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"Where portals lead to labyrinths of magic and light"
Lightning storms have
been going on in your town for many days, and it seems only too much like
a coincidence that the storm is focused on the very heart of your city.
To protect the villagers, the wiseman conjured a powerful shield atop the
city. It provided temporary protection for the people, but it also closed
them inside their homes like a cage.
Days pass. The magicians
tried to fend of the storm or at least discover its cause, but the storm
neither ceased nor weakened. Now the shield is nearly destroyed, and the
wiseman is too weak to form another barrier. Your only hope is to enter
the portal in the center of your world...
To download this game, click here.
The use of animation and visual effects to stimulate the senses
|The graphics are really the downfall of
Hellpit Trilogy, due to many poor color choices and graphic special effects.
To name a few: there are portals you enter are a mixture of white, purple,
and red that rotate back and forth (painful to the eyes). There are magic
spells that cause the screen to rapidly flash red and black (also painful
to the eyes). Then there's that sad defect with sixteen-color games where
everyone you meet has unrealistically flame red skin.
What disturbed me the most about this game
is the lack of detail paid to the field. For the text-style look of the
game, there shouldn't be an ounce of flickering. Yet, when I move the entire
screen flickers! That was simply too much, and the epileptic seizures take
their toll on my eyes and this graphics score.
The smooth blend of atmospheric sounds and original harmonies
||There is not a single sound effect or
tune (correct me if I'm wrong, I might have missed some part of the trilogy)
that I heard during the eight hours I sat down playing this game.
|Gameplay (n.)The precision of control
and involvement of character within its universe
||Each part of Hellpit trilogy works in
the same way. You start at the central town, where you are given a limited
amount of money and a handful of NPCs. After conversing about the town's
current problems and purchasing some armor, you enter a portal to beat
up some feisty minion. Defeat the minion and you'll find another one. Keep
repeating and you solve that part of the trilogy.
After playing through what seemed to be
eight hours of demon slaying, I realized that Hellpit is presented more
like a special-effects extravaganza than a video game; the spells don't
deal a lot of damage but you spend about ten seconds looking away from
all the brilliant flashes and rapid flickering.
The creativity and presentation of the game's critical plot
|As the name of the game implies, Hellpit
Trilogy does get a little demonic, hence the "T" rating that accompanies
this game. I was actually surprised when it turned out that this story
is what appears to be the strongest part of Hellpit Trilogy's many elements.
I was saddened though, that this original plot wasn't exploited with some
demos or at least an impressive ending.
|Replay Value (n.)
The timelessness of the gamer's delight, such that the experience
can be repeated again and again
||Hellpit Trilogy does get very repetitive,
and it often goes straight to the battle. In some cases, this can be meritiorious,
but the battle element in Hellpit is somewhat lacking because the enemies
don't really do much else other than attack. If you earn enough experience,
you'll eventually best everything by choosing the Fight action. You'll
Walking through the game's mazes (which
tend to stretch in one direction) offers very little graphic detail and
much less to the imagination. There were no gameplay elements or ambiance
to pull me into the game... a few subtle details really would have kept
me in my seat.
To strike the mental nerve in such a way as to stimulate human thought
||If length were considered the standard
with which RPG difficulty was weighed, Hellpit Trilogy did the job. The
game's portal-to-portal system practically requires you to travel from
catacomb to catacomb with little or no human interaction, interrupted occasionally
by egotists who claim that they have what it takes it to take down you
and your army. For what it's worth though, none of the mazes in any part
of the trilogy were particularly difficult, and the high enemy frequency
was more like a way to make sure your experience points were always in
check. As long as you pay attention, this maze-to-maze game will hardly
pose a challenge.
|Fun Factor (n.)
The overall entertainment value as maintained throughout the adventure
||Hellpit Trilogy is all about putting together
the elements needed to make a good game. The problem was these elements
came in limited quantities. When Hellpit entered the QB world, Konrad the
Warrior was the bar with which every RPG would be judged. This doesn't
make Hellpit Trilogy's excessive special effects seem so bad.
But what used to be a technological fireworks
show of QB graphics is now just something that hurts the eyes after extended
play. More and more, QBRPGs are shaping up to be more about the game underneath.
This leaves Hellpit Trilogy with its gameplay for entertainment value.
The maze-by-maze format of Hellpit, along with its sub-par plot, didn't
make for a fun experience.
||Genre: Role Playing Game
||To solve: 8 hours Final Rating: 2/35
run this game, you must have any version of Microsoft QuickBasic.
play HellPit Trilogy, unzip the file and run "HELLPIT1.BAS" from QuickBasic.
Play the second part of the trilogy, run "HELLPIT2.BAS" from QuickBasic.
The last part of HellPit Trilogy is "HELLPIT3.BAS".
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