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Solstice (1990 video game)

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380:, Morbius the Malevolent kidnaps Eleanor, Princess of Arcadia, to sacrifice her ritually and become the Evil Baron of Darkness. Shadax the wizard, after witnessing the kidnapping, heads to Morbius' stronghold, the fortress Kâstleröck, to rescue Eleanor. Once while researching Kâstleröck in the Library of Arcadia to find a way to overthrow Morbius, Shadax learned of a secret entrance into Kâstleröck and the whereabouts of the Staff of Demnos, an ancient weapon with the power to defeat Morbius. The staff was hidden in Kâstleröck because that was where Morbius would least expect to find it. Morbius' spies searched for the Staff but did not find it because it was broken into six pieces and made invisible. However, every one hundred years on the winter solstice, all six pieces become visible. Knowing a way in, Shadax enters Kâstleröck to reassemble the Staff of Demnos, overthrow Morbius' forces of darkness, and save Princess Eleanor. Upon restoring the Staff of Demnos, Shadax seeks out and frees Eleanor from imprisonment and destroys Morbius with the Staff. 424:. All the game's item positions and events were placed on a "master map" hand-drawn on a very large sheet of graph paper, and were based on Wilson's understanding of what the player might think or need at any particular point. This detailed approach put Wilson at odds with Webb, who failed to see why such an amount of time would be taken to design a game as opposed to expediently inserting rooms into a map at random. At one point, Webb presented Wilson with an alternate map created by his girlfriend the previous night, which consisted of 255 randomly-connected empty rooms. Out of guilt for their furious arguments and pleasure with the final product, Wilson would ultimately give Webb a co-designer credit in the game's 794:-like opening to its soaring jig halfway through, the title screen music tramples over all other NES music". He additionally described the game's primary background track as "considerably more mellow but no less proficient and listenable", and preferred its presence as in-game music "because there's no way I could play ANYTHING with that title screen going nuts". Nate Andrews of Nintendo World Report said that "the regality of the opening track provides a fantastic build up for the ensuing blast, which nearly forces you to take a knee under its spectacle before dropping into extended, kicking jig, then moving into the rest of the 332:; these potions can either grant temporary invincibility, destroy all moving objects in a room, freeze time, or make invisible objects visible. At the beginning of the game, the beakers can only hold up to two doses of a potion each, though upgrades can be obtained later on. Any number of potions can be cast simultaneously within a given room, but the spell(s) will only last as long as Shadax remains within that room; any effects from the potion(s) will disappear when the room is vacated. 492:, which convinced Follin that the technical boundaries of the contemporary generation of hardware have been reached, and refocused his attention from the score's technique to the composition. While Follin retrospectively identified the title theme to be his favourite among his own compositions, he felt that his work on the in-game music could have been improved to be "a lot more spacious and interesting", as it "looped too short and became irritating quite quickly". 34: 268:. The game focuses on the wizard Shadax's bid to defeat the evil baron Morbius and rescue Princess Eleanor, whom Morbius plans to sacrifice. Shadax aims to gather the six pieces of the titular Staff of Demnos hidden within the fortress of Kâstleröck. The game's setting is non-linear, and consists of 250 rooms, each with a particular puzzle to solve. 540:, only to be given verbal promises about the percentage of the profits he would receive. Following the game's completion, these promises were casually broken, and Wilson would not receive any monetary gain from the title's sales. Wilson left Software Creations following this development, and struggled to obtain work for the next two years. 343:, giant spiders and demons. The rooms often include movable blocks that can be found either lying on the floor or falling from above. These blocks can be used to move safely around the rooms and bypass enemies and hazards. Falling blocks can be frozen in mid-air with the time-freezing potion and be used as steps. There are also hovering 775:
days" that was "quite refreshing" in the face of the NES's lack of isometric-perspective titles. However, he argued that the game's quantity of puzzles negatively impacted their variety, and felt that the puzzles were "a bit too easy to solve, which reduces its long-term appeal". Leadbetter described
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logo in the final printed poster. The cover art was lambasted by Wilson as having nothing to do with the game that was written, and he deemed it inferior to a proposed cover created by Neal Sutton that had already been supplied to CSG. He also derided the instruction booklet written by CSG as "a mass
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due to the game's fantasy-oriented title and setting. The title theme's changing moods and phases were an attempt by Follin to keep the track interesting; Follin felt that the constant evolution required to keep music in general interesting was imperative in video game music due to its lack of vocals
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is the first original game to be developed within the company, which had previously only developed converted titles between 8-bit consoles. Mark Wilson, having previously worked as a programmer and a graphics artist for the company, saw Webb's proposal as an opportunity to attempt the role of a video
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The game's score was singled out for praise. Leadbetter proclaimed that "the renowned Tim Follin comes up trumps yet again with some brilliant atmospheric scores", and both he and Glancey, along with Rignall, considered the soundtrack to be some of the best they had heard on the NES. Regan described
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that allow them to return to a certain room when all lives are lost instead of having to restart the game from the beginning. At any point in the game, the player can access a map that chronicles any room that they have entered and indicates all possible exits; some of these exits appear on the map,
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that can be pushed through the air and ridden as transportation, but cannot be picked up and carried. In some rooms, bombs can be detonated to create an entrance to a previously blocked-off passageway, though the detonators are hidden within nearby rooms. Other rooms contain portals that provide the
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In spite of his personal dislike of isometric games up to that point, Wilson thought it sensible to create an isometric title as the company's first original work, as no such format had previously been attempted on the NES. Over the course of four weeks, Wilson designed the entire game as sketches
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was eventually designed by Wilson. In creating the game's setting and aesthetic, Wilson acknowledged the slim capacity for storytelling on Nintendo's cheapest available cartridge, and thus focused on the game's atmosphere, which he says "traded on the simplest and most basic of fantasy ideas". On
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the game's soundtrack as "moody and atmospheric", and Semrad called the music "fantastic". Wyles, however, described the sound effects as "ropey" and the in-game background music as "mediocre". The title theme in particular became one of Follin's best-known tracks in retrospect. Brett Elston of
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The cover art and encased poster were created by Mike Winterbauer, who credited the job with getting him more high-profile work. Upon observing Shadax's small appearance in the game, Winterbauer decided to create an impressive and muscular wizard for the cover art. He considered posing for the
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puzzle game in which the player controls the wizard Shadax, who must navigate 250 rooms within the fortress Kâstleröck and assemble the six pieces of the Staff of Demnos to defeat the baron Morbius and rescue the princess Eleanor. Shadax's basic abilities consist of jumping, and picking up and
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the graphics as "excellent throughout, with some of the best backdrops and sprites ever seen in this type of game", and Glancey also felt the game's graphics were "really lovely". Rignall, Regan and Semrad described the graphics as "great", and Steve Harris and Ken "Sushi-X" Williams of
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in November 1993. The game's plot centers on Shadax's son Glendaal, who must rescue Shadax from his treacherous apprentice Sonia. The game consists of 450 rooms split between eight dungeons, and also features an isometric perspective, but includes a rotatable camera that incorporates
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but will not appear in-game until a certain task is performed. Aside from the map, the player can view an inventory listing a percentage of the total number of rooms they have visited, as well as the total number of magic items they have found.
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respectively considered the game to be "unique" and "a refreshing change of pace from all of the me-too type puzzle games", the publication's four reviewers collectively found the controls difficult and awkward. Robin Wyles of
512:. After a response from Nintendo stating their desire to publish the title, Nintendo was given the publishing rights for all other regions, and the resulting contract with Nintendo would lead to other high-profile NES and 477:. The primary background music was made to be atmospheric and dark, while the opening theme was made to be powerful. On his approach to the score, Follin commented that the "folk" melody style he had previously used for 459: 308:. One of the game's many hazards is the large translucent tiles pictured here, which vanish quickly after being jumped on and risk sending the player character Shadax plummeting to the floor of spikes below. 461: 528:. The poster depicts a cutaway view of the castle with different levels and creatures in several rooms. To Winterbauer's disappointment, a princess perched in the castle's tower was covered by the 520:
in a loincloth. When Wilson refused to make the change, CSG then made the request that Shadax's beard in the cutscenes be shortened, and the alteration was made against Wilson's protest.
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scattered throughout the fortress. Although the screen only registers ten lives at one time, the player can continue to accumulate more lives from that point. The player can also collect
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is the first original game to be developed by Software Creations, which had previously only worked on converted titles between 8-bit consoles. The game features a musical score by
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album" and that it "psyches you out with its single-note fanfare intro, instantly kicks into high gear with cascading synth lines, then settles into a propulsive 6/8 rock beat".
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is a challenging game that "puzzle fans should find interesting", "the excitement fades" as "shifting blocks to stand on or to prevent the attacks of a nasty becomes boring".
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only access to certain rooms within the fortress. Some rooms can only be cleared or accessed after finding and using of one of four hidden magic
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painting himself, but decided that a bodybuilder would be a more suitable model, and called upon one that he had met while grocery shopping in
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was announced in April 1990, and was released that July in North America, and then a full year later in Europe. It was also published by
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described the gameplay as "excellent, with some brain-bending puzzles and nice power-ups for Shadax's abilities". Paul Glancey, also of
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said the game was "beautiful". While Wyles appreciated the game's isometric perspective, he saw the colour schemes as "unimaginative".
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During the game's early stages of development, the player character Shadax appeared as a nondescript purple rectangle; the Shadax
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was received positively by critics for its puzzles and graphics, and the audio was singled out for praise. A sequel, titled
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in North America consisted of a photograph of what Wilson described as "an oiled-up bodybuilder with long hair wearing
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Wilson spent the game's development time attempting to obtain a contract from Software Creations covering his work on
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and performance at the time. During development, a colleague of Follin played for him several works of game composer
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Tactics Ogre: Let Us Cling Together Developer Diary - The History of Tactics Ogre and Final Fantasy Tactics
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games. Upon receiving the game's publishing rights, CSG demanded that Shadax be changed from a wizard to a
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as "a BIG game with an awful lot of secrets to discover", and compared the game's puzzles to those of
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effects. Tim Follin reprised his role as composer and was joined in this duty by his brother Geoff.
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proclaimed that "if any 8-bit song could take you on a journey, this is it. From its modest, almost
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and its quarter-view perspective served as inspiration for a prototype design he showcased to
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pink posing trunks", which he called "embarrassingly bad". The first 5,000 customers to order
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4.6/5 for graphics/sound, 2.7/5 for play control, 3.7/5 for challenge, and 4/5 for theme/fun.
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screens. Wilson would later regret this action; during a subsequent interview with Wilson at
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and noted that some of the puzzles were "very devious". However, Matt Regan, also of
567: 547: 249: 219: 134: 81: 1559: 842: 795: 214: 1770:"NEW GAMES CROSS REVIEW: ソルスティスII" [New Games Cross Review: Solstice II]. 1729: 1685: 916: 1225: 1216: 915:
Steve Harris, Ed Semrad, Martin Alessi and Ken "Sushi-X" Williams (August 1990).
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Brumley, Al (March 9, 1990). "Zap-happy crowd puts video game skills to test".
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was met with a positive critical reception upon release. Richard Leadbetter of
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Many of the fortress's rooms feature hazards such as floors covered in spikes,
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boots that augment his jumping height. He is additionally equipped with a few
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dropping objects. Early in the game, Shadax can obtain a pair of magic
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Bevan, Mike (13 December 2013). "Bubbles, Baseball and Buzz Saws...".
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from CSG Imagesoft received a free "Player's Pak", consisting of an
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stylistic influences, Wilson cited "all of the usual suspects from
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The game's development spanned the course of 20 months. While
1776:(in Japanese). No. 257. 12–19 November 1993. p. 38. 1012: 574:, a player's score card, trading cards and colored stickers. 340: 188: 76: 364: 802:
remarked that the theme "sounds like a lost track from a
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in Japan on July 20 of the same year under the subtitle
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was released to generally positive critical reception.
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that can be used to store four different varieties of
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compared the game's visuals and gameplay to those of
1164: 1162: 1160: 1835: 1651:"5 lesser-known NES games with killer soundtracks" 1131:No, Morbius! For I possess the Staff of Demnos! / 1109: 1441:Richard Leadbetter and Paul Glancey (July 1991). 1157: 1931: 1724: 1722: 1680: 1678: 1202: 1477:"Solstice: The Quest for the Staff of Demons". 1200: 1198: 1196: 1194: 1192: 1190: 1188: 1186: 1184: 1182: 1057: 1055: 1053: 1051: 1867: 1648: 1114:(NES). Nintendo. Level/area: Ending sequence. 1008: 1006: 1004: 1002: 1000: 998: 996: 1719: 1675: 1255: 397:was initiated by the programmer Mike Webb of 1621: 1584: 1179: 1048: 956:: CS1 maint: multiple names: authors list ( 853:, which formed the technical foundation for 1985:Video games developed in the United Kingdom 1920:Solstice: The Quest for the Staff of Demnos 1887: 1553: 1500: 1319:: CS1 maint: numeric names: authors list ( 1291:"An interview with artist Mike Winterbauer" 1288: 1210:Solstice: The Quest for the Staff of Demnos 1127:Too late, Shadax! The evil has awakened! / 1013:Julian Rignall and Matt Regan (June 1991). 993: 239:Solstice: The Quest for the Staff of Demnos 1483:. Vol. 14. July 1990. pp. 44–45. 1327: 383: 32: 1861: 1239: 1237: 1235: 977:"NEW GAMES CROSS REVIEW: ソルスティス 三次元迷宮の狂獣" 495: 1960:Nintendo Entertainment System-only games 1871:(September 1994). "Eye of the Monitor". 1811:. No. 45. April 1993. p. 126. 457: 388: 299: 1800:"CES '93 Report: Gaming on the Horizon" 1745:. No. 32. March 1992. p. 94. 1496: 1494: 1492: 1490: 1416: 1392:. No. 12. July 1990. p. 102. 1301:from the original on September 22, 2023 771:as "an admirable attempt to relive the 1932: 1857:. No. 57. April 1994. p. 40. 1436: 1434: 1432: 1430: 1232: 1556:"Tim Follin: Chiptune Wizard Supreme" 1340:. No. 9. April 1990. p. 65. 1168: 1147: 1145: 1143: 971: 969: 967: 910: 908: 906: 904: 902: 900: 898: 1836:Software Creations (November 1993). 1536: 1487: 504:was given an early demonstration to 435: 407:-style isometric title for the NES. 1990:Video games with isometric graphics 1955:Nintendo Entertainment System games 1585:Brett Elston (September 14, 2010). 1427: 1423:(Home Final ed.). p. 17a. 856:Tactics Ogre: Let Us Cling Together 748:While Marc Camron and Ed Semrad of 733:also made a positive comparison to 595: 554:. CSG's advertisement campaign for 533:of illiterate and asinine drivel". 416:and notes on paper, often within a 359:can be obtained by collecting blue 13: 1663:from the original on April 3, 2019 1630:from the original on April 3, 2019 1603:from the original on April 3, 2019 1566:from the original on April 3, 2019 1289:8-bit Steve (September 22, 2023). 1270:from the original on April 3, 2019 1256:Dan Whitehead (February 1, 2014). 1140: 964: 895: 14: 2006: 1912: 1622:Nate Andrews (January 10, 2012). 1554:Alex Beyman (December 30, 2018). 1537:Andy (January 1992). "Solstice". 473:The game's music was composed by 465:A sample of the opening theme of 1980:Video games scored by Tim Follin 1905:from the original on 2021-12-21. 1840:(SNES). Level/area: End credits. 1455:. No. 116. pp. 60–62. 1110:Software Creations (July 1990). 1881: 1877:. No. 209. pp. 61–62. 1844: 1829: 1818:from the original on 2016-04-02 1792: 1780: 1763: 1752:from the original on 2017-12-31 1708:from the original on 2019-04-23 1642: 1615: 1578: 1547: 1530: 1519:from the original on 2016-09-13 1470: 1459:from the original on 2019-03-23 1410: 1399:from the original on 2019-04-23 1369: 1344: 1282: 1249: 1175:. No. 122. pp. 74–79. 1037:from the original on 2019-05-19 939:from the original on 2019-04-03 869: 798:soundtrack". Layton Shumway of 1649:Layton Shumway (May 5, 2012). 1103: 1091: 1079: 1067: 1030:. No. 9. pp. 38–40. 588:as part of the Championships. 1: 1543:. No. 1. pp. 28–30. 1064:instruction manual, pp. 11–18 989:. August 3, 1990. p. 17. 985:(in Japanese). No. 106. 889: 266:Nintendo Entertainment System 162:Nintendo Entertainment System 38:Cover art by Mike Winterbauer 1789:instruction booklet, pp. 4–5 1501:Robin Wyles (October 1991). 1258:"Code Britannia: Tim Follin" 1100:instruction manual, pp. 7–10 591: 580:Nintendo World Championships 483:was particularly suited for 7: 1515:. No. 12. p. 46. 1243:CSG Imagesoft Inc. (1990). 932:. No. 13. p. 18. 295: 10: 2011: 1224:. November 2007. pp.  813: 401:, who desired to create a 304:An example of gameplay in 1995:Single-player video games 1854:Electronic Gaming Monthly 1742:Electronic Gaming Monthly 1698:Electronic Gaming Monthly 1626:. Nintendo World Report. 1365:. April 1990. p. 92. 1337:Electronic Gaming Monthly 1154:instruction manual, p. 20 1076:instruction manual, p. 19 929:Electronic Gaming Monthly 816:Equinox (1993 video game) 809: 751:Electronic Gaming Monthly 628:Electronic Gaming Monthly 608: 605: 578:was featured in the 1990 552:Sanjigen Meikyū no Kyō Jū 469:, composed by Tim Follin. 225: 213: 167: 155: 143: 133: 123: 111: 101: 55: 43: 31: 26: 1970:Software Creations games 1851:"Review Crew: Equinox". 1587:"Game music of the day: 1452:Computer and Video Games 1088:instruction manual, p. 6 862: 711:Computer and Video Games 706:Computer and Video Games 616:Computer and Video Games 1975:Video games about magic 1945:Epic/Sony Records games 1624:"Super Follin Brothers" 1420:The Dallas Morning News 585:The Dallas Morning News 384:Development and release 371: 288:, was released for the 1773:Weekly Famicom Tsūshin 1245:The Making of Solstice 496:Publishing and release 470: 309: 256:. It was published by 464: 448:The Lord of the Rings 389:Conception and design 317:isometric-perspective 303: 260:in North America and 1123:Princess Eleanor! / 741:, stated that while 1950:Fantasy video games 1363:Nintendo of America 602: 393:The development of 264:in Europe, for the 1965:Puzzle video games 1730:"Super NES Times: 1208:"The Making of... 600: 471: 399:Software Creations 376:On the eve of the 310: 254:Software Creations 50:Software Creations 987:ASCII Corporation 697: 696: 570:on the making of 548:Epic/Sony Records 462: 436:Visuals and audio 250:puzzle video game 235: 234: 82:Epic/Sony Records 2002: 1940:1990 video games 1907: 1906: 1885: 1879: 1878: 1865: 1859: 1858: 1848: 1842: 1841: 1833: 1827: 1826: 1824: 1823: 1817: 1804: 1796: 1790: 1784: 1778: 1777: 1767: 1761: 1760: 1758: 1757: 1751: 1738: 1726: 1717: 1716: 1714: 1713: 1707: 1694: 1682: 1673: 1672: 1670: 1668: 1646: 1640: 1639: 1637: 1635: 1619: 1613: 1612: 1610: 1608: 1582: 1576: 1575: 1573: 1571: 1551: 1545: 1544: 1534: 1528: 1527: 1525: 1524: 1498: 1485: 1484: 1474: 1468: 1467: 1465: 1464: 1438: 1425: 1424: 1414: 1408: 1407: 1405: 1404: 1398: 1385: 1373: 1367: 1366: 1348: 1342: 1341: 1331: 1325: 1324: 1318: 1310: 1308: 1306: 1286: 1280: 1279: 1277: 1275: 1253: 1247: 1241: 1230: 1229: 1204: 1177: 1176: 1166: 1155: 1149: 1138: 1137: 1107: 1101: 1095: 1089: 1083: 1077: 1071: 1065: 1059: 1046: 1045: 1043: 1042: 1036: 1023: 1010: 991: 990: 973: 962: 961: 955: 947: 945: 944: 938: 925: 912: 883: 873: 843:Hiroshi Minagawa 603: 599: 480:Ghouls 'n Ghosts 463: 205: 192: 179: 91: 80: 69: 36: 24: 23: 2010: 2009: 2005: 2004: 2003: 2001: 2000: 1999: 1930: 1929: 1915: 1910: 1886: 1882: 1866: 1862: 1850: 1849: 1845: 1834: 1830: 1821: 1819: 1815: 1802: 1798: 1797: 1793: 1785: 1781: 1769: 1768: 1764: 1755: 1753: 1749: 1736: 1728: 1727: 1720: 1711: 1709: 1705: 1692: 1684: 1683: 1676: 1666: 1664: 1647: 1643: 1633: 1631: 1620: 1616: 1606: 1604: 1583: 1579: 1569: 1567: 1552: 1548: 1535: 1531: 1522: 1520: 1499: 1488: 1476: 1475: 1471: 1462: 1460: 1439: 1428: 1415: 1411: 1402: 1400: 1396: 1383: 1375: 1374: 1370: 1361:. 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Retrieved 927: 918: 879: 875: 871: 854: 846: 838: 825: 821: 820:A sequel to 819: 785: 782: 777: 772: 768: 762: 756: 749: 747: 742: 738: 734: 728: 718: 714: 713:, described 710: 704: 700: 699: 686: 674: 662: 650: 638: 626: 614: 583: 575: 571: 563: 555: 551: 543: 542: 537: 535: 529: 522: 501: 499: 484: 478: 472: 466: 446: 439: 426:attract mode 414: 408: 402: 394: 392: 375: 361:pointed hats 354: 334: 312: 311: 305: 283: 279: 271: 270: 248:, is a 1990 244: 243: 242:, or simply 238: 237: 236: 57:Publisher(s) 45:Developer(s) 18: 1889:Square Enix 1656:VentureBeat 1596:GamesRadar+ 1172:Retro Gamer 800:VentureBeat 787:GamesRadar+ 773:Knight Lore 735:Knight Lore 720:Knight Lore 606:Publication 518:bodybuilder 490:Rob Hubbard 422:Oxford Road 404:Knight Lore 157:Platform(s) 145:Composer(s) 139:Mark Wilson 119:Mark Wilson 113:Designer(s) 107:Richard Kay 103:Director(s) 1934:Categories 1822:2019-04-23 1756:2019-04-23 1712:2019-04-23 1523:2019-04-03 1463:2019-04-03 1403:2019-04-23 1295:The Pixels 1222:Future plc 1135:No... NO!! 1119:Shadax! / 1041:2019-04-03 943:2019-04-03 890:References 767:, and saw 475:Tim Follin 430:MicroProse 418:McDonald's 276:Tim Follin 150:Tim Follin 1925:MobyGames 1263:Eurogamer 830:Super NES 824:, titled 597:Reception 592:Reception 453:Excalibur 292:in 1993. 290:Super NES 206:July 1991 180:July 1990 135:Artist(s) 129:Mike Webb 117:Mike Webb 1903:Archived 1813:Archived 1747:Archived 1703:Archived 1667:April 3, 1661:Archived 1634:April 3, 1628:Archived 1607:April 3, 1601:Archived 1589:Solstice 1570:April 3, 1564:Archived 1517:Archived 1505:Solstice 1457:Archived 1445:Solstice 1394:Archived 1379:Solstice 1353:Solstice 1315:cite web 1299:Archived 1274:April 3, 1268:Archived 1152:Solstice 1133:Morbius: 1125:Morbius: 1117:Eleanor: 1112:Solstice 1098:Solstice 1086:Solstice 1074:Solstice 1062:Solstice 1032:Archived 1017:Solstice 934:Archived 919:Solstice 880:Solstice 847:Solstice 845:enjoyed 822:Solstice 769:Solstice 743:Solstice 715:Solstice 701:Solstice 576:Solstice 572:Solstice 564:Solstice 556:Solstice 544:Solstice 538:Solstice 530:Solstice 526:Pasadena 506:Nintendo 502:Solstice 485:Solstice 467:Solstice 409:Solstice 395:Solstice 313:Solstice 306:Solstice 296:Gameplay 280:Solstice 272:Solstice 262:Nintendo 245:Solstice 215:Genre(s) 93:Nintendo 27:Solstice 1899:YouTube 1838:Equinox 1808:GamePro 1787:Equinox 1732:Equinox 1688:Equinox 1389:GamePro 1129:Shadax: 1121:Shadax: 982:Famitsu 839:Equinox 826:Equinox 764:Cadaver 640:Famitsu 330:potions 326:beakers 285:Equinox 226:Mode(s) 168:Release 1874:Dragon 1560:Medium 1540:Total! 878:rated 835:Mode 7 810:Legacy 796:prog-y 792:hobbit 676:Total! 669:71/100 657:3.75/5 633:7.5/10 621:93/100 560:dayglo 442:sprite 355:Extra 341:trolls 315:is an 220:Puzzle 1816:(PDF) 1803:(PDF) 1750:(PDF) 1737:(PDF) 1706:(PDF) 1693:(PDF) 1397:(PDF) 1384:(PDF) 1228:–107. 1035:(PDF) 1022:(PDF) 937:(PDF) 924:(PDF) 863:Notes 645:26/40 609:Score 365:coins 357:lives 322:elfin 1669:2019 1636:2019 1609:2019 1572:2019 1512:Raze 1321:link 1307:2023 1276:2019 1217:Edge 958:link 758:Raze 664:Raze 514:SNES 372:Plot 350:keys 1923:at 1355:". 1226:104 804:Yes 778:EGM 727:of 693:85% 681:90% 455:". 451:to 420:on 1936:: 1901:. 1805:. 1739:. 1721:^ 1695:. 1677:^ 1659:. 1653:. 1599:. 1593:. 1562:. 1558:. 1509:. 1489:^ 1449:. 1429:^ 1386:. 1317:}} 1313:{{ 1297:. 1293:. 1266:. 1260:. 1234:^ 1220:. 1214:. 1181:^ 1159:^ 1142:^ 1050:^ 1024:. 995:^ 979:. 966:^ 954:}} 950:{{ 926:. 897:^ 859:. 723:. 352:. 202:EU 189:JP 176:NA 88:EU 77:JP 66:NA 1825:. 1759:. 1734:" 1715:. 1690:" 1671:. 1638:. 1611:. 1591:" 1574:. 1526:. 1507:" 1503:" 1466:. 1447:" 1443:" 1406:. 1377:" 1323:) 1309:. 1278:. 1212:" 1044:. 1019:" 1015:" 960:) 946:. 921:" 917:" 204:: 191:: 178:: 90:: 79:: 68::

Index


Developer(s)
Software Creations
Publisher(s)
NA
CSG Imagesoft
JP
Epic/Sony Records
EU
Nintendo
Director(s)
Designer(s)
Programmer(s)
Artist(s)
Composer(s)
Tim Follin
Platform(s)
Nintendo Entertainment System
NA
JP
EU
Genre(s)
Puzzle
Single-player
puzzle video game
Software Creations
CSG Imagesoft
Nintendo
Nintendo Entertainment System
Tim Follin

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