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SSI/US Gold, Amiga 24.99

Questron 2 Well, spit in my billy-goat's eye if this isn't another RPG that's been around on the 64 for a mega long time. That hard-hatted Phillippa woman gave it 81% last summer, probably just around the time when six gnomes on their way to a garden convention decided to shelter under my bridge. Dead good banquet, that.
Er... yeah, right. Let's do a recap of what this here story's all about. Back in the good old days when evil was allowed to run unchecked in Landor, six mad sorcerers got together to produce a very nasty book a magic book, to be precise. All you have to do is go back in time and make sure it's never created. Easy, eh?

The action is displayed with full overhead view pretty much Ultima-style except that you only ever control one character and all your options (fight, climb, use magic, loot, wear, etc) are always displayed on screen. Basically, you leg it round a countryside of swamps, forests and mountains bashing some pretty ugly monsters (vipods, mutant carps, stink worms, jelly nymphs) and looking for food. Towns (where you can gamble, buy food, spells and a whole load of other gadgi items), cathedrals, tombs and 3D dungeons are dotted around the place but your main, well-hard mega-objective is to get to the Hall of Visions for a bit of advice.

Questron 2 Easier said than done, that. For a start, you haven't got a map (though it's not difficult to make your own) and worse still, it's pretty hard going if you try and fight everything right from the word go. The more puzzles you solve, the higher your character rating, the more advanced magic, weapons (fancy things like a fauchard, whatever that is) and means of transport (llama, ships, eagle) you can buy. Trouble is, you may not survive that long. Your best plan (apart from to stop for a slime-break and a fried lizard leg) is to suss out which creatures are easy to kill and get the hell out of it when any other appear. Oh yeah and buying information out of the odd, helpful, friendly troll might do you a bit of good. After some of the portrayals of trolls we've had in recent games, I'm pretty chuffed at these; they even got the colour right a very fetching shade of green. Luverly.

Nose Whaddaya think of it so far then? Sounds pretty much like Ultima IV. Not exactly, Ashley (he's my pet fly). For a start, the fighting and speaking options are pretty limited (just bash and listen) and they could have included at least a basic map. I could have tangoed to a bit more sound as well. Minimal spot effects aren't much when you've got all those bits of wire soldered together inside the Amiga so you can have loadsa notes.

Still, the graphics aren't 'arf bad for an RPG and all that bashing, munching and trading does get pretty addictive especially if you cheat (I did hur, hur, take a look at the Vale Of Hope). Once you've got into the puzzles (which might take up an afternoon's lizard hunt) it really starts to get froody. OK, so it's not the most involved RPG you've ever seen, but it is good fun. And I can tell you, after a week of bile and stomach bug down under Ludlow Bridge, you can forget about gnome pavlova, billygoat pie and lizard stew it's fun that really counts. Er... Burp...
(Reviewed by Chuck Vomit (Fictional Gnome dreamed up by the Zzap! Crew))

Zzap! Issue 47, March 1989, p.46

ATMOSPHERE
PUZZLE FACTOR
INTERACTION
LASTABILITY
OVERALL
80%
70%
59%
93%
80%