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Hillsfar

Hillsfar is a developed by Westwood Associates and published by , Inc. (SSI). Released in 1989 for platforms including , Amiga, Atari ST, Commodore 64, and later the , it is set in the campaign setting of the role-playing game, specifically in and around the city of Hillsfar on the Moonsea. The game features a single-player experience where players control one character—created anew or imported from —who joins a and undertakes a series of randomly generated quests involving mini-games such as arena combat, horseback riding, , lockpicking, and maze navigation. These activities build the character's skills and to access better opportunities in the city. The narrative follows the protagonist's rise through guild ranks, gathering clues and items that tie into the broader "Heroes' Quest" storyline leading to . Set in the year 1358 DR, Hillsfar blends real-time action elements with mechanics, emphasizing exploration of the titular city under the rule of the wizard Maalthiir and interactions with factions like the Red Plumes. A re-release became available on in 2022, preserving the original gameplay.

Development and Release

Development

Hillsfar was developed by Westwood Associates, a Las Vegas-based studio founded in 1985 by and Louis Castle, marking their inaugural project under the Advanced Dungeons & Dragons (AD&D) license in 1989. The game represented Westwood's entry into the game genre through collaboration with publisher , Inc. (SSI), which had established itself as a key adapter of TSR's AD&D ruleset for computer platforms following successes like in 1988. This partnership allowed Westwood to leverage SSI's expertise in translating mechanics into digital formats, while introducing innovative hybrid elements tailored for single-character play rather than traditional party-based systems. Key design choices emphasized blending progression with sequences, creating a -RPG structure to bridge AD&D's narrative depth with accessible, arcade-style challenges. Westwood implemented randomly generated quests assigned through the in-game guild, ensuring replayability by varying mission types based on —such as for fighters, for thieves, or spellcasting for mages—while adhering to core AD&D rules for ability scores, alignments, and skill advancement. and interaction relied on a "bump ," where triggered events by colliding with objects or NPCs in the , simplifying in the city's streets and buildings without complex menus. To foster continuity within the series, the team developed compatibility for importing characters from , transferring attributes like levels and hit points but resetting equipment to maintain balance in Hillsfar's urban-focused scenarios. Technical decisions prioritized cross-platform compatibility from the outset, targeting systems like , Commodore 64, , and Atari ST through sprite-based graphics that supported varied resolutions and hardware limitations. Westwood employed multiple perspective shifts—first-person for street navigation, bird's-eye for the overworld map, and side-on for mini-games like horseback riding and arena combat—to enhance immersion and accommodate controls prevalent on home computers of the era. These choices reflected a deliberate of AD&D's tactical elements into formats, using for quests and environments to simulate the unpredictability of tabletop sessions while optimizing for 1989's processing constraints, such as EGA graphics modes and AdLib sound support on PC compatibles.

Release and Platforms

Hillsfar was initially released in 1989 for , , Atari ST, and Commodore 64 by , Inc. (SSI). The game launched as part of SSI's line of Advanced titles set in the . Subsequent ports expanded availability to additional platforms. In , versions for the and PC-88 were released in 1990 and 1991, respectively, developed by and published by . The (NES) port followed, with a Japanese release on March 21, 1991, by , and a North American version in February 1993 by FCI.) The original releases were packaged in SSI's distinctive white box format, typical of their early Advanced computer games. This packaging included a comprehensive with detailed references to the Advanced Dungeons & Dragons ruleset, such as character creation guidelines, combat mechanics, and integration with the lore, owned by . Regional variations included localized Japanese versions for the , PC-88, and ports, featuring translated text and adapted interfaces for those markets.) In , the version was handled by publisher , which distributed several SSI titles during this period. For the version, the game required a minimum of 384 KB of and 2.1 or later, with support for multiple graphics modes including CGA, EGA, Tandy, and VGA for enhanced color and resolution options. These specifications allowed compatibility with a range of PC compatibles from the late , including XT and AT models.

Gameplay

Character System

In Hillsfar, players create a single playable character adhering to the rules of Advanced Dungeons & Dragons (AD&D) 1st edition, selecting from available races including human, elf, dwarf, gnome, half-elf, and halfling. Humans can choose any class, while non-human races have restrictions: elves may multiclass as fighter/magic-user, fighter/thief, magic-user/thief, or fighter/magic-user/thief; dwarves as fighter/thief; gnomes as fighter/thief; half-elves have broader multiclass options such as fighter/cleric or magic-user/thief; and halflings as fighter/thief. The available classes are fighter, cleric, magic-user (referred to as mage), and thief, with multiclassing permitted for eligible non-humans but resulting in slower progression and averaged hit points across classes. Players also select the character's gender (male or female, with no mechanical impact), alignment (lawful good, neutral good, chaotic good, lawful neutral, true neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil), and generate six ability scores—strength, intelligence, wisdom, dexterity, constitution, and charisma—via random rolls ranging from 3 to 18, which can be rerolled if unsatisfactory. Characters can be imported from , the preceding game, allowing transfer of a single pre-existing character's statistics, experience level, and non-magical inventory to continue progression in Hillsfar. Magical items and spells from the import are not retained, ensuring compatibility with Hillsfar's restrictions on overt magic use within the city. This feature enables seamless continuity in the storyline, where the imported character arrives at a camp outside Hillsfar to begin guild quests. Character progression occurs through earning experience points (XP) and gold primarily via successful completion of class-specific guild quests, such as arena combats for fighters or infiltration missions for thieves. Accumulated XP allows the character to level up according to AD&D tables, increasing hit points, spell access for clerics and magic-users, and combat proficiency for fighters, while gold funds purchases of equipment like potions and rings to aid in quests. Class-specific skills improve with levels; for example, thieves gain enhanced lockpicking and backstabbing abilities, enabling more complex thievery tasks in guild missions. Upon completing all quests for the character's guild—such as the Fighters' Guild, Clerics' Temple, Mages' Tower, or —the character retires from Hillsfar and can be exported as a for import into , carrying over updated statistics, XP, levels, and (excluding certain city-restricted items). This export mechanic rewards full completion by integrating the character's advancements into the next game, including special faction notes that unlock additional content. Unlike other Gold Box titles such as , Hillsfar limits play to a single character without party management or companion recruitment, emphasizing individual skill and class specialization over group tactics. This design choice aligns with the game's focus on activities, where the solo adventurer navigates Hillsfar's restrictive laws prohibiting weapons and magic in public areas.

Quest Structure and Mini-Games

In Hillsfar, gameplay revolves around a camp-based hub located outside the city walls, serving as the sole location for saving progress and resting to recover health. Players must join one of four s—Fighter, Cleric, Magic-User, or Thief—based on their character's class, which unlocks a series of three sequential, class-specific quests assigned by the guild master. For instance, Fighter quests emphasize combats and searches in locations like the or rock quarry, while Thief quests focus on lockpicking and item retrieval in sewers or dwellings. Quests incorporate various mini-games to advance objectives, blending action elements with role-playing mechanics. Horse riding involves a side-scrolling obstacle avoidance sequence where players navigate trails on horseback, jumping over logs and puddles or dodging birds and arrows, with different horses offering varying speed and crash tolerance limits—such as the sturdy Pokey allowing up to 12 falls before the horse runs away. Street fighting occurs in real-time arena battles using quarterstaffs, requiring players to input directional commands for attacks and blocks against opponents with predictable patterns, like the Red Minotaur's left feint followed by a ram. Archery mini-games demand precise cursor control to hit moving targets, such as swinging or rotating bullseyes, using weapons like slings or bows influenced by the character's dexterity for crosshair speed. Dungeon crawling features first-person exploration in timed mazes, such as sewers or the wizard's labyrinth, where players bump into walls to reveal secret doors and open chests via lockpicking challenges. Randomly generated elements add replayability and risk to quests, including variable enemy encounter patterns in —such as a 50% chance of monster attack repetition—and semi-random obstacles during horse rides or treasure hunts in mazes, where successful chest openings yield items like potions or clues but trigger traps or guards. Quest variety stems from branching paths in certain missions, like the Magic-User's third quest directing players to either the magic shop or based on random , alongside risk-reward mechanics in where lingering increases the chance of valuable finds but heightens detection risks. Navigation employs a "bump interface" on the overhead city map, where arrow key movement allows interaction with buildings and objects by direct collision, switching to first-person views for interiors or side-scrolling for riding sequences, with a day-night cycle restricting access to certain areas like guilds during daylight hours. Failure in mini-games or mazes leads to consequences such as hit point loss from injuries or crashes, arrest by Plume Guards resulting in gold confiscation and ejection to the arena for forced combat, or quest resets requiring restarts from the last checkpoint, though items like healing potions or temple visits at camp mitigate these setbacks.

Setting and Plot

The City of Hillsfar in Forgotten Realms

Hillsfar is a prominent human city-state situated on the southern shore of the Moonsea in the , serving as a vital trade hub at the intersection of major routes connecting the northern city-states to southern realms like Sembia and Cormyr. Founded in 673 DR by human settlers—alongside elves and half-elves seeking a neutral ground amid conflicts in the nearby Forest of Cormanthor—the city originated as an open trading post fostering commerce between diverse peoples until the elven Retreat diminished non-human influence. By the late 14th century DR, particularly circa 1358 DR during the and the setting of the game, Hillsfar had evolved into a fortified bastion enclosed by a high circular wall with a single grand gate, its economy thriving on exports of metalwork, stone, livestock, and furs northward, while importing wine, grain, and ale from the south. Under the iron-fisted rule of First Lord Maalthiir, a shrewd and ruthless merchant-mage who seized power in 1357 DR by overthrowing a corrupt council, Hillsfar embodies a xenophobic human supremacist society, enforcing strict laws that discriminate against non-humans and promote authoritarian order through the Red Plume militia. Maalthiir's regime, marked by expansionist ambitions and clashing with rivals like Zhentil Keep over territories including Yûlash, war over which broke out in 1355 DR, integrates deeply with the broader Advanced Dungeons & Dragons lore of the Moonsea region, where Hillsfar's militaristic policies counter threats from Mulmaster's tyranny and the Zhentarim's influence while patrolling the edges of the haunted Forest of Cormanthor. The city's oppressive atmosphere permeates daily life, with themes of political intrigue and harsh justice evident in public spectacles and the exclusion of non-humans, who often face exile, segregation, or worse under the guise of maintaining human purity and economic dominance. Key locations within Hillsfar reflect its structured, guild-driven society and provide hubs for trade, combat, and arcane pursuits, including the Fighters' Guild, Mages' Guild, and (also known as the Rogues' Guild), which offer specialized services to aligned adventurers. The Hillsfar Arena stands as a central venue for gladiatorial contests and punishment, drawing crowds from dawn until late evening, while the surrounding wilderness—encompassing mines, the foreboding remnants of the Elven Court, and perilous roads to places like Myth Drannor—extends opportunities for exploration beyond the walls. Temples to deities such as Tempus (Vault of Swords), Lliira (House of Happiness), and Chauntea (Lastholme) dot the landscape, alongside the bustling High Market and harbor, evoking a medieval fantasy milieu of patrolling Red Plume guards, shrewd merchants haggling over goods, and subtle magical undercurrents from the Tower of the Mage. This visual and thematic representation underscores Hillsfar's role as a tense nexus of adventure and conflict in the , where human ambition clashes with the remnants of elven legacy and regional rivalries.

Narrative and Progression

In Hillsfar, the narrative unfolds as a single-character set in the tyrannical ruled by the merchant-mage First Maalthiir, where the player arrives seeking fortune and opportunity amid strict prohibitions on weapons and magic for non-officials. The story begins with the character entering the city from an external camp, where they must navigate entry protocols enforced by the Red Plumes, Maalthiir's elite guard, before joining the guild corresponding to their class—Fighter, Cleric, , or Thief—to access missions and build resources. This guild affiliation drives the core progression, emphasizing themes of in a repressive , inter-guild rivalries for influence, and moral choices shaped by the character's , such as deciding whether to aid fugitives or uphold the regime's laws during encounters. Quest progression is structured sequentially within the chosen guild, starting with introductory tasks that introduce city intrigue and escalating to more complex objectives revealing plots against Maalthiir's rule. For instance, fighters undertake arena victories and document retrievals to expose conspiracies, while mages pursue spell components and rescues tied to forbidden arcane activities; each guild's three primary missions build favor with the guildmaster, granting gold, experience, and hit points while uncovering layers of corruption involving figures like the imprisoned wizard Taurus or the rebel group known as the Grey Wolves. Unlike traditional RPGs, there is no overarching linear main quest; instead, the narrative emerges organically through these class-specific arcs, allowing open-ended exploration of Hillsfar's districts, taverns, and outskirts, balanced by the repetitive nature of mission loops that demand repeated ventures into sewers, buildings, and wilderness areas. The climax centers on guild-sanctioned operations that culminate in dismantling key threats to the city's power structure, such as infiltrating strongholds to eliminate rebel leaders or recover artifacts pivotal to uprisings against Maalthiir, thereby elevating the character's status from outsider to trusted operative. Upon completing the guild's full questline, the narrative resolves with retirement options, where the character achieves recognition—potentially exporting their enhanced profile to sequels like —or escapes the city with amassed wealth, reflecting themes of personal ambition amid systemic oppression. This pacing creates a sense of gradual empowerment, transitioning from survival-oriented errands to high-stakes intrigue, though the lack of cross-guild progression in a single playthrough encourages multiple runs for comprehensive narrative depth.

Reception and Legacy

Critical Reception

Upon its release in , Hillsfar received mixed reviews from contemporary critics, who appreciated its innovative fusion of action and elements but often found the execution uneven. Roe Adams in Computer Gaming World praised the game's lockpicking mini-game as the best simulation of thieving skills in any computer game to date, highlighting its unique tumbler mechanics and tense, glamorous sequences like stealing a from an idol. Similarly, Andy Smith of Amiga Format awarded the version 72%, commending Strategic Simulations, Inc. (SSI) for successfully blending action with AD&D mechanics into a distinct that offered fresh for fans of the genre. However, magazine gave it a lower 5/10, criticizing the repetitive nature of quests and travel segments that diminished overall engagement. The 1993 NES port fared worse, with reviewers pointing to significant downgrades in controls and graphics that hampered the experience compared to the original PC version. Pat Contri's Ultimate Nintendo: Guide to the NES Library rated it 20%, faulting the clunky controls in combat and navigation, which made arena fights and horseback riding frustratingly imprecise. Graphics were described as dull and pixelated, with slow animations that felt outdated even for the console, exacerbating the sense of repetition in exploration and city traversal. Common praises across reviews centered on the novel action-RPG blend, where AD&D fidelity was maintained through class-specific quests—such as missions or mages' spell-based challenges—while engaging mini-games like and house-breaking added arcade flair without straying from core rules. Critics lauded this departure from traditional party-based RPGs, noting how it emphasized individual character progression in the setting. Criticisms, however, frequently highlighted repetitive quests that looped similar tasks, frustrating difficulty spikes in combat sequences where poor controls led to unavoidable failures, and limited depth relative to contemporaries like , which offered more strategic party management and exploration. In modern retrospectives, Hillsfar is often viewed as an experimental title that struggled to balance its ambitions, earning the label of a "noble failure" for pioneering open-ended solo elements but failing to deliver polished execution. Reviewers in the have noted its enduring appeal in mini-games like lockpicking, which remain clever and replayable, though the overall structure feels like a mismatched "neither fish nor " hybrid when compared to later, more refined CRPGs.

Commercial Performance and Influence

Hillsfar achieved modest commercial success upon its 1989 release, selling approximately 78,418 copies by the end of that year, a figure that paled in comparison to the blockbuster performance of , Inc.'s (SSI) flagship title, , which exceeded 250,000 units in its first year alone. While the overall series would eventually surpass two million copies sold across its run from 1988 to 1993, Hillsfar's sales reflected its position as a supplementary adventure rather than a core entry in the lineup. The game arrived during a surge in Advanced Dungeons & Dragons (AD&D) video game popularity, capitalizing on the momentum from Pool of Radiance's critical and commercial breakthrough, which revitalized interest in licensed D&D titles on personal computers. As a bridge in the narrative arc, Hillsfar enabled players to export single characters to the subsequent installment, , also released in 1989, thereby integrating it into SSI's burgeoning interconnected AD&D and encouraging continued engagement with the series. Hillsfar's influence on the genre lies in its innovative blend of action mini-games within a D&D framework, particularly its lockpicking mechanic, which remains one of the most engaging implementations of such skill-based puzzles in early computer games and inspired similar integrations in later titles. Developed by Westwood Associates (later ), the title marked the studio's early foray into development, predating their dominance with games like and showcasing their versatility in adapting tabletop elements to interactive formats. In terms of legacy, Hillsfar endures through fan preservation efforts, including community-driven emulation fixes documented on platforms like PCGamingWiki, ensuring accessibility for modern players despite its age. It has also been rereleased digitally, including on in 2015 and in 2022. As a canonical piece of the setting, it contributed to the multimedia expansion of the AD&D universe by vividly depicting the city of Hillsfar, influencing subsequent through character continuity and inspiring adventures that revisited the location, such as the 2015 module .

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