
This is invaluable considering some objects are only a few pixels big.Ĭontrols have been updated for touch screens, so you can tap anywhere to move Simon or to select verbs and objects. One welcome inclusion is a button that shows you the interactive spots on each screen. Simon adds three of its own verbs: “Consume,” “Wear,” and “Remove.” These are mostly superfluous, as they’re only needed for only a few specific situations. While serviceable, the game’s interface is outdated, borrowing the Monkey Island verb system where you select an action (e.g., “Look at,” “Pick up”) and then the object or person you wish to perform it on. There’s a map that lets you quickly jump between locations, but it doesn’t include all of them, so you’ll be forced to wander regardless. With a large, mazelike game world and many screens containing only one or two items, you’ll spend lots of time revisiting areas, trying to remember where you saw an object or NPC. The fetch quests require no thought whatsoever as characters will straightforwardly tell you the item they want. It’s as inane as it sounds, and solving it is a matter of dumb luck. The puzzles nearly all fall into two categories: “completely insane” and “fetch quests.” A prime example of the former is a troll who won’t let you cross his bridge until you get him some cooked goat, but then you find out all you actually have to do is engage him in conversation again once you’ve procured a whistle. Though Simon’s presentation is charismatic, the gameplay doesn’t hold up. Some tracks are quite memorable, though you’ll potentially get sick of the few that loop in each major area. The soundtrack consists of pleasant fantasy-appropriate tunes with a soft rock vibe. It’s still midi, but with markedly improved renditions of the original score (which is also included). The music has received a fresh coat of has more pizazz as well. The option to switch back to the original graphics is also available. The art in this version is enhanced, smoothing out already good-looking pixels, and is effective in making the graphics stack up well against modern 2D titles. Simon’s hunched saunter perfectly complements his aloof personality, and nearly every background contains auxiliary animation to make it feel more alive, like a wolf loping about or an eagle swooping down on its prey. The graphics are pixel art at its finest, with detailed environments varying from a village to a lush forest to snowy mountains. The game achieves an impressive level of charm mostly because of how it looks and sounds.
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It’s a deliberately throwaway approach to a run-of-the-mill fantasy quest as the game is more invested in stuffing itself full of parodies and fourth-wall-breaking jokes than any sort of narrative arc or character development. From there, the whole plot literally comes from a note he finds written by a good wizard, who pleads for Simon to rescue him from an evil wizard. Simon is a kid who discovers a magic spell book that sends him into a medieval-y dimension.

Unfortunately, given that the gameplay is dominated by fetch quests and illogical puzzles, the design leaves a lot to be desired. Like so many adventures of that era, Simon has bucketloads of charm. Although the twentieth anniversary port features enhanced graphics and music, it’s still fundamentally the same game as it was in 1993. To change these controls, use the Keymaps tab in the global or game-specific settings.Many new independent mobile titles pay homage to the point-and-click adventure genre, so it makes sense that we also get rereleases of the classic titles that inspired today’s indie developers. For more information, see the user documentation The following language choices are available when using command-line arguments or the "Language" option in the game-specific settings.
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If you have the dual version of Simon the Sorcerer 2 on CD, you will find the Windows version in the main directory of the CD and the DOS version in the DOS directory of the CD. For more information on how ScummVM uses game data files, see the user documentation.
