Dungeons of Avalon 1 - on SynTax PD 579 (RPG for Amiga) Reviewed by Bill Commons I have been playing this game now for seven weeks and I am absolutely hooked on it. It is a cross between Dungeon Master type and the old D&D scrolling hit points games. When I first loaded it I was reminded of the first levels of Eye of the Beholder with the red walls and corridors but on my first encounter with some monsters I was a bit disappointed in all that happened was the playing window was filled with a very detailed still picture of a monster and very fast scrolling text window flashed through showing how many hits I received and how much damage I had caused to the monsters. It was funny but as I got used to the game I was able to read these messages but at first I could not. The adventure starts in the town where you have a choice of locations to visit. There is the Adventurers' Guild where you create your team of six heroes, or you can load in six existing ones. Alternatively you can load in any one of three previously saved games which take you to different locations in the dungeon with different teams. You can also visit the Armoury shop to buy weapons or the Temple to heal wounds or revive a dead hero. The dungeons are full of the usual secret walls, spinners, traps and treasure chests and, of course, monsters. These are shown one step before the encounter by a slightly darker green spot on the floor in front of you. There are only four levels down in the dungeons but because the designers have cleverly used sliding walls and changes when a wall or foot switch is pressed, I was convinced that there was at least ten levels in all. It was only after I had compared my maps that I could see that I had several almost identical pages. I think that the game has been translated from the German language as some of the spelling is a bit odd and with a lot of 'auf' and 'unds' in it. Also I was convinced that one of the riddles was a bug but I think that this is due to a slight language difference. When your team is up to the higher levels there are a couple of spells that can be used to show a detailed map of the dungeon. This gave me a chance to go all over the levels and it was surprising how much I had missed previously. I went right down to the end of dungeon before I discovered how to rest my crew, and only after starting it again from the beginning did I find out what some of the spells were for. When you have completed the dungeon you then move on to the castle. The same builder must have been employed as the layout looks very similar but the monsters here are much stronger and some of the spinners have been placed next to each other and in corners so it is hard to stop going round in circles. The sound effects are good even down to snores and whistles when the party is asleep. One minor drawback is that you cannot move anything from your backpack into your hands or to another member except at a shop where you have to sell it and buy it back including what's in your right hand at that time. This can prove expensive if money is short. At the time of writing this I have not been able to kill the final monster, the Dark Lord. So I have started again but I am not using the special scrolls and weapons on the weaker monsters. These can only be used for a short while so I am saving them for the final conflict. If I still can't kill him I might have to send in a plea for help.