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NES box art for Solstice, the cover of NEStalgia episode 332

332 · Solstice

▶ Game info
VerdictPlay it
GenrePuzzle
ReleasedJune 1990
SeasonSeason 6
PublisherCSG Imagesoft
July 5, 2024 · 39 min · transcript available

The Princess Eleanor has been captured by the evil mage Morbius and is somewhere in the fortress of Kastlerock. You play the part of Shadax, who must now rescue the Princess by searching the fortress for the six pieces of the magical Staff of Demnos and use it to defeat Morbius.

Our verdict: Play it

Solstice is an isometric puzzle-platformer about a wizard, Shadax, hunting six pieces of a staff through a 250-room castle. Mike, Sean and Joe were on this one. It sits at number 33 on MobyGames' NES list, and we came away thinking that is fair: a little cold, but clever, and we split on it.

What works

  • Small rooms, no maze. 250 rooms sounded like Deadly Towers, but these are small and each one is different, with landmarks you can remember. Getting lost and then finding your way is satisfying.
  • Self-contained puzzles. Whatever you need is in the room, apart from a potion or item you carry in. You can see the answer, and with the skill you can clear a room quickly. If one stumps you, something else is usually nearby to try.
  • Few verbs, lots of tricks. Shadax jumps and picks things up. But you can drop a box mid-jump and leap off it for height, or drop it on an enemy's head and ride around. Every ability works anywhere, not only in the room that teaches it.
  • Potions with a catch. Four beakers, and each effect lasts only while you stay in that room: invincibility, time stop, seeing invisible things, destroying every object. Waste one and you hunt for another.
  • The music. We told listeners to hear the soundtrack even if they skip the game. It's from the composer of Target Renegade.
  • Generous lives. Failing a room means coming back with a better idea, and you learn the castle as you go.

What doesn't

  • Free roaming on an isometric grid. Up on the D-pad moves you diagonally, so we tilted the controller to get our bearings. It becomes smooth, but Mike never settled in and wished it locked to a grid.
  • Potions that feel mandatory. We argued over whether time stop and the rest should ever be required rather than a bonus for stuck players. There is no potionless speedrun category, so they are required somewhere.
  • Dry. Mike wasn't dying to keep playing and called it a dry experience.

Beyond the game

Designer Mark Wilson drew the whole castle on graph paper and called the publisher's manual drivel, even though we liked it, one long scroll that also explains the potions. We gave him strikes for that and for claiming no isometric NES game existed. He also says the studio head, Web, once presented a map of 255 random empty rooms made by his girlfriend, and Wilson still credited Web as co-designer. That is only Wilson's side, so we called it three strikes and gave Web the game. Equinox followed on the SNES in 1993, with 450 rooms in eight dungeons.

The bottom line

Play it. Joe voted yes on the Essential Games List, loving the exploring and the return trips with new potions or boots. Mike voted no. Sean said it has the caliber of an essential game and he likes it, but it didn't connect enough for him to vote for it, so it stays off. We joked that we might both flip by the Best of and still be at a stalemate.

Written from our conversation in this episode.

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