★ AMSTRAD CPC ★ GAMESLIST ★ SWORDS AND SORCERY (c) PSS SOFTWARE ★

Amstrad ActionAmtixComputer Gamer
★ Ce texte vous est présenté dans sa version originale ★ 
 ★ This text is presented to you in its original version ★ 
 ★ Este texto se presenta en su versión original ★ 
 ★ Dieser Text wird in seiner Originalfassung präsentiert ★ 

This game has taken so long from conception to actual appearance that PSS probably can't bear to think of the number of man hours that have gone into it. The question of course is whether it's all been worthwhile and whether the "Midas adventure concept" will take off allowing many add on modules to the original game.

At its simplest the game is an attempt to implement "Dungeons and Dragons" on a computer and give the same sense of role-playing. Obviously there are a number of advantages and disadvantages to putting the action on computer and the result is not the same as the real thing.

You can begin the game by creating your own playing character in preference to Flubbit the Dull with whom you will otherwise be stuck. The character can be named, trained under 12 masters in different skills and then armed at an armoury before entering the game. The character begins in a rectangular dungeon but there are three others to be discovered of the same size.

The screen on which everything takes place consists of several areas of varying importance. The actual forward view of the character in the top left is quite nice and moves reasonably well but is only of use for identifying things or people in front of you. On its right is a display where either the map of the dungeon or a status display is shown. The map shows the characters on it, excluding those concealed in rooms while the status display is used for informing you of the character's status during fights and his magic numbers representing his skills.

At the bottom of the screen are two menus, one for conducting conversations with other characters and the other for using all the commands in the game. Conversations tend to be pretty graphic with plenty of imaginative abusive language but they can be useful on occasions. The command menus are where most of the nitty gritty takes place and familiarity with them is an important thing to learn.

There is an aim to the game for those who want one but you'll probably find that if you're going to enjoy the game you won't really need to take any notice of this anyway. Most of the action involves fighting with characters encountered in the dungeon corridors or protecting objects in the rooms.

Fights take place in real time and the outcome is determined by your character's status in relation to the opponent and by what attacking and defence moves are made. Objects must be collected and have many different uses and properties that may be magical or merely practical. Amongst the items are treasure, foodstuffs, weapons and armour but you may not be aware of the full potential of what you hold.

There are plenty of hidden depths to the game that are touched on in the instructions but take real perseverance to find out about. These include the skills your character acquires, uses of objects and behaviour of opponents. To get the most out of the game you'll have to become very heavily involved and spend many hours at the keyboard - the question mark is over whether there is enough initial interest to get you that far.

The presentation, depth and atmosphere of the game cannot really be faulted. Where it loses its audience is in the initial complexity. Maybe it's meant to be like the real D and D - played by an exclusive club to which it is difficult to gain entry. No doubt it will become a much loved cult game offering endless hours of pleasure for those who persevere with it, but many people just won't want to put in the time and effort.

BW, AA

SWORDS AND SORCERY
(c) PSS SOFTWARE

Authors: Mike Simpson , Paul Hutchinson
Producer: Gary Mays
Cover Art: Roger Pearse

★ INFOS:

  • This was intended to be the first in a range of games based on a concept called MIDAS, but no further games were released. Keyboard controls are 1 to turn left, 2 to move forwards, 3 to turn right, 8 and 0 key's to scroll menu options, 9 to select menu option, ESC to pause. Games can be saved to disc as LEVEL1.BIN.
  • This much awaited game has cost £50,000 to develop and is a real time, roleplaying. Two and a half years in the making and a year late, PSS last about to launch.

★ YEAR: 1985
★ LANGUAGE:
★ GENRE: INGAME MODE 1 , AVENTURE TEXT , AVENTURE GRAPHIQUE , ROLE-PLAYING GAME , SAVEGAME , MEDIAEVAL , DISK , TAPE
★ LiCENCE: COMMERCIALE
★ RERELEASE: SUMMIT (TAPE/BUDGET)


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Adverts/Publicités:
» PSS-The  Collection-Theatre  Europe-Swords  and  Sorcery-Battle  of  Britain-Battle  of  Midway    ENGLISHDATE: 2022-01-17
DL: 253
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» Swords  and  Sorcery    ENGLISHDATE: 2022-01-17
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NOTE: w927*h644

Bonus:
» PSS-The  Collection    ENGLISHDATE: 2022-01-17
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NOTE: 2 pages/PDFlib v1.6

Covers/Packages:
» Swords  and  Sorcery    (Release  DISK)    ENGLISHDATE: 2019-12-22
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» Swords  and  Sorcery    (Rerelease  TAPE-SUMMIT)    ENGLISHDATE: 2022-01-17
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Dump disk:
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SiZE: 44Ko
NOTE: Games can be saved to disc as LEVEL1.BIN ; 40 Cyls
.HFE: Χ

Dumps cassettes (version commerciale):
» Swords  and  Sorcery    (Rerelease  SUMMIT)    ENGLISHDATE: 2018-03-14
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» Swords  and  Sorcery    ENGLISHDATE: 2017-10-01
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.LOG: √
.CDT: 6

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DL: 276
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NOTE: 42 Cyls
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» Swords  and  Sorcery    (Release  PSS)    ENGLISHDATE: 2016-03-16
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.HFE: Χ
 

Medias/Supports:
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» Swords  and  Sorcery    (Release  TAPE)    ENGLISHDATE: 2016-09-06
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» Swords  and  Sorcery    (Rerelease  TAPE-SUMMIT)    ENGLISHDATE: 2016-12-24
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SiZE: 53Ko
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Notices d'utilisation:
» Swords  and  Sorcery    (Release  DISC)    (Disc  version  Instructions)    ENGLISHDATE: 2022-01-17
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» Swords  and  Sorcery    (Release  TAPE-DISC)    ENGLISHDATE: 2022-01-17
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» Swords  and  Sorcery    (Rerelease  TAPE-SUMMIT)    ENGLISHDATE: 2022-01-17
DL: 118
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SiZE: 2659Ko
NOTE: Scan by Loic DANEELS ; 4 pages/PDFlib v1.6

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.