Impressions From the Prism

Death Test

by Jeffrey Paul Jones


Death Test is impossible to play without first learning Melee: Wizard add magic to the game, should players elect to use it. Basically, Death Test gives the characters from the other games a quest, or a raison d'etre. Players undergo an actual test, where they enter a labyrinth to fight evil, and if they emerge victorious (alive), they will be hired by Dhallak m'Thorsz Carn as a mercenary, thereby earning a weekly wage. Should they fail the test . . . well. that's why its called Death Test.

Included in the game are a set of cardboard counters and a 24-page rule booklet. Only about 5 of these pages are actually rules. The rest make up the pre-programmed labyrinth that players may enter. DT can be played solitaire, or by 2-5 players. It consists of 167 numbered items that describe precisely what the characters confront. For example, they start at number 1, which takes them to the first room and tells them to go to number 48. 48 describes the room as being empty save for a chest at the center, and a door at the far side. If players elect to open the chest, they go to 93; if they go to the door, they go to 16. I won't go farther, since that would give away the action. What the game accomplishes though, is the mystique of a dungeon adventure, without being dependent upon a dungeon master. Everything is already neatly laid cut, and all you need to do is make the decisions and fight like hell when the chance arises -- and it is often.

I soloed the game 4 times before I finally had the labyrinth mapped completely, and before I had anyone make it through successfully. And even then, I had to take in characters who were slightly more experienced than the avenge. At this point, the game ceased to be interesting to me, since I'd explored just about every option it had to offer. In each case I spent a good 1 1/2 hours at play, so the price of $2.95 appears justified. Around here, the same amount of time in a movie theater would cost twice that amount. Even though the game no longer has individual utility to me, I can always use it to lead other players through the maze.

A couple of comments in closing: 8 different rooms are provided, and are assigned colors so players will know how to program the Melee map. Sometimes the group will encounter humans rather than monsters, so the authors provide a random fighter table which is nice, since all the specifications and weaponry are already documented. Finally, a logical set of rules is provided for how to handle the monsters to insure fairness for all.

Overall, this is a highly polished, compact mini-game. Called MicroQuest 1, I can only assume that there are more to follow, and I'm looking forward to them with zeal. It sells for $2.95 and is available from Lowry Enterprises.

The Arduin Grimoire
Wizard
The Character Archaic
The Lost Caverns of Tsojconth


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© Copyright 1979 by Donald S. Lowry
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