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Juegos

Equinox

66

Nota de la comunidad

12 valoraciones

1993 · Software Creations

Génerosaction-adventure gameisometric platformer
PlataformasSuper Nintendo Entertainment System

Promedios por categoría

Jugabilidad64
Diversión62
Sonido64
Calidad técnica67
Calidad visual68
Narrativa68
Promedios por categoría — Jugabilidad 64, Diversión 62, Sonido 64, Calidad técnica 67, Calidad visual 68, Narrativa 68Jugabilidad 64Diversión 62Sonido 64Calidad técnica 67Calidad visual 68Narrativa 68

Tiempo para terminar

Historia principal
24,5 h3 reportes
Principal + extras
Aún no hay suficientes reportes (mínimo 3)1 reporte
Completista
Aún no hay suficientes reportes (mínimo 3)1 reporte

Mediana de las horas que informaron quienes completaron el juego.

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Sinopsis

Aún no disponible en español — se muestra la versión en inglés.

Equinox is an action adventure puzzle video game developed by Software Creations and published by Sony Imagesoft for the Super NES. A sequel to Solstice (1990) for the Nintendo Entertainment System, Equinox depicts Glendaal saving his father Shadax, the previous game's playable character, from the imprisonment of Sonia, Shadax's apprentice. The player acts as Glendaal, exploring 458 rooms in eight underground dungeons. The player collects 12 blue orb tokens while solving puzzles, killing enemies, collecting keys, navigating platforms and blocks, and battling bosses. It continues Solstice's isometric puzzle game style, with a greater emphasis on action adventure and the Mode 7 overworld map. Development of Equinox lasted from 1990 to 1993 and beyond the game's completion, due to difficulty running the graphics on all minor variations of SNES consoles. Brothers Ste and John Pickford were responsible for the programming, design, and visuals, and Solstice composer Tim Follin returned to work on the music with his brother Geoff. The game was released in November 1993 in Japan, in January 1994 in Australia, and in March in North America and Europe. It was critically acclaimed for its graphics, sound, atmosphere, gameplay, potential lifespan, and for the extremely high challenge level of its puzzles. The isometric perspective however, garnered a more mixed response. Some critics found it an intentional puzzle design aspect, and some dismissed it as a technical flaw, while others said the puzzles created from it were cheap.

Licencia del texto: CC BY-SA 4.0 · Fuente

Detalles

Tipo
Juego
Estreno
12 de noviembre de 1993
Géneros
action-adventure game, isometric platformer
Plataformas
Super Nintendo Entertainment System
Creado por
Software Creations
Países
United Kingdom