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Re: Info. On Bard's Tale 1,2&3(?)



In article <49o7g2$53t@nntp.interaccess.com>,
tward@flowbee.interaccess.com (Tony Ward) writes:

>
>Don't forget about Might and Magic I and II. I consider them "classics" 
>along with the Ultima and Wizardry series.
>
>
     Indeed! Who could forget Alamar's Castle, the Astral Plane, and the
nasty little timed puzzle at the end of M&M II?!  In fact, we still have
the maps. Besides being a neat multi-quest sequal, M&M II shows just how
good double-hires can look when it's done right.

     While we're at it, what about these rpg's

  Wishbringer-- medium-play Zork-flavored TEXT adventure; clever,
humorous, with plenty of puzzles

  Tracer Sanction- medium-play picture-TEXT space adventure; well-designed
with lots of not-too-hard puzzles

  Dream Zone/gs- long-play picture-TEXT adventure in weirdsvill; very good
graphics and music, authentic dream atmosphere (PG-17)

  Infidel- long-play TEXT adventuring in a pharoh's tomb; clever, unique
puzzles

  Space Rogue- long-play picture-TEXT + action space mystery; several
tough, interesting challenges

  Jinxter- medium-play TEXT adventuring in a rich, Zork-like realm; lots
of puzzles, 'more Infocom than many Infocoms'

  Rings of Zilfin- long-play adventure+action precursor to Magic Candle;
employs several formats; many places to go

  Alternate Reality: The Dungeon- very long-play; features large,
multi-level 3-D mazescape, good setup for character development (once you
survive the start), lots of places to explore
 
  Wraith- long-play Ultima-look quest to destroy the evil Wraith; good
schemes for exploration, clues, and combats