As a retrospective perhaps but everybody wanted to play that Heart of Darkness thing. It looked neat, but I was much more shocked by Unreal on a friend’s Pentium 166 with a Voodoo 2. I bought it on GOG recently and it still looks as good as I remember it. Honestly it barely aged.
It’s not like Rayman 2, which has some fugly pixel HUD messing up your nice UHD graphics.
It’s funny to see the enemies fly backwards when you hit them
What is even the aim of this one? All I gathered is that you can combine items to make new ones, and you get more health when somebody is sentenced to death
That’s exactly how it felt to me when playing this game. I think I once mapped out a large part of the game (lost now in the wrinkles of time)
I never understood the stealing and trial thing either (innocent/guilty) until now.
But it had this nice intro music !
Absolutely not back then. Apart from that short text in the beginning. I knew I could find some objects and trade them for other cooler objects.
Now with the internet, it is easy enough to find what it was really about and how to beat it.
Still I prefer to keep it as a mystery and never finish it. In my imagination there were more parts and magical kingdoms to be discovered with mountain ranges and swamps and who knows even a big dragon near the end I never reached.
That memory is probably more rewarding than the actual “you have saved the kingdom or whatever” text appearing on the screen. Not many games had more than that as reward for beating them anyway.
I honestly don’t have the patience any more, at least the way that I had it in bigger abundance in those days. I wonder if it’s because I was oh so much younger, or because everything produced around that time was made in this fashion. So they worked at making us wonder with screens after screens of magic.
Here’s one classic (I’m not sure if it is obscure or not) - and considering you went so far back into the 8-bit world - Atic Atac.
This game actually had a clear goal of collecting all the pieces of the front-door key, but you needed colour-coded keys to pass through likewise-coloured doors. There were also items that repelled or destroyed certain more pesky enemies (or ‘hazards’ as they were sometimes called in those days). The inventory was, of course, limited, so you needed to manage that by dropping some of the items in well-remembered locations. At the beginning of each game you pick from several classes of characters, one of which could pass through cupboards, another could pass through grandfather clocks, or through wine barrels. Fun!
Consume trees and pedestals at or below your own level to consume their energy, then use it to raise pedestals or teleport yourself to a higher-up level in the landscape. Or to evade the bloke at the top, the eponymous sentinel, before they consume you. Get yourself high enough to consume the sentinel before progressing to the next landscape.
A 3D game for an 8-bit platform! And that music generated from the buzzer! Marvelous.
Yeah, I guess so. I only know it because there was a remake in 1998 called Sentinel Returns:
and on magazines (PC-Gamer) they said it was a remake of a very peculiar and good game to the point I insisted in getting an old 5,25 floppy in a store where I found it among the abandoned things, but I don’t know where the hell it is now…