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HellPit Trilogy
(Fig)

vv

"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...

Graphics (n.)
The use of animation and visual effects to stimulate the senses
v
(Poor)
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.

Sound/Music (n.)
The smooth blend of atmospheric sounds and original harmonies
N/A 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 (Very Poor) 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.

Story (n.)
The creativity and presentation of the game's critical plot
v
(Poor)
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
(Very Poor) 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 win everytime.

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.

Challenge (v.)
To strike the mental nerve in such a way as to stimulate human thought and reflexes
(Very Poor) 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
(Very Poor) 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.

Players 1 player Genre: Role Playing Game
Rating To solve: 8 hours Final Rating: 2/35
To download this game, click here.
 
Installation Tips
wTo run this game, you must have any version of Microsoft QuickBasic.
wTo play HellPit Trilogy, unzip the file and run "HELLPIT1.BAS" from QuickBasic.
wTo 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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