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NES box art for The Magic of Scheherazade, the cover of NEStalgia episode 261

261 · The Magic of Scheherazade

▶ Game info
VerdictSkip it
ReleasedJanuary 1990
SeasonSeason 6
DeveloperCulture Brain
PublisherCulture Brain
February 24, 2023 · 1 hr 4 min · transcript available

The evil wizard Sabaron summoned a horde of demons to invade Arabia. One brave magician tried to fight Sabaron, but was trapped in the holes of time. This magician is you. Traveling through different time periods, you'll have to stop Sabaron's evil plans and to rescue the beautiful princess Scheherazade he kidnapped.

Our verdict: Skip it

Culture Brain made and published this action RPG in 1990, loosely based on 1001 Nights. The box brags about five chapters and 750 screens. We liked how much it throws at you, then watched it go stale. Joe called it a jack of all trades, master of none.

What works

  • The setting. An Arabian Nights world is a refreshing break from Tolkien and medieval Europe, and the music has a Middle Eastern twang. There are a lot of oak trees in this desert.
  • Time gates. Plant a seed in the past and there is a tree in the present. A sunken city can be explored underwater as a city of mermaids.
  • The cat. She points out where to use the reveal spell and tells you to talk to the townspeople. If she dies in battle the hints stop, and it is not a game over. Announcing the secret passage does defeat the point of having one.
  • Town life. The casino's roulette dealer offers to fix the game for you, and shops give you a better price if you ask politely, but there is a risk: sometimes they get so angry they throw you out and take 10 rupees. A test in the game is almost insultingly simple: pick the right formation and you pass.

What doesn't

  • Two battle systems, both unfinished. Random screen switches drop you into turn-based fights where you cannot pick a target. Enemies multiply if you let them live, battles drag with a dozen on screen, and the cramped layout looks like a spreadsheet. Several times a random battle ended a session because it wasn't worth dealing with.
  • The real-time half. The controls are tight, but there is no knockback, and enemies do damage every second they touch you.
  • Forced time travel. The NPCs all know about the gates and tell you when to use them. The past does not line up with the present, so it feels like a different map.
  • It never goes anywhere. Town, enemy screens, next town, time gate. Only the random turn-based fights grow. It feels really long, and Sean figured you have mastered it mechanically after about five hours.

Worth knowing

Culture Brain teased a sequel, first for the NES, then the Super Nintendo, and was still mentioning it in 1996. It never came out.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. The ideas are good, but they are not worth much if they do not work well. Joe called it a "play it" if you like this style, but not essential. Sean said if you are curious, go ahead: "You're not wasting your time. You're just, you know, kind of wasting your time."

Written from our conversation in this episode.

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