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NES box art for Swords and Serpents, the cover of NEStalgia episode 352

352 · Swords and Serpents

▶ Game info
November 22, 2024 · 51 min · transcript available

Deep in the dungeons lay the fabled ruby treasures. Many brave souls have tried to recover them; all have failed. Little did they know how futile their quests would be -- they met a horrible fate at the hands of a horrible serpent king. Can your party of champions defeat the dragon and claim the ruby treasures? Or will you, too, be vanquished?

Our verdict: Play it

Swords and Serpents is Interplay's first-person dungeon crawler, built for the NES instead of ported. Mike, Sean and Joe found it the first of these we could actually follow, though the title promises more serpents than we met.

What it fixes

  • A map that draws itself. The 3D view sits at top left and a top-down map at top right, filling in walls and doors as you walk, with an arrow for your facing. After weeks of Wizardry complaints, a 1990 NES game with the fix modern remakes added felt like a rebuke. It beat the lost feeling of Golgo 13's maze sections.
  • A button for the thing you do most. A attacks, B opens spells, so fights go fast compared to NES RPGs where everything is a menu.
  • A manual that teaches. It explains what a role-playing game is and what each part of the screen does.
  • Friendlier deaths. A wipe warps you to a temple with levels, spells and gear intact, a relief after Wizardry.
  • The art. Enemies are hand-drawn and spill outside their boxes, and we compared them fondly to Philips CD-i characters. The snakes are some of the best sprite work we've seen.

What it doesn't

  • Streamlined unevenly. Three classes, three stats, but equipping a broadsword means trading it to a character who can use it, then equipping it from their menu.
  • Same dungeon, 16 floors. Mostly palette swaps, with illusory walls and a few shops, a magic fountain and spells written on walls. The map doesn't mark any of that, and it sometimes resets when you change floors. The manual even includes 16 blank grid pages for hand mapping.
  • Repetition. Enemies never change the plan. You attack, level, and go on.
  • No plot. You're told there's a dragon at the end.

Worth knowing

  • Multiplayer divided us. Up to four can play, each controlling a character, and playing together did feel like a Dungeons & Dragons party. But a warrior only presses A, and nothing is designed around it.
  • Passwords. Each character gets a short password plus a party password that depends on all of them, so you can't swap one character into a saved party.
  • Magic matters. Early spells barely beat a sword, but later buffs and the wall pass spell make a magician necessary. Viper's manual entry only says it contains the venom of a thousand snakes.
  • Rolling. You can reroll stats until they're good, which relies on trust.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Mike said the map was a neat trick in 1990 but doesn't stand out in 2024. Joe called it a golden Play it, best in small sessions with friends, and Sean called it the friendliest NES entry to the genre we've seen.

Written from our conversation in this episode.

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