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Cover art for Magician

440 · Magician

August 7, 2026 · 1 hr 0 min · transcript available

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Outline

  • form the Ultimate Potion, and confront Abadon!

I. Setup & Premise

  • The pitch: an apprentice wizard against an evil magician
    • You play as Paul, the last apprentice magician left standing in the land of Merlwood.
    • A powerful magician named Abadon got tired of helping people, built himself a castle, conjured up an army of beasts, and wiped out the wizards who kept order.
  • The premise hides what kind of game this actually is. On paper it sounds like a sweeping fantasy RPG. The manual reads like a long quest. In practice it is a side-scrolling action-adventure with a survival layer bolted on.
  • The simplest way to frame it for listeners: This is not Faxanadu and it is definitely not a fast action game. It is a slow, obtuse, menu-heavy action-adventure where you manage meters, write your own spells, and can quietly ruin your whole playthrough without knowing it.
  • The closer comparison is early Sierra adventure games: clever, atmospheric, and very willing to soft-lock you with no warning.

II. What Makes It Stand Out

  • You literally write your own spells. The magic system has you build spell words out of phonemes. Each spell is a specific word you assemble and save into your magic book. You can sit down at the very start and write out every spell in the game if you want, though each one you transcribe costs 50 mana. This is a genuinely unusual mechanic for a 1991 NES game and it is the thing the game is remembered for.
  • It is part survival sim
    • Paul does not just have a health bar. He has food, water, health, mana, and a venom meter, and the food and water tick down constantly.
  • It was made by three guys in a barn
    • Magician was Eurocom's very first game. According to Taxan's product manager Ken Lobb, when they hired the British studio there were three founders working out of a barn, and Taxan signed them specifically because of this game.
    • It was also one of the last games Taxan published before the company folded. First game for one studio, near-last for the other.
  • It has multiple endings, and one of them is dark
    • Finish clean and you watch Abadon slump to his death.
    • Kill enough non-hostile people and the ending plays with no music, the village sits deserted, and the game tells you your efforts were wasted.
    • There are also small ending variations tied to your max mana and to how many loops of the game you have completed.
  • "You feel more experienced!" Magician hands out experience for the strangest things. Talking to a certain tree does nothing. Talking to that tree a second time makes you more experienced.
    • Later, simply walking into an anti-gravity room lined with ceiling spikes earns you the message, before you have done anything clever to survive it. Just entering counts.

III. Gameplay Structure

  • Eight linear levels
    • Serenna town, the Wilderness, the Lake, the Forest, the Mount Vunar caverns, the Dungeon, Abadon's Castle, and his Tower.
    • Levels are linear and gated. You have to do specific things in order to move on.
  • Controls are assignable and menu-heavy D-pad moves Paul.
    • A and B are not fixed. You assign them on a setup screen to things like cast spell, jump, speak, or use item. Want to talk to a villager? Set B to Speak first, then walk up and press B.
    • Start opens the command assignment screen. Select brings up your status. Because so much lives in menus, a huge part of play is pausing to reassign buttons, swap spells, and manage items.
  • Combat loop
    • You fight with attack spells and defend with up to four types of magical shields you build up.
    • Mana is the whole economy. Spells cost mana, shields cost mana, even writing a spell costs mana.
    • Enemies regenerate over time, so slow, inefficient fights can spiral. The guides online tell you to fire fast or watch a weak enemy heal faster than you can hurt it.
  • Item and puzzle loop
    • You collect keys, scrolls, charms, the elemental vials, food, water, and one-shot potions and rings. Treasure chests dropped by monsters vanish after a few seconds, so you grab a key and crack them fast. (GameFAQs, FatRatKnight)
    • Talking to NPCs matters. Some are useless, some hand you crucial information or spells, and some will not talk to you at all. (American Lucha Libre)

IV. Unique Gameplay Elements

  • The phoneme spell-building system, up close Spells are words. You assemble them from sound pieces and store them. Utility spells let you reveal hidden areas, light dark rooms, leap around, and even fly.
  • How the phoneme spell system actually works Spells are words you build out of a small set of sound runes (MI, NA, RA, ST, OL, FI, HU, and so on) in a SpellBuild menu.
  • Hit on a valid combination and the spell is saved into your spellbook, so you can recast it later without re-entering the runes.
  • Writing a brand-new spell from scratch costs 50 mana, so you cannot just sit there spamming guesses.
  • You can also buy spell scrolls in shops or get them from NPCs, but if you already know the runes you can simply type the spell in yourself.
  • Casting a combination that is not a real spell is a gamble: it usually fizzles, sometimes restores you to full health, and quite often just kills you on the spot. (CRPG Addict / Speed Demos Archive)
  • The attack spells:
    • four schools, four power levels each: physical, venom, fire, and power
    • Spear (Pholmira) throws a diagonal spear, Ven (Venahunara) fires a poison ball straight ahead
    • Fireball (Fistmira) and Fire Ring (Fiolnarast) are your workhorses, and Fire Spray (Fiolhunara) erupts a fountain of flame out of Paul himself.
  • The four shields, one per school
    • Phys Shield (Phranarahu), Ven Shield (Veranamist), Fire Shield (Firanahura), and Pow Shield (Poranastra).
    • You match the shield to whatever is hurting you.
  • The utility spells, which are where the puzzles live
    • Reveal (Minara, entered as MI-NA-RA): makes hidden objects and doors appear. Some rooms are impassable until you reveal what is really there.
    • Wakey Wakey (Minastol, MI-NA-ST-OL): wakes sleeping or petrified things, including a stone-cursed wizard.
    • Light (Miolst, MI-OL-ST): lights up pitch-black caves.
    • Fly (Miranarast) and Jump (Mirahufina): vertical lift and gap crossing.
    • Fleetfoot (Mimifinast): speed up. Iron Boots (Mistnast): the opposite, slow and heavy, which sounds pointless until a puzzle needs your weight.
    • Meditate (Mifisthura): recover mana faster, at the price of burning through food and water faster.
  • Three puzzles to walk through on the show
  • The petrified wizard, invisible until you Reveal In the Wilderness
    • First you have to find the Reveal scroll, hidden by searching a hole in a tree trunk, which also hands you the Dragon Egg and a boost to your max mana.
    • Cast Reveal and the invisible objects pop into view, one of them a wizard statue.
    • Cast Wakey Wakey on the statue and you revive Belseth, a wizard Abadon had turned to stone. He thanks you with a scroll, some experience, and the Vial of Earth, one of the four elements you need for the Ultimate Potion.
    • The talking point: the puzzle is literally invisible unless you happen to be carrying the right spell, and the game never spells that out.
  • Iron Boots makes Paul slow and heavy. On its face it is a downgrade you would never cast on purpose.
    • But in the Forest there is a rickety bridge with a decayed plank, and the only way through is to cast Iron Boots and let your own weight crash you through it.
    • The talking point: the game quietly teaches you that even the spells that look like dead weight are really lockpicks for one specific door.
  • The weighted door in the Dungeons, solved with a clone of yourself Deep in Abadon's dungeon is a door release that only stays open while something heavy holds the switch down.
    • The intended answer is the Twin spell, found nearby, which produces a second Paul. You park the twin on the switch and walk through the door yourself.
  • There is at least one spell, Exorcise, whose formula the game never tells you anywhere. Players apparently had to brute-force it or dig it out of the ROM.
  • The save system is stingy
    • It uses battery-backed save, which sounds generous for 1991. The catch: you only get 15 saves for the entire game, spread across four slots.
    • Knowing where to spend a save is its own skill, and a blind player will waste them. (Wikipedia / Questicle)
  • Soft-locks with no warning
    • Miss a single item and you can be stuck multiple levels later with no idea why. Skip the dragon egg early and you cannot get a charm in the caverns, which means you cannot reach the dungeon at all.

V. Reception & Legacy

  • A surprising second life as open source. In December 2012, Chris Shrigley released the game's full source code to the public for educational use.
  • That makes Magician an unusually well-documented NES obscurity. You can literally read how it was built.

VI. Sequels and Spinoffs

  • No sequel, and a clean bookend There was never a Magician 2. The game stands alone.
  • Faxanadu: the obvious NES shelf-mate, another side-scrolling action game with towns, shops, and magic, but far more forgiving and better paced.
  • The Magic of Scheherazade: another NES take on a wandering magician with spells and helpful NPCs, if the hosts want a same-era contrast.

VII. Essential Games List Vote

  • Case for Essential
    • The spell-writing system is genuinely original. Building words out of phonemes is the kind of ambitious idea the NES library rarely attempted. The survival-meter layer and multiple endings, including the dark "you murdered the village" finale, give it real depth and personality.
  • Case against Essential
    • The difficulty and obscurity are punishing.
    • You can soft-lock yourself for hours with no warning, and a coin-flip spell can end a run outright.
    • It is menu-heavy and slow, and it basically demands a guide to finish.
    • The stingy 15-save limit punishes exactly the experimentation the game otherwise invites.

Show notes

  • This is the fastest paced video game anywhere
  • NES Longplay
  • Manual
  • There's a discrepancy of when the game was actually released. Eurocom's own website lists the release date as March 1990, but popular magazines of the era such as Nintendo Power, EGM and GamePro lists the game as being released around February-March 1991.
  • Was I the only one disappointed that this wasn’t a game about card tricks and rabbits?
  • Cool intro music and tutorial that shows what can occur during the game
  • First thing you learn in this game is don’t experiment with the buttons. You immediately use one of your 5 flasks of water if you hit the B button
  • Limited SAVES - start with 15
    • There's 9 areas. Even with 1 save per area, you still have 6 saves left.
  • Resource Management and Health Management
    • Food
    • Water
  • Make your own magic
    • Learn em, New Game Plus next time, or cheat from the beginning
      • writing a spell costs 50 mana each
  • The pain in the ass of the menu navigation
    • Select vs start, vs up and down, vs selecting something (no confirmation)
  • Many ways to softlock or miss hidden bullshit
    • I got softlocked at the lake. Couldn’t get on the boat. Saving and dying literally restores you exactly where you were
  • The Faxanadu approach to side scrolling ARPGs
  • When fighting EVERYONE, you and the enemies all look like you’re on a leisurely stroll while also throwing pocket sand at one another
  • In December 2012 programmer Chris Shrigley released the source code for educational purposes to the public
    • Guess he was preparing for the next civilization after the mayan apocalypse to find and rebuild the game in the future
  • Sequels and Spinoffs
  • EGL
  • Next week -
  • NEStalgia Byte -
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