Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Mattjpwns
Dec 14, 2006

In joyful strains then let us sing
ADVANCE AUSTRALIA FUCKED

precision posted:

Man, that game was so good. How good? So loving good. The world felt really alive, you had something like, what, 40 possible party members who were all fairly unique in their skillsets, you'd often be leaving people in town to literally work jobs while you went and did a dungeon, etc... it's a real shame the sequels dropped in quality severely, to the point where I'd suggest nobody even bother with them.

I lost countless hours playing The Magic Candle on the C64 - never finished it, but did manage to get to the other stronghold on the other side of the continent where the other twenty-odd recruitable characters were (who were generally much better than the starting recruitment options you got).

Considering the age of the game, they did some pretty neat stuff with it - characters had the ability to take jobs for money (like carpentry, metalsmithing, etc.) which was great for getting essential gear and food, but you were running under a strict time limit of 1000 days on the "normal" difficulty level so that time was always a trade off.

They used 2D pixel graphics to great effect too - you'd be wandering around the world along a road in top-down Ultima style, and then you'd have non-combat encounters like coming across a ruined bridge - which would be displayed "side on" using the 2D graphics and gave you options as to how to proceed. You could use a rope or certain magic spells, for example.

It's a shame the two sequels just weren't up to scratch, but I did wind up finishing their action-RPG spinoff "Keys To Maramon" in which you were hired to protect the town of Maramon from monsters that emerged from under the town's five towers each night. If you failed to stop all the monsters, various buildings would get damaged for time periods preventing you from using them.

During the day you'd rest up, gear up, train, spend time in the library reading books and figuring out how to stop the menace for good - which was great fun because you had this constantly emerging story that kept things interesting despite the game consisting of only one location. There was also a time management aspect as you only had so long to spend doing these things before it was nighttime again and you were forced back into the fray.

Good times.

Adbot
ADBOT LOVES YOU

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply