<!--
	Title: (Screening Room: The Rating Game) Enchanter
	Authors: Justin Greene
	Source: K-Power, v1(2)
	Date: March 1984
	Transcription by Steve Derby
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<span class="small-caps">hardware requirements:</span>
*Apple
II/II plus/IIe, 32K (disk); also
available for Atari 400/800/1200XL, 32K (disk); Commodore
64 (disk); IBM PC, 48K (disk);
TRS-80 Models I/III, 32K (disk)*<br>
<span class="small-caps">manufacturer:</span> *Infocom, Inc.,
55 Wheeler St., Cambridge, MA
02138; (617) 492-1031*<br>
<span class="small-caps">price:</span> *$49.95*
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<img class="img-center" style="height: 3em; max-width: 90%; width: auto;" src="/public/img/articles/k-power-zork-iii-review/eight.png" alt="Rating: 8">
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*Enchanter*, an adventure game set in a world of wizards and
warlocks, is one of Infocom's latest masterpieces. With only four
spells to your name, you (a lowly novice enchanter) must seek out
and defeat the warlock Krill, an omnipotent outcast from the Circle
of Enchanters.

When the game begins, your only possession is a spell book.
But as you move deeper into the world of *Enchanter*, you acquire
other items that help you on your quest.

One of the greatest features of the game is its realism. (I'm not
talking about Krill and all the other magical beings, of course.)
There are a lot of little factors that add up and make *Enchanter*
more like a real experience: time passes (there is night and day);
you can interact with other characters; and during the course of
the game, you have to eat, drink, and sleep. When you
sleep, you even dream. (Dreams usually give hints on how to
complete certain parts of the game.)

<img class="float-right" src="/public/img/articles/k-power-enchanter-review/enchanter-screen-shot.jpg" alt="Enchanter screen shot">

*Enchanter*'s graphics are better than those generated by any
computer, because they are pictures drawn by the imagination.
Though the game is entirely in text, every situation is presented
in great detail. You type in full-sentence commands. Many commands
even have a variety of responses. Like most Infocom
games, *Enchanter* has a vocabulary of more than 600 words. No
more two-word adventures where half the game consists of
finding out what words can be used.

This adventure is one of the best I've played. It's great for
anyone who likes to sit down and become someone else. One
warning, though: Don't bother with it if you're impatient. It
could take days or weeks to solve.

JUSTIN GREENE, *16<br>
New York, New York*
