Disneyland will never be completed. It will continue to grow as long as there is imagination left in the world.
Walt Disney

Login | Register


Who is Online

We have 703 registered Members.

There are no Members online.

There are 3 Guests online.

6 Stars IFReview Rating Elemental Apocalypse

IFReviewed by Nathan Segerlind on 2006-05-13 09:32 

Game Profile

Sam Ruby


Authoring System

Release Year

IFR Overall Rating
6 Stars IFR Overall Rating

MAIN PGM Version: 6


Deleted Commands: none

Special Features: 4-disks, WEAR cmd, it doesn't use your character, DISPLAY cmd, armor artifacts, SOLUTIONS pgm

Playing Time: 10-20 hours

Reviewer's Rating: 6

Description: Shipwrecked upon an unknown continent, you easily learn the language and are eager to get home. You decide the best way to accomplish this would be to go to the capital. When you reach the capital, the Prime Minister is eager to speak to you. He tells you that a month ago the king had traveled to a retreat in the northern district, and not a word has been heard from him since. He sends you off to find the king and report what you find.

Comment: The above is a VERY abbreviated version of the introduction. The real intro is EXTREMELY long, a trademark of Sam's adventures. You are not allowed to use your own character but must select a new one from an offering of 10 'bios'. Most of the important weapons are swords, so you would do best to pick a swordsman of some sort.

DISPLAY toggles between full room descriptions or just the room name. Armor is 'real' and includes magic stuff that only works in this adventure. The WEAR command is mainly for putting on armor.

One of two flaws that knocked it down from an 8 in my opinion was that it's just too long. There are 390 rooms, and the monsters are so tough that you must start over again and again. The other was short, dull descriptions and its resemblance to an Advanced Dungeons & Dragons (c) TSR adventure. Many monsters had copy-cat descriptions and got tiresome by the fourth disk. The resemblance to AD&D was irritating (to me anyway) in its bland treatment of magic items, weird monsters, and direct reference to the game mechanics in descriptions (eg: 'this item will give you a +6% bonus to hit'). The monsters were OK, but does any 'real' fantasy hero have a '+2 sword' or a 'potion of extra-healing'? This aspect might not bother you or might even be a plus for you, but I disliked it.

I also disliked the numerous traps, which can be found and most of the time disarmed, but can kill careless people. Some were illogical or unfair, such as being killed by a drop of blood or not being informed that you were standing on the very edge of a cliff.

This had a solid plot and challenging nature. If you can stand the length and traps, you will enjoy it.

Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.

    Nathan Segerlind Profile

    Name Nathan Segerlind
    Gender Male