NEStalgia

← All episodes

NES box art for Magician, the cover of NEStalgia episode 440

440 · Magician

▶ Game info
VerdictSkip it
GenreRPG
SeasonSeason 7
DeveloperEurocom
PublisherTaxan
August 7, 2026 · 1 hr 0 min · transcript available
About the game

Magician is a side-scrolling action role-playing game released for the Nintendo Entertainment System. It was designed by Eurocom Entertainment Software and published by Taxan.

From Wikipedia: Magician (video game) (CC BY-SA 4.0)

Our verdict: Skip it

Just Mike and Joe this time, since Sean was, as we decided, kidnapped by a magician. You play Paul, the last magician left in the land of Merlewood, hunting down Abaddon, who is also a magician, so the title stays a mystery. The manual reads like a sweeping RPG. In practice it is a Faxanadu-style side scroller buried under menus, and we spent almost an hour on it.

What's clever

  • Spelling your own spells. You build words from runes, each with its own sound, and every attempt costs 50 mana. An unofficial combination still casts something, so guessing is Russian roulette with your own health. Nothing stops you from typing in a spell you already know, which is how a guide hands you level four fire in the opening minutes. We agreed that is where to put the guide down. Every spell comes in levels one to four, and a flight spell cast too low drops you in a pit.
  • Needs, not a clock. Food, water, mana, venom and health all drain, so leaving a town carries a real "I'd better find shelter soon" feeling. That beat a countdown timer. Vegetables, the cheapest food, were the right buy every time.
  • The music. We rarely talk soundtracks, but this might be our favorite NES music so far, full and with real bass. Joe knew the songs from an emulator tech demo he downloaded after high school, and was stunned to learn they came from this.

What gets in the way

  • Menus, all the time. Changing spells, levels and items stops the action, so fights, which are projectile spam with no feedback, get chopped up further. We wanted icons in the text box that cycle with Select.
  • A town full of nothing. Locked doors, silent NPCs, and a hero who walks slower than everyone around him. Talking means lining up exactly and pressing up.
  • Hidden requirements. Nothing is optional, and experience arrives randomly: "you feel more experienced" after delivering a letter, or after talking to a tree twice. Skip the reveal scroll and dragon egg in a tree trunk and you can get stuck. Miss max stats and you get the lesser ending, then replay on a harder setting, then once more, only to be thanked "for playing."
  • Limited saves. The battery allows 15 saves in each of four slots, 60 in all. A save that cost mana would at least have made sense.
  • Under-used spells. Iron boots serve one puzzle, and jump matters in one zone.

Odd corners

The story goes that Eurocom's first game was made by three people in a barn. In 2012 Chris Shrigley released the source code for educational use.

The bottom line

Skip it. We both voted no. Joe admitted he loves it anyway, with the nostalgic music doing a lot of the lifting, but the menus, chores and cheap deaths were too much. Mike said a hardcore NES fan calling it underrated wouldn't shock him, since the big swings land maybe 60 percent of the time, but almost nothing about it works in 2026. Play it with a guide only as far as you must.

Written from our conversation in this episode.

← The Last NinjaMetal Storm →