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Welcome
to Game of the Week! Each week there will be a
new featured game on this page. The game may be good,
average or diabolically bad, it really doesn't matter!
Just look at the pics, read the text and enjoy the nostalgia!
:-) Game of the Week! is open to contributions so if you
would like to contribute
a game article for this page you're more than welcome
to! Every article we receive will be considered! |
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The
Evil Crown
1985 Argus
Press Software
Programmed
by ?
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Most
text of the present article comes from the review published
in the eleventh issue of the British C64 magazine ZZAP!64
(street date: February 9th, 1986) and the preview published
in the tenth issue (street date: January 9th, 1986). |
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THE
EVIL CROWN - A PREVIEW
Mind
Games (Argus Press Software), £9.99 cass, joystick
and keys
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[Note:
Blue text is identical to the review!]
This one-player game is all about running a Barony in
feudal medieval England. It's
an icon-driven game which allows the modification of
various factors surrounding the running of your estate.
Apart from the now fashionable use of icons, the game
employs some animated sequences (to depict battles and
revolts) and a redesigned character set adds atmosphere
to the game.
The
main screen is split into two halves. On the left is
an overhead view of the fields worked on by the peasantry.
The cultivated areas are highlighted against the forest
region. If the harvests are not too good, it's possible
to select new areas for farming, using an arrow cursor.
To the right of the screen are nine main icons which
allow you to alter the tax rate, alter the toll rate
for passing traders, pay scutage to the king (to avoid
having to send your militia into battle for him), modify
the size of the militia, give food hand outs (if the
peasants are particularly poor), spend money on tournaments,
check your progress, continue to the next stage of the
game, and quit.
The
idea is that from the first year (1156), the estate
has to be managed in yearly turns, by maintaining the
right balance of taxes and forces and proving yourself
in the annual tournaments. The main strategy part of
the game takes place in the first part of the game where
the allocation of available resources is planned. The
option to continue is then selected.
The
first part of this section shows a repetitive sequence
of animals wandering through the forest. The more creatures,
the less efficient the use of labour and land. A 'go
away' icon allows the scene to change to the tournament
sequence. This is the only part of the game that requires
physical dexterity. The player takes part in a joust,
and the top half of the screen displays the riders approaching
each other. The bottom half has the jousting score on
the left, and a view of the oncoming knight on the right.
The cursor now becomes the point of a lance, itself
made to move jerkily to simulate the effects of the
galloping horse. By the time the two riders meet in
the centre of the screen, the point of the lance must
have been guided into a position that will result in
a strike against the opponent. Enough successful passes
and the tournament will be won. This section is particularly
difficult to master, however, so practice will be necessary.
Whatever
the outcome of the tournament, the next stage of the
game deals with any battles and/or revolts by the peasantry
that have to be resolved. Another option, to pay the
militia for their participation in these events, is
provided. A simplified graphic sequence showing a couple
of figures in combat is used to convey the result. The
colour of the figures also reflects how large the battle
is. Assuming you are not totally defeated at this point,
the next screen shows the harvest result. The greater
the harvest, the more efficient the labour force and
use of land. Random elements like the effects of weather
are accounted for by animated clouds covering the sun.
If all is well at this point, the game progresses to
the next year and the cycle begins again.
The
subject matter is a slightly unusual one and has been
approached in a rather interesting format. How good
its final implementation on the Commodore 64 will be,
is too early to really tell. However, the minute that's
known, you will be able to read it here. How's that
for service?
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THE
EVIL CROWN
Mind
Games (Argus Press Software), £9.99 cass, joystick
and keys
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[Note: Blue text is identical to the preview!]
If
you missed last month's preview then never fear -- the
real thing is here. The Evil Crown is a one-player
game about running a Barony in feudal medieval England.
It's an icon driven game which allows the modification
of various factors surrounding the running of your estate.
Apart from the now fashionable use of icons, the game
employs some animated sequences (to depict battles and
revolts) and a redesigned character set adds atmosphere
to the game.
The
main screen is split into two halves. On the left is
an overhead view of the fields worked on by the peasantry.
The cultivated areas are highlighted against the forest
region. If the harvests are not too good, it's possible
to select new areas for farming, using an arrow cursor.
To the right of the screen are nine main icons which
allow you to alter the tax rate, alter the toll rate
for passing traders, pay scutage to the King (to avoid
having to send your militia into battle for him), modify
the size of the militia, give food hand outs (if the
peasants are particularly poor), spend money on tournaments,
check your progress, continue to the next stage of the
game, and quit.
These
icons have been greatly improved on the final version.
They are now colourful and detailed.
The
idea is that from the first year (1156) the estate has
to be managed in yearly turns, by maintaining the right
balance of taxes and forces and proving yourself in
the annual tournaments. The main strategy elements are
apparent in the first part of the game where the allocation
of available resources is planned. The option to continue
is then selected.
The
first part of this section shows a repetitive sequence
of animals wandering through the forest. The more creatures,
the less efficient the use of labour and land. A 'go
away' icon allows the scene to change to the tournament
sequence. This is the only part of the game that requires
physical dexterity. The player takes part in a joust,
and the top half of the screen displays the riders approaching
each other. The bottom half has the jousting score on
the left, and a view of the oncoming knight on the right.
The cursor now becomes the point of a lance, itself
made to move jerkily to simulate the effects of the
galloping horse. By the time the two riders meet in
the centre of the screen, the point of the lance must
have been guided into a position that will result in
a strike against the opponent. Enough successful passes
and the tournament will be won. This section is particularly
difficult to master, however, so practice will be necessary.
Whatever
the outcome of the tournament, the next stage of the
game deals with any battles and/or revolts by the peasantry
that have to be resolved. Another option, to pay the
militia for their participation to these events, is
provided. A simplified graphic sequence showing a couple
of figures in combat is used to convey the result. The
colour of the figures also reflects how large the battle
is. Assuming you are not totally defeated at this point,
the next screen shows the harvest result. The greater
the harvest, the more efficient the labour force and
use of land. Random elements like the effects of weather
are accounted for by animated clouds covering the sun.
If all is well at this point, the game progresses to
the next year and the cycle begins again.
Last
month I said it was too early to tell whether the final
implementation on the Commodore would be any good, as
I had only seen a finished Spectrum version. The Commodore
version has improved graphics, which add greatly to
the aesthetic appeal of the game.
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In
fact, the game is quite enjoyable. What it doesn't
provide is an accurate simulation of running a
medieval barony. On the other hand, it does provide
an interesting vehicle for strategy with a small
arcade element in the jousting sequence. The portrayal
of uprisings and wars are probably the biggest
let down. The simple graphics display of a couple
of sprites trying to chase each other off the
edge of the screen is really unnecessary and unimpressive.
But there is enough game material there to provide
the player with a refreshing change from the usual
offerings.
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Presentation 77%
The
icons work quickly and make interaction quite
fast.
Graphics
76%
Colourful
with limited but reasonable animation.
Instructions
61%
Not as good as they could have
been. Examples of play are useful for this kind
of game. There weren't any.
Authenticity
51%
There are some rough guidelines.
Jousting is tricky and painful . . .
Playability
66%
Very easy to get into.
Value
For Money 79%
A good price for a well designed
game.
Overall
80%
An intriguing and enjoyable game.
.
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Htmlized
by Dimitris
Kiminas (8 Feb 2004)
The original review had no new screenshots,
only the jousting screenshot of the preview.
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