NES - Solstice (PAL-B) FRA
NES - Solstice (PAL-B) FRA
Used game for the Nintendo NES game console.
PAL-B version. Will not work on non-European or PAL-A (UK, Italy, Australia) consoles without a converter.
In-game language is English. Instruction booklet in French and Dutch. Box text in English and French.
Tested, works. Cartridge in very good condition. Instruction booklet in excellent condition. Box in good condition. Please refer to pictures for details of condition and contents.
Genre: isometric puzzle action
Number of players: 1
Product code NES-LX-FRA
Solstice: The Quest for the Staff of Demons, or simply Solstice, is a 1990 puzzle video game developed by Software Creations. It was published by Nintendo in Europe and CSG Imagesoft in North America for the Nintendo Entertainment System. The game focuses on the wizard Shadax's bid to defeat the evil baron Morbius and rescue Princess Eleanor, whom Morbius plans to sacrifice. Shadax aims to gather the six pieces of the titular Staff of Demnos hidden within the fortress of Kâstleröck. The game's setting is non-linear, and consists of 250 rooms, each with a particular puzzle to solve.
Solstice is the first original game to be developed by Software Creations, which had previously only worked on converted titles between 8-bit consoles. The game features a musical score by Tim Follin, who has named the game's title track as his favourite among his compositions. It became one of his best-known tracks. Solstice was received positively by critics for its puzzles and graphics, and the audio was singled out for praise. A sequel, titled Equinox, was released for the Super NES in 1993.
Solstice is an isometric-perspective puzzle game in which the player controls the wizard Shadax, who must navigate 250 rooms within the fortress Kâstleröck and assemble the six pieces of the Staff of Demnos to defeat the baron Morbius and rescue the princess Eleanor. Shadax's basic abilities consist of jumping, and picking up and dropping objects. Early in the game, Shadax can obtain a pair of magic elfin boots that augment his jumping height. He is additionally equipped with a few beakers that can be used to store four different varieties of potions; these potions can either grant temporary invincibility, destroy all moving objects in a room, freeze time, or make invisible objects visible. At the beginning of the game, the beakers can only hold up to two doses of a potion each, though upgrades can be obtained later on. Any number of potions can be cast simultaneously within a given room, but the spell(s) will only last as long as Shadax remains within that room; any effects from the potion(s) will disappear when the room is vacated.
Many of the fortress's rooms feature hazards such as floors covered in spikes, conveyor belts, vanishing bridges and tiles, and floating mines, and may also be inhabited by antagonistic creatures such as trolls, giant spiders and demons. The rooms often include movable blocks that can be found either lying on the floor or falling from above. These blocks can be used to move safely around the rooms and bypass enemies and hazards. Falling blocks can be frozen in mid-air with the time-freezing potion and be used as steps. There are also hovering crystal balls that can be pushed through the air and ridden as transportation, but cannot be picked up and carried. In some rooms, bombs can be detonated to create an entrance to a previously blocked-off passageway, though the detonators are hidden within nearby rooms. Other rooms contain portals that provide the only access to certain rooms within the fortress. Some rooms can only be cleared or accessed after finding and using of one of four hidden magic keys.
Extra lives can be obtained by collecting blue pointed hats scattered throughout the fortress. Although the screen only registers ten lives at one time, the player can continue to accumulate more lives from that point. The player can also collect coins that allow them to return to a certain room when all lives are lost instead of having to restart the game from the beginning. At any point in the game, the player can access a map that chronicles any room that they have entered and indicates all possible exits; some of these exits appear on the map, but will not appear in-game until a certain task is performed. Aside from the map, the player can view an inventory listing a percentage of the total number of rooms they have visited, as well as the total number of magic items they have found.