' town, you can be sure that your troubles are just about to begin. A visit to the local fortune teller, who just happens to be a seal called Sally the 'See-All', will give you the notion that you really should look up the local magician. (I mean visit him of course).
Here you'll be offered two quests, which, if completed successfully, will get you a first class ticket home. Having no other option but to agree you'll be transported to the edge of the world and left to fend for yourself on the crumbling ledge of an impossibly high cliff-top. Your further adventures will take you on a whirlwind tour of a volcanic island, the Marie Celeste, an Ice Palace, a graveyard filled with zombies and vampires, and finally to the awful confrontation with the witch of Enchantia in her castle.

This game resembles the Kings Quest adventures from Sierra On-Line, with its magical storyline and easy 'point-and-click' option. Mercifully it does not resemble its Sierra counterpart when it comes to speed, for it is much faster and does not have a five minute intermission each time you move to the next screen. It is fashionable nowadays to include small arcade sequences in adventures, and in this Enchantia is no exception.
Controlling your alter-ego with the mouse is a bit clumsy, however these sequences are fairly easy to complete and whatever happens you won't be killed and forced to reload. Instead the game simply delays you for a short while until you find a way to overcome the problem or you accept the loss of a few points.

A special mention should be made of the game's artwork as it is superb, compares favorably with the best in the business. The animation sequences are well done and would do justice to a movie cartoon. The sound also needs a special mention as a great number of digitized effects have been included, which brings lots of fun and atmosphere to the story.

Setting the difficulty level of the puzzles in any adventure is an awkward problem, and when the game involves a magical element things are even harder, as the problems can have a solution which defies logic. In Enchantia the majority of the puzzles are fairly easy and even a newcomer to the genre will eventually be successful, but there are a number of areas where logic appears to have thrown out of the window. At times like these you simply have to work through all the actions which are possible from the menu and trust to luck. At least there is an on-screen icon which gives a 'thumbs up' symbol when you do something which is on the right track and a 'thumbs down' when you are wasting your time.
There is a save game facility, but in the version supplied there was no hard disk installation option. Hard disk installation is a facility which all new games should now consider as standard.

This is a classy game which is much better than Lure of the Temptress, which it could be compared with. For a start it is much bigger and contains dozens of different locations. The quest will also take a good deal longer to complete, which makes it an even better buy. I think some of the puzzles are a bit illogical, but computer gamers are ingenious folk, so I'll defer judgement on that point. The further into the game you get the more luxurious it becomes. Around each bend the graphics get better and better. You may get frustrated, but you'll also get your money's worth if you persevere.

CU Amiga, November 1992, p.p.72-73

The land of Enchantia seems to have a fair sprinkling ideas from many tales, and going to see the wizard who can get you home is the least of them. There is also the cross-roads where the lost hero takes advice from talking signposts which brings the scarecrow to mind.
Take a look in the fancy dress shop called 'Ben's Tailors' where the magical proprietor will sell you a costume which will take you off on another quest. Did you watch Mr. Ben the children's TV series? Going through the door in the back of the changing room to a land of snow and ice, complete with an ice palace, brings back memories of The Lion The Witch and The Wardrobe, with just a spoonful of the Snow Queen from Hand Christian Anderson. Seems like all your yesterdays are buried here in the Land of Enchantia. Take a peak and see if you can spot some buried inspiration for yourself.

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Core Design
1 Mb


A beautifully drawn world of magic and adventure.