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Author Topic: Magic Sword - could've been so much more  (Read 4048 times)

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leapinlew

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Magic Sword - could've been so much more
« on: January 15, 2011, 07:39:09 pm »
Just played through Magic Sword. I cheated at started at level 33.

What a stinker. It could've/should've really have been a great game. It instead is a quarter sucker with very little playback value. Bummer. I used to love watching people play when I was a kid.

TOK

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Re: Magic Sword - could've been so much more
« Reply #1 on: January 15, 2011, 08:40:28 pm »
You might like a game called Arabian Magic. Sorta similar, though not exact. My buddy used to have a dedicated Arabian Magic (conversion, but actual hardware) and I thought it was pretty fun. Seems fairly rare for a later JAMMA game, but plays fine in MAME.


Erik

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Re: Magic Sword - could've been so much more
« Reply #2 on: January 16, 2011, 08:12:42 pm »
Jeez I really like Magic Sword.  :dunno  I keep hoping someone will pick it for the high score competition so I can get some tips. 

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Re: Magic Sword - could've been so much more
« Reply #3 on: January 16, 2011, 10:42:55 pm »
a quarter sucker with very little playback value.

Isn't that every arcade game after 1986? Lol.

Really though, you didn't like the game cus it's hard? the challenge of these games were the playback value to me. If it wasn't damn near impossible to beat with a dollar worth of credits, it would be a waste of time.

After all, a lot of retro arcade/console hits ported to Xbox Live, PSN etc. that were otherwise great games have gotten terrible reviews because they allowed unlimited credits or save state options.

leapinlew

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Re: Magic Sword - could've been so much more
« Reply #4 on: January 17, 2011, 08:46:00 am »
a quarter sucker with very little playback value.
Really though, you didn't like the game cus it's hard? the challenge of these games were the playback value to me. If it wasn't damn near impossible to beat with a dollar worth of credits, it would be a waste of time.

It's not the difficulty. It's that there isn't a proper reward system to justify going through the game more cautiously other than paying less quarters. If your character would become more powerful with permanent upgrades than it would make sense to play all the levels. As it is, it's just a pump and run type game. Pump in quarters and run to the next level.

Vigo

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Re: Magic Sword - could've been so much more
« Reply #5 on: January 17, 2011, 10:21:15 am »
My brother had a magic sword, its really not a bad game. Sure, its flawed...but I think the dissapointment is that it had so many cool concepts that many latter fighter games never utilized and perfected. I thought the concept of releasing prisoners and recruiting them as allies was a pretty cool idea. As far as sidescrollers go, it's a good game in my book.

And throughout the game, you do get more powerful weapons/allies. I'd call that a reward system, and a reason to start from the beginning. I thought the start at any level was a nice perk for the player who wanted to play though the game, but didn't want to have to pump in the quarters to go from beginning to end each time. I dunno, wouldn't that only add replay value in an arcade setting?

leapinlew

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Re: Magic Sword - could've been so much more
« Reply #6 on: January 17, 2011, 10:48:11 am »
And throughout the game, you do get more powerful weapons/allies. I'd call that a reward system, and a reason to start from the beginning. I thought the start at any level was a nice perk for the player who wanted to play though the game, but didn't want to have to pump in the quarters to go from beginning to end each time. I dunno, wouldn't that only add replay value in an arcade setting?

There are definitely more allies. I don't think they are more powerful though.

As for the more powerful weapons... you get different weapons but how do you determine their power? You get Thunder Sword! Great! What does that mean?

You collect money through the game, it would've been nice to buy items at different points of the game.

I'm not saying it's the worst game ever, it's just that they missed an opportunity to be a really awesome game.

Vigo

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Re: Magic Sword - could've been so much more
« Reply #7 on: January 17, 2011, 10:57:05 am »
I know what you are saying, there is a reason why we never kept magic sword in the cabinet. I never quite figured out weapon strength either.  :lol

I thought the game had more to offer than your average hack and slash game though. It just had a little more depth even compared to good game like ghosts and goblins, IMHO. Magic sword had a number of cards in place, and if a sequel been around to iron out the flaws, I'm sure it would be a well deserved sequel.

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Re: Magic Sword - could've been so much more
« Reply #8 on: January 17, 2011, 12:36:16 pm »
I demand a sequel

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Re: Magic Sword - could've been so much more
« Reply #9 on: January 17, 2011, 07:42:42 pm »
Also by Capcom, Magic Sword was a sort of sequel to Black Tiger. It's really cool except that they missed the zenny guys thing and the store.
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leapinlew

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Re: Magic Sword - could've been so much more
« Reply #10 on: January 17, 2011, 08:34:40 pm »
Also by Capcom, Magic Sword was a sort of sequel to Black Tiger. It's really cool except that they missed the zenny guys thing and the store.

Forgotten Worlds?

DragonMa15

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Re: Magic Sword - could've been so much more
« Reply #11 on: January 18, 2011, 12:55:09 pm »
Magic Sword is a great game! It has a permenant spot in my basement arcade.  Its got no less replay value then final fight, which is also a great game. Most side scrolling beat em ups really aren't that deep. I think they got the idea down with King of Dragons and Knights of the Round.  I agree it could have been more, but that is true with most arcade games when viewed through the same lens used to view modern games in general.

leapinlew

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Re: Magic Sword - could've been so much more
« Reply #12 on: January 18, 2011, 02:01:16 pm »
Its got no less replay value then final fight

Not exactly a ringing endorsement

Malenko

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Re: Magic Sword - could've been so much more
« Reply #13 on: January 19, 2011, 10:08:15 am »
My nephews love it. It could have been more, I kinda consider Knights of the Round a spritual successor to it. Odd you mentioned Final Fight, I thought about picking up the xbox live 2 pack of Magic Sword and Final Fight. I dunno why they are packed together, they should have released all the final fights as 1 pack (even the craptastic FF Revenge)
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DragonMa15

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Re: Magic Sword - could've been so much more
« Reply #14 on: January 19, 2011, 03:14:48 pm »
Quote
Not exactly a ringing endorsement

No, but I bet you played the ---steaming pile of meadow muffin--- out of it back in the arcades.  I know I did.  This is what was in the arcades in the late 80's early 90's.  I'm not saying your critique is unfounded.  I'm just saying most jamma games are quarter eaters if you let them be.  I can beat Black Tiger on one credit, the same isn't true of Magic Sword, or Final Fight.  Though you do get a little bonus at the end of Final Fight if you do beat it with one credit.  And I'm not bashing Black Tiger any either.  I think that is also a great game.  It had the depth needed to help it stand out.  But it was never as popular as Final Fight. 

wr0x

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Re: Magic Sword - could've been so much more
« Reply #15 on: February 22, 2011, 03:46:36 pm »
Hi all,

I feel like some of you guys are really selling this game short.  I myself sometimes plow through a good game, just by continuing to put quarters in, and wonder what it would be like to try to get good at it and try to get through on less.  It is not always clear which games it is worth doing that on, and which are just quarter eaters.  Magic Sword, like many fine games, can be a quarter eater, but with a little effort, you can get pretty far on a quarter.  If you read some of the hints on the 'Net that are available for the game, it says it is possible to finish on a quarter; although I didn't find much to convince me of that at the time.  I started trying, and lo and behold, with much effort, I was able to do it.  You can see me do it on YouTube.  The playlist is here:

http://www.youtube.com/my_playlists?p=15F15F7103E01306

>No depth and all you do is pound buttons and run to the right as fast as possible.  Fun for a few minutes....

I disagree.  There many levels where that gets you killed quickly, unless you just keep adding quarters.

>I was sick of playing it and didn't want to have to fight another huge boss that just flew in circles and rammed you.

These bosses can be played with very few hits ordinarily (excepting the very last one) if you take the time to learn the right strategies.  Only one, the worms, is more or less a fixed pattern, however.

> Most side scrolling beat em ups really aren't that deep. I think they got the idea down with King of Dragons and Knights of the Round.

> No depth and all you do is pound buttons and run to the right as fast as possible.  Fun for a few minutes....

Not at all the case, if you are trying to finish on a quarter.  The first few levels are more or less like that, except for the mini boss on level 0.  Knights of the Round looks like Golden Axe part 27 to me.  In my opinion, Knights of the Round is more like Golden Axe than is Magic Sword.  I consider Magic Sword to be closest to Rastan - although modernized considerably.

>I never quite figured out weapon strength either

>As for the more powerful weapons... you get different weapons but how do you determine their power? You get Thunder Sword! Great! What does that mean?

The gimmick of the game is the magic swords you get all through it.  You get a new sword ever so often at fixed points in the game (unless you lose it), and your attacks against a given type of enemy will do more damage.  The things I call the talismans (gauntlet, blue bottle, gold scroll, etc.) also modify the attacks.  The attract mode tells you about them.  I generally consider the gauntlet as the best for attacking, until the final levels, when you get the blue beam that goes across the screen; in which the blue bottle seems to help the most.  The blue bottle is almost as good, but the other talismans don't help you attack.  The thing to really watch out for is the red hearts.  They cause your companion to go up in level, and have a stronger attack.  For example, the girl starts shooting fire on level 6 or 7, and the knight starts firing two bolts on level two, three on level three, but never more than three.  You just get a wider spread, and more damage after that.

>You collect money through the game, it would've been nice to buy items at different points of the game.

Money helps you, because it calls the fairies which bring you food at certain fixed point levels; and the gold and other items add to your points.

>And throughout the game, you do get more powerful weapons/allies.

>There are definitely more allies. I don't think they are more powerful though.

They most certainly do get more powerful.  I generally gravitate to the girl, until I can get a lizard man (golden dragon ally) or a knight.  These certainly do get more powerful at higher levels.  Getting another ally causes you to get that ally at a lower level, but once you have gotten into the level 2+ knights, you never get stuck with a level one one again.  Part of the fun of it, is figuring out which allies and which amulets are the right ones to have in various places.

>It's not the difficulty. It's that there isn't a proper reward system to justify going through the game more cautiously other than paying less quarters.

Sorta.  The thing is, by being cautious over using more quarters, you can get an ally or, e.g. a gold scroll for more food, or the necklace for more points, but you usually are over the setbacks of not being cautious in another two levels.

>As it is, it's just a pump and run type game. Pump in quarters and run to the next level.

Yes, for those who can afford it.  That's what games are invented to do.  Get money out of you as you learn them.  I find the puzzles quite clever and challenging; if you are willing to figure out how to get through without taking much damage - on a quarter for the ultimate challenge.  Even though I played the game many times before, on my video, I was still discovering better strategies on how to handle various levels on the spot.  They are not as simple as they might at first seem.

>I keep hoping someone will pick it for the high score competition so I can get some tips.  

Too late.  There are tons of tips in my video.  I did find a page which had a high score that was astronomic; but couldn't seem to get a playback on it.  I've seen no one else who has a score anywhere close to mine.  I've found some secret doors and secret bonuses that aren't in the hints, and yet still found it very challenging to finish on a quarter.

In short, I suggest that there are many games that tempt you to plow through them just by adding quarters.  The vast majority are just quarter eaters, and don't improve much if you try to play them frugally.  There are some, however, that you are really missing a lot on if you just keep plowing through them by adding quarters; and it is submitted for your approval, that Magic Sword is one.

I'm not saying it couldn't have been improved.  Buying things with your gold would have been nice, but then it would have affected your health adversely, since gold brings the fairies that bring food that adds to your health.  They would have to redo the health system entirely.  Making choices early on that affect you for more than a few levels would have been good too.  Sure, it could have been more 3d, and it is downright illogical in some respects.  Since when does food heal injuries, and who expects to get gold from giant hornets and skeletons?  Who expects to get food from mummies?  It isn't about logic, but creating a playable game, and IMHO, it is very playable.  Sure, there are infinite features that the ultimate game of all time might have that every other game does not.  It is what it is, and for its time, I think it was, and is, pretty good.  So many games are derivatives of Golden Axe, or R-Type, or Street Fighter/MK or Galaxians; or are just quarter eaters, that they do not interest me much.  Once you actually get into learning how to play this one well, you see it is not much of a clone of anything else other than Rastan, and then, only distantly.
« Last Edit: February 23, 2011, 05:46:41 am by wr0x »

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Re: Magic Sword - could've been so much more
« Reply #16 on: February 22, 2011, 04:39:52 pm »
I think I still have Magic Sword sideart stuck on one of my guitar cases. I was converting a Defender cab that was already converted into MS and the sideart stickers came off in 1 piece with the heatgun, so I saved them. I was prolly building a MK1 or SFII at the time.....

emphatic

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Re: Magic Sword - could've been so much more
« Reply #17 on: February 23, 2011, 06:42:35 am »
Great work, wr0x! I never got the bug to play this, I much preferred King Of Dragons of all the "newer" CAPCOM adventure games. Black Tiger is of course one of my favourites, but I never play it anymore because 1 credit takes about 45 minutes.  :D

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Re: Magic Sword - could've been so much more
« Reply #18 on: February 23, 2011, 02:50:26 pm »
WroX (havent watchd the video, at work) is there a way to tell teh ally you are unlocking?  I liked the casters, myslef.. I cant play it throuhg on a quarter but I was not to bad back in the day.. one of the games I did like from Capcom (oh that didnt come out right).

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Re: Magic Sword - could've been so much more
« Reply #19 on: February 24, 2011, 05:04:18 pm »
Hi all,

I feel like some of you guys are really selling this game short.

Apparently. Impressive.
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emphatic

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Re: Magic Sword - could've been so much more
« Reply #20 on: February 24, 2011, 06:49:36 pm »
YAWN

 ::)

This post is akin to those, "I suck at this game, so then it must be a bad game" rants.

Erik

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Re: Magic Sword - could've been so much more
« Reply #21 on: February 24, 2011, 09:05:42 pm »
Fantastic post and video wrox!  much appreciated!   :cheers: