Magic Carpet 2, PC

The full title of this 1995 sequel is Magic Carpet 2: The Netherworlds, and it is an excellent continuation of the series.

Magic Carpet 2 features exterior and interior (cavernous) levels that are more dense than the original, with more new monsters, secrets, and evil wizards to defeat. It also has a multiplayer mode (which the first game didn’t have).

Graphically, Magic Carpet 2 is more impressive than its predecessor and the use of night and day in the game results in a more varied colour palette – and a more interesting landscape – than previously. Again: the landscape is deformable to some degree by shooting it with fireballs, and various locations hide triggers that spawn monsters, new spells, and bosses. Unlike the first game, Magic Carpet 2 features a useful ‘Help Mode’, that points out what everything is – until you get sick of it and turn it off. It helps get into the game quicker, and not miss any important gameplay features.

The gameplay in Magic Carpet 2 is pretty much the same as before: build a castle; collect mana with your balloon; build your castle up; collect more mana; rid the landscape of monsters; complete any quest objectives.

Most monsters are pretty tough, so the best tactic is to lure them away from groups to deal with them one at a time. The killer bees, for example, will kill you quickly if a number of them swarm you, so it’s best to split them up if you can, which you can do with your deft carpet skills. Mastering the carpet is key to beating the game, and the controls work extremely well, allowing you to perform very tight and precise manoeuvres with just a modicum of skill. You can also fly backwards and sidewards, which helps a lot. The controls are very responsive, though, so do take some getting used to.

There are 25 levels to play through in total – all of which can be completed quickly (by completing quest objectives), or can be scoured for more spells and mana, and a higher completion percentage, if so wished.

Magic Carpet 2 can also be changed to SVGA mode (640×480) ‘on the fly’, meaning: you can switch between the default VGA (320×200) resolution, and SVGA resolution by just clicking an option in the menu, although I couldn’t find a way of making SVGA the default (every time I restarted the game it ran in VGA, and I had to manually change the resolution). The game also crashed quite a bit for me in SVGA mode (usually preceded by graphical glitches), and I had some problems saving the game (and having to restart from the beginning – four times so far). Playing in VGA proved to be more stable (no crashes). And this is the bought GOG.com version I’m talking about… In spite of that I really enjoyed playing Magic Carpet 2 again – it is better than the first Magic Carpet, and it is also a superb game in its own right. Another classic DOS game from Bullfrog.

More: Magic Carpet 2 on Wikipedia
GOG.com: Magic Carpet 2: The Netherworlds on GOG.com

Magic Carpet, PC

Magic Carpet from Bullfrog was first released in 1994 through Electronic Arts. It is a DOS-based, first-person action game with you – the player character – flying a ‘magic carpet’ around a series of islands, fighting evil wizards and monsters and collecting ‘mana’ to increase your magical powers.

The game plays a bit like a flight simulator, although obviously flight sims don’t have magic spells, castles and monsters that shoot fireballs at you. Using a mouse and keyboard the carpet flies around very smoothly. Initially it moves quite slowly, but acquiring a ‘boost’ spell helps speed up when necessary. Which is often because the many monsters found wandering the landscape are actually quite tough cookies.

There are numerous spells to collect – usually in the shape of a red jar, and these only appear once you’ve flown near them to disable their “invisibility lock”, forcing you to explore the whole map – or at least certain places – to find them.

The one spell you begin with is the ‘Build Castle’ spell. Fire this into the ground (or sea) somewhere and a castle is created, which then sends out a balloon to collect any mana you’ve claimed. Neutral mana is coloured gold; your mana is coloured white; enemy mana is coloured whatever colour they’ve chosen. Mana can be found for free scattered around the landscape, or can be generated by killing monsters. The basic aim is to collect a set amount of mana on each level in order to progress to the next.

The landscape itself is deformable (to a degree), meaning: you can blast it with fireballs and change the elevation. You have to be careful where you shoot, though. Accidentally blasting friendly villages will usually result in a hail of arrows to contend with – as well as everything else – so is not advisable. What is advisable in Magic Carpet is to learn when to run away. And also how to ‘peck’ at tough opponents, and avoid their shots at you. Becoming familiar to the two-button command system is a must too, but learning how to play Magic Carpet properly is worth it, because it’s still a great game.

By level three you’ll also be up against a rival wizard, who flies out on his carpet, turning any mana he finds his colour. You have to build your castle quickly and turn any mana he’s earmarked as his, to your colour, and fend him off (with fireballs) until your balloon collects the mana. This results in some very exciting dogfights over coastlines. You can even get lucky have monsters kill your opponent – it depends on where he goes. When he dies, though, you get a message on screen. If you die, you start back at the castle and can continue the level without losing progress.

Finally: there are two really weird “3D” modes in the game (toggled by pressing F10), one being red/blue mode for use with cheap red/blue 3D glasses (these were supplied with the original game), and also a Stereogram mode, where a complex pattern of coloured dots are used to create a 3D image. I remember being able to actually see the Stereogram image when I first played this game back in 1994, but trying it now I just can’t see it. It must be age…┬áThere’s also a ‘high res’ mode (toggled by pressing R), although it really chugs (or at least it did for me) and I found it best to play in VGA mode for a higher frame rate.

Magic Carpet is a classic MS-DOS game from Bullfrog and is still very much fun to play today. GOG.com are selling the ‘Plus’ version of Magic Carpet, which includes the Hidden Worlds expansion pack, and it’s well worth picking up, as is the even better sequel, Magic Carpet 2.

More: Magic Carpet on Wikipedia
GOG.com: Magic Carpet Plus on GOG.com

The Evil Dead, Commodore 64

Another great film turned into video game kitty litter! This one in 1984, by Palace Software.

The interpretation is as an overhead survival game, with you playing Ash (spelled incorrectly in the game – slap on the wrist to the programmer!) who is besieged by Kandarian demons inside a remote log cabin. You can close the doors and windows to stop the demons getting in, and must also kill any that make it into the cabin. To kill them you must first find a weapon (randomly located around the cabin, or outside), and then use it on them. Whether it’s an axe, a sword, or a shovel – it makes no real difference – the effect is the same. Eventually, when you’ve killed enough demons, the ancient Book of the Dead will appear and you have to throw it into the fire to triumph.

As a huge fan of the 1981 film I’ve always thought that this game was total and utter rubbish. I remember as a young gamer hoping that it would be good enough to buy, but I read the reviews and thought “there’s no way I’m buying that!”. And I was right. The graphics are pathetic, the cabin is tiny, and the gameplay is clumsy and repetitive. There’s no escaping the fact that The Evil Deadthis Evil Dead (there are others) – is both a missed opportunity, and a steaming pile of crap.

Are there any positives about the game? The intro sequence and tune are quite nice. The scrolly text message at the bottom of the screen describes the monsters as “mutants”, which is sure to piss off any die-hard Evil Dead fan who reads it. Other than those like me who don’t really give a toss.

A BBC Micro version of The Evil Dead was also released by Palace. A ZX Spectrum version was developed and completed, but was never released as a stand-alone game. It later appeared as a freebie on the b-side of another Palace release: Cauldron, so eventually made it out.

More: The Evil Dead on Wikipedia

Tales of Phantasia, Game Boy Advance

This 2003 remake of Namco‘s SNES classic Tales of Phantasia was the first time the game had been officially translated into English.

While much of the game remains the same, there are a few differences. Firstly, the screen ratio has been changed from the 4:3 of the SNES original to the ‘widescreen’ 240 x 160 of the GBA screen. Which makes it look more modern, even if the resolution is actually lower (the resolution of the SNES version is 256 x 224). The lower resolution of the GBA is not an issue though as many of the in-game characters have been re-drawn to make them look bigger in the play window. This becomes most apparent during combat, when all the figures appear significantly larger than in the SNES version. This is not a problem, though, because most combat is fought horizontally, and not vertically, so making the main characters larger has not had a detrimental effect on gameplay. Quite the opposite, in fact.

The only real criticisms I’ve read about this game are that the random battles are too frequent (didn’t seem too bad to me), and the combat system is “unrefined” compared to the ‘Tales‘ sequels. Well… No sh*t, Sherlock. That’s bleedin’ obvious. And a bit unfair.

Tales of Phantasia is a lovely game that still has a lot of appeal now and is worth a play if you can find a copy. With this GBA version being an official translation, and with its updated graphics, I’d give it a higher rating than any of the fan-translated versions of the SNES original.

More: Tales of Phantasia on the Game Boy Advance on Wikipedia

Tales of Phantasia, Super Nintendo

Tales of Phantasia is an RPG developed by Wolf Team, and first published for the Super Nintendo by Namco in 1995. As JRPGs go, it’s quite memorable.

It’s a time-travelling, party-based adventure with real-time, random combat. Yes: real time combat. Which is quite rare in this genre. The combat sections play like a side-scrolling action game, with your party being attacked from either the left or the right, and the direction of attack dictating who’s closest to the enemy. So you learn to put your more vulnerable characters in the middle! The real-time combat system in Tales of Phantasia is a refreshing change from the usual style of turn-based JPRGs and is I think what gives this game its unique appeal.

That said: there’s more to Tales of Phantasia than just the combat. The story isn’t bad, and neither is the dialogue, and the six playable characters available for recruit are all fairly interesting. There are lots of great little touches too, like the ripples and reflections in the water. There’s a ton of stuff to see and do in this game and it’s frankly more than worth the investment of time.

A Game Boy Advance remake was released in 2006 and was the game’s first official English translation. It’s somewhat different to this, though, with a widescreen display and larger character graphics during combat. Background graphics and gameplay are the same though.

More: Tales of Phantasia on Wikipedia