Shadowgate is somewhat unique as its a port from a computer version, one of a handful done by Kemco. This means your NES controller functions like a mouse would, moving a cursor and clicking on things and what to implement them with. I would say Shadowgate is the most successful of the Macintosh ports, and the most fun. There are some hiccups but the game has some addictive aspects as its a fairly tough puzzler.
The entire game is spent inside or directly outside Castle Shadowgate. Sadly it doesn't look much like a castle on the first in-game screen, you just get treated to a door. You also get one rush job of a back story, foretelling why you are there and a vague idea of your quest. In fact your description is rather flat as well! Something something scion of the prophecy. Fortunately, your villain (and purpose) reveal themselves quite immediately once you enter the castle proper. There are many, rooms to traverse, and a cavalry of fantasy dangers in them. Seriously, the game has probably over 50 ways to lose your in game life, all written in flavorful text. Wyverns, Waights, Spooks, Sphinx - there is a ton of monsters that will challenge your brain to pass them and move on. There's no rush, the monsters often wait for you to make the first move. And if you don't pass it, you continue almost right back where you were (unlimited) and are free to ponder how to solve the riddles Shadowgate offers.
While you get the benefit of first reaction, there is a bit of a in-game timer. You must collect torches as you explore, as no lit torch is a sure-fire recipe to meet your doom as you stumble in the dark. Fortunately its not a huge pressing issue, torches tend to be numerous, as long as you don't forget about it. I suggest you play with the sound on - as the music can be quite ambient and good -- and for the impending danger music of the torch about to go out. Very handy.
The descriptive text, fairly clean graphics and medieval accents of this game give it a good flavor, although again not without some sour notes. There are several times the game's interface can set you back. For instance you see a bucket. You cannot "LOOK" in the bucket, you must "OPEN" it. Huh? Another example: You see a well, you have a coin with a well stamped on it, but together it doesn't do anything. You could be there for hours chasing loose or dead ends, but that is also the nature of this type of puzzler. If you pick up a red herring item that serves no purpose, you won't know until you beat the game. Also the fixed first-person viewpoint, while nicely detailed, sometimes make it hard to notice small, critical elements. There is one spot in particular I had a lot of trouble with, so look at the rooms with a keen eye.
For me the biggest handicap to this immersive setting and moody music is the story. For such heavy text, I wished for a more fleshed out back story or creative twists with the main plot. Alas, the story is the weakest link in Shadowgate's defenses. But its still a great game, and fun to challenge yourself with.
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