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- It's September. Days are cooler; nights are longer;
- leaves are starting to turn. Summer's over and as BB
- King says, "The thrill is gone." Unless you're an
- avid skier, there isn't much to look forward to
- except Spring (or maybe Christmas).
-
- If you want to put some magic back into your life,
- log onto GEnie right now and type M895 or the magic
- word ORBWARS. Indulge yourself in a unique magical
- multi-player environment where spells rule and
- dragons drool: Simutronics' Orb Wars.
-
- Do You Believe in Magic?
-
- Orb Wars is unlike anything you've ever played
- before. It's kind of like a roleplaying game, but
- not quite. It's sort of like a fantasy adventure,
- but not completely. It has elements of arcade,
- action, sports and war games, but it's not remotely
- like any of them.
-
- Essentially, Orb Wars is its own unique genre. There
- are no elves or dwarves; no fighters or rangers; no
- swords, shields or armor. Just magic and the
- practitioners of magic, played out in a contest
- between two teams on a controlled field of battle.
-
- All of the classic magical types are represented
- here: Alchemists, Conjurers, Enchanters,
- Illusionists, Necromancers, and Sorcerers. Each
- class possesses its own unique set of skills,
- strengths and weaknesses. It's up to you to learn
- how to use them to your best tactical advantage.
-
- Character generation is pleasantly uncomplicated.
- You simply give your character a name and choose one
- of the six wyzard types. While characters have stats
- that affect their performance and enjoy bonus
- increases for exceptional scores, long-term stat and
- skill advances don't apply here. The characters in
- Orb Wars are not permanent; the game is played in
- 30-day campaigns and new characters must be
- generated at the end of each cycle.
-
- The Campaign Trail
-
- Each 4-week campaign consists of an ongoing series
- of contests between two teams of wyzards, controlled
- and conducted by the Council of Syiss,
- affectionately referred to as simply the Council.
-
- Players gather in the Sage Chamber, which in essence
- is like a huge Real-Time Conference area. There,
- they form teams of up to five members each, plan
- strategies and then enter the arena to do battle.
-
- The arena is actually a 50x50 grid consisting of a
- variety of terrain areas, or maps, randomly chosen
- by the Council. Each map is liberally seeded with
- monsters and critters ranging from rats and orcs to
- mondriks and dragons.
-
- Magical objects, such as wands, staves, crystals and
- vials, are also scattered around the landscape,
- waiting to be found and used. But the most important
- items, by far, are the orbs.
-
- Tactics and Teamwork
-
- Hidden throughout each contest area are several
- large crystal spheres. Called "orbs" by the earliest
- wyzards, they turn color when touched by any wyzard
- -- red for one team, or blue for the other. The
- primary objective of every contest is to locate,
- capture and control more of these orbs than the
- opposing team. Of course, nothing is ever quite as
- simple as it seems.
-
- Tactics and teamwork play an important role in each
- contest and one of the central strategies for any
- team is to locate and kill the wyzards on the
- opposing team. The logic is inescapable: Dead
- wyzards can't capture spheres or score points. As a
- result, contests tend to be hard-fought and more
- than a little bloody (they don't call this Orb WARS
- for the heck of it).
-
- Fortunately, death in Elanthia is not permanent and
- characters can be resurrected. Unfortunately, it
- takes time. And since each contest is run against
- the clock, lost time can be equally fatal.
-
- At the end of a contest, scores are determined,
- points are awarded and winners are declared.
- Individual scores are maintained throughout the
- campaign, from contest to contest. At the end of the
- cycle, the top 7 scores are awarded positions on the
- Council and their names recorded for posterity.
-
- The Transition Game
-
- Although actually a simple game, Orb Wars can be a
- bit intimidating the first time around. To make the
- transition as enjoyable as possible, there are
- several features or options available that come
- highly-recommended.
-
- The first and foremost is a graphics Front End, or
- GFE. Located in the Orb Wars Library (Page 895, Menu
- Option 3) there are GFEs for Macintosh, Amiga,
- Atari, Apple IIgs and IBM-compatible computers. Each
- delivers excellent graphics, sound and animation.
- They also possess extensive macro capability --
- something you'll find virtually indispensable with
- all the mixing, chanting and summoning required to
- prepare and cast spells.
-
- Next is the documentation. In addition to the main
- game manual, there are loads of help and hint
- resources available, including quickstart and macro
- files. You can find them in the Orb Wars Library or
- the MultiPlayer Games Library (Page 1045, Menu Item
- 3).
-
- Once you've got the general idea of how to play, you
- can try out each wyzard type in the special Practice
- area and work on your moves before committing to an
- actual contest. You can access this area any time
- within the game from the Sage Chamber by typing
- /PRACTICE.
-
- Then there's the Bulletin Board in the MPG
- RoundTable (Page 1045, Menu Item 1). Check out
- Category 28. You'll find nearly 30 Topics covering
- everything from beginner's tips to tactics, trickery
- and the Orb Wars Newsletter.
-
- Finally, and equally important, every Wednesday
- night from 9:00 PM to 11:00 PM Eastern time, Orb
- Wars is designated New Player Night. Log on and
- learn the ropes from veteran players and maybe make
- a friend or three. It's a great way to get to know
- the game.
-
- What the Witch Doctor Ordered
-
- If the thrill is gone, if life seems to be in a
- state of suspended animation where even the prospect
- of going to work has lost its sparkle and shine,
- then maybe it's a good time to enjoy the magic of
- Orb Wars.
-
- It's just what the witch doctor ordered for the dog
- days of September -- a lot of flat-out, non-stop
- fun!
-