在上世纪 80 年代，人们很难想象自己会想要去玩一款幻想动作 RPG 游戏，这也可能就是为什么当时《预言奇兵 1：天龙座的陷落（Prophecy I: The Fall of Trinadon）》并没有吸引到众多玩家，甚至到今天已经被人们所遗忘的原因。
它的 VGA 图形画质并不是特别漂亮，而且仅仅是使用电脑扬声器来产生声音效果与音乐，并且它的游戏界面也不是很简洁。然而，《预言奇兵》仍然将惊人的乐趣包含在了一个简单的游戏之中。
The late 80s is not what comes to mind when envisioning Action RPGs, which may be why Prophecy I: The Fall of Trinadon never found much of an audience and is largely forgotten today.
Its VGA graphics were not particularly beautiful, it only used PC Speaker for sound effects and music, and its interface was not terribly elegant. Yet Prophecy still packs a surprising amount of fun into an easy-toplay package.
正如在那个时代的 CRPG 一样，《预言奇兵》拥有一系列《龙与地下城》的统计数据和大量的说明性文字。但也有很多意想不到的元素，比如塞尔达式的实时战斗，命中和失误完全由玩家的反应决定，而伤害则由角色的属性和装备计算。
当然也有一些不合时宜的烦恼，包括基于手工的复制保护、随机生成的加载宝物、轻度愚钝的谜题、基于处理器速度的游戏玩法以及 QuickBASIC 驱动的电脑扬声器的声音/音乐（和字体）。
尽管如此，自从我第一次购买新游戏以来已经过去了多长时间，但我仍然觉得重玩《预言奇兵 1》颇有收获——这是对 1980 年代的动作 RPG 的高度赞扬.
The game starts in medias res, the protagonist having apparently slept through the massacre of his hometown. He rouses in time to begin his quest – to avenge his kin by finding and killing Lord Krellane.
As expected in a CRPG of the era, Prophecy features a full array of Dungeons & Dragons descended statistics and generous expository text. But there's also plenty of unexpected elements, such as a Zelda-like real-time combat where hits and misses are driven entirely by player reflexes, while damage is calculated by character's stats and equipment.
There is indeed a surprising array of equipment to find in the game, and though the multiple-bodypart armour system has no impact on your character's appearance, the weapon and/or shield your character has equipped does appear. This is important, as a weapon's size directly correlates with its range.
However, the game's most innovative and mechanically enjoyable feature is the ability to create spells through a rudimentary magical language. The manual presents you with a few dozen basic incantations, but spells can be further enhanced by adding prefixes to increase their strength and range, in exchange for increased energy costs.
It's difficult to envision a simpler system for allowing a basic set of spells to actually remain useful throughout the entire game.
There are of course anachronistic annoyances, including manual-based copy protection, randomly-generated-on-load treasure, mildly obtuse puzzles, processor-speed-based gameplay, and QuickBASIC driven PC speaker sound/music (and fonts).
Still, no matter how long it has been since I first bought the game new, I still find it rewarding to return to Prophecy – which is high praise for an Action RPG from the 1980s.