Ironsword: Wizards & Warriors II

Last updated

Ironsword: Wizards & Warriors II
Ironsword cover.png
Box art of Ironsword: Wizards & Warriors II. Italian model Fabio Lanzoni portrays the protagonist Kuros on the game’s cover, but he does not make an in-game appearance.
Developer(s) Zippo Games
Publisher(s) Acclaim Entertainment
Designer(s) Ste Pickford
Steve Hughes
Programmer(s) Steve Hughes
Artist(s) Ste Pickford
Tim Stamper
Composer(s) David Wise
Release
  • NA: December 1989
  • EU: March 27, 1991
Genre(s) Platform
Mode(s) Single-player

Ironsword: Wizards & Warriors II (also known as Wizards and Warriors II: Ironsword) is an action platform video game developed by Zippo Games and published by Acclaim Entertainment for the Nintendo Entertainment System. It was released in North America in December 1989 and in Europe on March 27, 1991. It is the sequel to Rare's 1987 title Wizards & Warriors . In Ironsword, the player controls the knight warrior Kuros as he ventures in the land of Sindarin. He must defeat the evil wizard Malkil, who has assumed the elemental forms of Earth, Wind, Fire, and Water. Kuros must collect the parts of and assemble the legendary "IronSword" in order to defeat Malkil, who resides at the top of IceFire Mountain.

Contents

The game was fairly well-received, selling 500,000 copies in North America and 50,000 copies in Europe. It received praise for its size, graphics and sound, detailed characters and bosses, and gameplay, with criticism for its lack of originality. Rare responded positively to the game, which led to Zippo Games being contracted to develop games for Rare such as Solar Jetman: Hunt for the Golden Warpship and Wizards & Warriors III: Kuros: Visions of Power , eventually being folded into the company as Rare Manchester.

Gameplay

Ironsword: Wizards & Warriors II is a platforming video game in which the player controls the renowned warrior Kuros as he explores the land of Sindarin to defeat the evil wizard Malkil. This time, Malkil has taken the form of the four "Elementals", based on the classical Greek elements – Earth, Wind, Fire, and Water – to stop Kuros in his quest. The objective is to assemble the legendary "IronSword"  the only weapon that can defeat Malkil  and defeat the evil wizard who lies at the peak of IceFire Mountain. [1] In the game, players can move Kuros left or right, or make him crouch with the control pad; the buttons allow Kuros to jump, to use his sword or a magic spell to defeat enemies, to access the "Magic Spell Screen", or to pause the game. Kuros has a life meter that decreases every time he sustains damage from an enemy or a dangerous projectile, or if he falls for too long a distance. Along the way, players can collect chicken and brew to replenish Kuros's life meter. Kuros loses a life when his life meter runs out, and the game ends when he loses all his lives. However, players may continue and restart the game where they left off up to two times. The continue feature would normally be disabled after the player had completed the earth domain, [1] but due to an in-game bug, the player actually loses the continue function immediately upon merely setting foot in the domain.

Kuros battles the game's first boss, the Wind Elemental. In developing the game's bosses, Ste Pickford tried to fill as much of the screen and to use as few moving sprites as possible. Ironsword.png
Kuros battles the game's first boss, the Wind Elemental. In developing the game's bosses, Ste Pickford tried to fill as much of the screen and to use as few moving sprites as possible.

Ironsword: Wizards & Warriors II consists of four levels called "domains," each named after the four elementals. In each domain, Kuros must find a golden artifact that belongs to the domain's "Animal King" and return it to him. Upon doing so, the path to the second part of the domain will appear. In the second part, Kuros must find the magic spell necessary to defeat the boss – the domain's Elemental. Without the spell, it is impossible to damage the boss, or even remain in the room with him. Once the elemental in each stage has been destroyed, Kuros obtains a piece of the IronSword, which is needed for the final battle on Icefire Mountain. [1] Throughout the game, players must collect items, spells, and money to progress. Money helps buy magic spells, more powerful weapons, shields, helmets, keys to open locked treasure chests, and additional food. Treasure chests  located throughout the game  can contain one of the following items: Additional money, magic spells, or weapon and armor upgrades. In each domain, players can visit inns where they can buy food, keys, or items; they may also participate in a "Bonus chance" game where they may gamble their money to see which cup a bouncing skull will fall into. [1]

In the game, magic spells help against enemies and Elemental bosses; some are bought, while others must be found. Magic spells include "The Familiar Spell," which turns enemies into money and helps retrieve golden objects, the "Dragon Tooth Spell," which turns enemies into food, the "Veil of Slumber Spell," which slows down enemies, the "Silver Fleece Spell," which makes Kuros temporarily invincible, and the "Water Spout Spell," which creates an upward column of water that allows Kuros to reach high places. Each spell has a limited number of uses before it vanishes from the player's inventory. Other magic spells are necessary to defeat the Elemental bosses. These spells are found in each of the four domains, and include "Windbane," "Blightwater," "Firesmite" and "Earthscorch." These spells can be used only in the corresponding levels in which they are obtained, and each consumes magic upon use. Players can obtain additional magic by collecting small, floating, gold bubbles that appear randomly [1] or are triggered by the player's proximity to secret locations.

Players may also increase their score by defeating enemies or collecting items. Hidden along the way are the "Relics of Sindarin," which are worth many points when collected; these consist of a book, cross, gauntlet, and ring. At the end of the game, players with a high enough score can place their names in the "IronSword Hall of Fame." However, the list resets when the console is turned off. [1] The game also includes a password feature in which players can obtain a password from the "Magic Spell Screen" to use to continue the game at a later time, even after the console has been turned off. [2]

Development

Ironsword: Wizards & Warriors II was developed by UK-based computer game company Zippo Games, headed by Ste and John Pickford; this was the first game Zippo developed for fellow UK-based video game company Rare. At the time, Zippo Games had just completed a previous game titled Cosmic Pirate - a game that was published by Palace Software and released for the Commodore 64, Atari ST, and Amiga in 1988. New to the technical capabilities of the Nintendo Entertainment System, the Pickford brothers visited Rare and were pleased with their NES library, though they thought they were backtracking by deciding to develop games for the console. According to Ste Pickford: "The NES seemed primitive by comparison, sub-Commodore 64. But the games were ten times better than everything being released for home computers, which we appreciated, and we wanted to try to make games as good as that." Rare decided to hire Zippo Games to develop this Wizards & Warriors sequel; Pickford remarked: "Rare showed us Wizards & Warriors and asked us to develop the sequel, and pretty much left us to it." Rare felt that Zippo Games was trustworthy enough to develop the sequel without much help from them. [3]

Development started in early 1989, when the Pickford brothers were still learning about the NES and what it could do. At the same time, as being new to developing console video games, they were also learning about the market aspects and Nintendo's policies and restrictions on games. Feeling that the graphics in most of the games in the NES library were poor, they placed emphasis on the graphics and animation. Pickford was particularly pleased with the animation of the enemy eagles and their movement. Rare assisted with the sound, and all of the game's background music was composed by video game composer David Wise, who Pickford said "did a fantastic job on IronSword". [3] As far as gameplay was concerned, they tried to expand upon its predecessor, introducing more adventure-based gameplay and additional RPG elements such as magic, inns, and money. [3]

Graphics and animation

Ste Pickford developed the gameplay map for Ironsword. According to him, he basically copied the map that was used in a conversion port of Ghosts 'n Goblins that he developed a couple of years earlier. [4] Moreover, the Pickford brothers were trying to resemble Ghosts 'n Goblins and similar games by Capcom as part of their attempt to earn the rights to develop the game from Rare. For the map screen, Ste Pickford used specific character data in the ROM itself, used the font from elsewhere in the data that was inserted separately, and overlaid the Elementals' floating heads over the top of the graphic. According to Pickford: "The job of graphic was always about 30% drawing, and about 70% fiddly technical stuff (which was why so many terrible artists – people who couldn't draw at all – made decent video game artists back then, if they could manage the technical side of things well enough)." [5]

In developing the game's graphics, Ste Pickford translated black and white sketches into the character maps in the game. For the bosses, the plan was to use the entire screen while involving as few moving sprites as possible "to fool the player into thinking the whole thing was alive". [6] The same was done with the "Dragon King", which was not one of the game's bosses; the dragon's head and neck were composed of sprites, while the rest of the body was considered part of the background. The dragon's neck stretched out vertically due to NES hardware sprite limitations horizontally. [7]

The animation of the eagle (the "Eagle King") that transports Kuros to the Wind Elemental was one of Ste Pickford's first graphics which he drew for the NES. It was done in Deluxe Paint for the Amiga with sketching done by mouse - without assistance from graphics tablets or other scanners. He took eagle drawings from a book on animals in motion by Eadweard Muybridge. Pickford wanted to show off the possible graphical capabilities of the NES; he said, "I wanted to do something 'flashy' early in the game, trying to show off my amazing graphic art skills on the rather primitive NES. We were working on Amiga and ST games at the same time, so were always trying to push the NES with bigger and better graphics, right from the start of our work on the machine." The eagle consisted of only three colors and between 11 and 17 sprites per frame of animation. There was a smaller version of the same eagle, which was used as a regular enemy in that level. [8]

Development of the game's title screen was inspired by loading screens that were used in most computer games at the time; the objective was to create a nice-looking graphic while waiting for the game to load, even though the NES, more rooted in arcade traditions, did not require that. Pickford spent most of his character space on the title screen image; he was limited in the number of available colors due to the more limited graphic capabilities of the NES (as opposed to most home computers), as it was more designed for scrolling and animation and not for stationary graphics. The sword in the title screen used character sprites and used a different palette from the picture of Kuros himself; the sword had to be vertical as the NES hardware did not allow for too many sprites horizontally. Pickford planned to use, and completed, an Ironsword logo of his own when Acclaim made him use their planned logo, which he said "was a bit more bland and blocky, with detail that didn't work very well at such a low pixel resolution". [9]

Release

Fabio in 2014. For Ironsword's front cover, he posed bare-chested and without armor, which Ste Pickford found unsuitable for a game about a knight. Fabio Lanzoni 2014.jpg
Fabio in 2014. For Ironsword's front cover, he posed bare-chested and without armor, which Ste Pickford found unsuitable for a game about a knight.

Ironsword: Wizards & Warriors II was first unveiled in North America as part of the 1989 Winter Consumer Electronics Show in Las Vegas, Nevada and was displayed with other games to be released later that year by Acclaim. [10] It was mentioned as a future game in the May 1989 premiere issue of video gaming magazine Electronic Gaming Monthly . [11] It was also covered in GamePro 's premiere issue the same month. [12] Finally, it was previewed by Nintendo Power in its July–August 1989 issue. [13]

For the game's cover, Acclaim hired Italian male model Fabio Lanzoni to pose as Kuros; Fabio was presented on the cover bare-chested and without armor. When Zippo Games saw the image of the cover a week prior to its release, they were perplexed. According to Ste Pickford, "Our jaws hit the floor when we first saw this image (which was, being merely the developers, probably about a week before the game's release). Why on earth did they choose a photograph of a bare-chested barbarian to promote a game starring a knight in shining armour?". [14] Pickford added that "We used it as an example of the lack of imagination of Americans", while suggesting that having an actual suit or armor would be too costly to use for a photo shoot. [3] Ironsword: Wizards & Warriors II was released by Acclaim for the NES in North America in December 1989 [15] and in Europe and Australia in 1991. [16] It managed to sell about 500,000 copies in North America and about 50,000 copies in Europe. Following the game's release, Zippo Games would proceed to develop its next game for Rare, Solar Jetman: Hunt for the Golden Warpship ; they would eventually also release the third installment in the Wizards & Warriors series, Wizards & Warriors III: Kuros: Visions of Power . [3]

The television advertisement consisted of a boy who is shown playing the first Wizards & Warriors game when a Conan the Barbarian-lookalike enters his room after having defeated a monster and hands him a copy of Ironsword. After describing the brief plot and shortly showing clips of the game, the Conan-lookalike leaves his room while exclaiming, "The fate of the world is in your hands! Back vile beast!". At the end of the commercial, after briefly playing Ironsword, the boy opens the door in his room, only to find his dog, who now has smoke coming from his behind. [3]

Reception

Ironsword: Wizards & Warriors II was initially reviewed and received positive ratings in the June 1989 issue of Electronic Gaming Monthly . Steve Harris said that the game was very large and expansive, noting that it "is so big, and has so much to offer, most of the competition pales by comparison". Ed Semrad called the game "a worthy sequel that fortunately is better than the original", similarly noting the game's size as well as difficulty. Donn Nauert appreciated the game's good graphics which complement the adventure theme, but he noted that some of the precise movements that are required in various areas may cause some frustration in gameplay. Jim Allee praised all the aspects of the game, saying "if you liked Wizards & Warriors, you'll love Ironsword". All four reviewers lauded the game's involving gameplay and graphics. [17]

The game would also be featured in the magazine's September 1989 issue, in which it was named the magazine's "Game of the Month"; it also featured the game's box art, with Fabio, on the cover. The reviewers, the U.S. National Video Game Team, noted that the game was superior to its predecessor as well as other games released at the time, noting that it was particularly better than Castlevania II: Simon's Quest . They praised its well-detailed and thought-out graphics, the inclusion of well-drawn out large bosses and supporting characters, the sound which "has an eerie tone that sets the mood for the whole game", and additional features which expanded upon the game's predecessor. They concluded that Ironsword was "one of the most welcome Nintendo Entertainment System games in a long time". [2] The game was also one of the featured games in the November–December 1989 issue of Nintendo Power, where it received six pages of coverage and featured a poster of the game. [19] Game Players magazine awarded Ironsword the "Game Player's NES Excellence Award" as one of the best games for the console in 1990. [20]

The game was also featured in UK-based magazine Mean Machines in May 1991. Matt Regan said that he was not impressed with the game, saying that similar platforming games such as DuckTales and Gremlins 2: The New Batch were superior to Ironsword and had a more original approach in gameplay. He also criticized the fact that players cannot hit enemies while in mid-air. However, he noted the game's good gameplay. Julian Rignall also said that the game was fun, but it was not spectacular. However, just as Regan noted, Rignall said that the game did not offer anything special like with better titles such as Mega Man 2 or Super Mario Bros. 2 . However, he noted the game's good graphics and challenge, though both noted that the backgrounds "are slightly bland". Both reviewers said the game was well-presented with good introductions and a password mode, easy controls, fair challenge, and "fairly good tunes and effects which fit the action well". Overall, they said that Ironsword was "a fun but ultimately limited game that will appeal to platform fans". [18]

Ironsword: Wizards & Warriors II was listed at #64 in IGN's list of "Top 100 NES Games". Reviewer Sam Claiborn said that the game was more expansive than its predecessor and that it featured many of the good graphics, gameplay, and usage of Middle English. He also noted that "Fabio's bare-breasted likeness smoldering on IronSword's cover art that made this game a smash hit with kids and moms alike". [21] Website GamesRadar praised the game's music, especially the title theme; Brett Elston said it set a serious tone for the game, saying "its heavy, droning beats mix with a fantasy-minded melody that make it sound like a funeral dirge in the Shire". [22]

The game's cover, which features Fabio, has received significant coverage from many gaming websites. IGN listed Ironsword as having one of the most notable covers in video game history, listing its cover as the 2nd best of all time behind Ninja Golf . [23] Conversely, 1UP.com listed Ironsword as having one of the worst covers of all time, comparing it to the cover for Mega Man . [24] GameSpy listed it as the 4th worst video game cover in history, saying that "thanks to the presence of Fabio on the cover, gamers got confused and thought they had accidentally picked up one of their mom's romance novels". [25] In a retrospective of the NES for the console's 25th anniversary, Nintendo Power wrote that "the game's quality will be forever overshadowed by Acclaim's choice of Fabio as the cover model". [26]

Related Research Articles

<i>Crystalis</i> 1990 video game

Crystalis is a 1990 action role-playing action-adventure video game produced by SNK for the Nintendo Entertainment System. The original Nintendo Entertainment System version has been re-released via the SNK 40th Anniversary Collection on Nintendo Switch, PlayStation 4, Windows, and Xbox One.

<i>Secret of Mana</i> 1993 video game

Secret of Mana, originally released in Japan as Seiken Densetsu 2, is a 1993 action role-playing game developed and published by Square for the Super Nintendo Entertainment System. It is the sequel to the 1991 game Seiken Densetsu, released in North America as Final Fantasy Adventure and in Europe as Mystic Quest, and it was the first Seiken Densetsu title to be marketed as part of the Mana series rather than the Final Fantasy series. Set in a high fantasy universe, the game follows three heroes as they attempt to prevent an empire from conquering the world with the power of an ancient flying fortress.

<i>Zelda II: The Adventure of Link</i> 1987 video game

Zelda II: The Adventure of Link is an action role-playing game developed and published by Nintendo. It is the second installment in the Legend of Zelda series and was released in Japan for the Famicom Disk System on January 14, 1987—less than one year after the Japanese release and seven months before the North American release of the original The Legend of Zelda. Zelda II was released in North America and the PAL region for the Nintendo Entertainment System in late 1988, almost two years after its initial release in Japan.

<i>Plok!</i> 1993 video game

Plok! is a side-scrolling platform game developed by British studio Software Creations using concepts and characters created and owned by Ste and John Pickford. It was released for the Super Nintendo Entertainment System (SNES) in late 1993 by Tradewest in North America, Nintendo in Europe, and Activision in Japan. Players portray the hood-headed titular protagonist, the king of the island Akrillic who is protecting it from fleas spawned by the Flea Queen, who is under the island's ground, as well as other bosses trying to overthrow Plok's power. His versatility lies in his four separable limbs, which can be used to shoot at targets and enemies, and several power-ups scattered throughout its colorful stages as "presents."

<i>Solar Jetman</i> 1990 NES game

Solar Jetman: Hunt for the Golden Warpship is a multidirectional shooter video game developed by Zippo Games and Rare and published by Tradewest for the Nintendo Entertainment System. It was released in North America on 14 October 1990 and in Europe by Nintendo on 26 September 1991. The game is the third installment of the Jetman series and was later re-released by Nintendo for their NES-based PlayChoice-10 arcade system in the United States in 1990.

<i>Super R.C. Pro-Am</i> 1991 video game

Super R.C. Pro-Am is a racing video game developed by Rare and published by Nintendo for the Game Boy. It was released in North America in June 1991 and in Europe on April 23, 1992; it was re-released in 1998 as part of Nintendo's Player's Choice series, which included all Game Boy titles which sold over one million copies. It is the follow-up to the Nintendo Entertainment System (NES) title R.C. Pro-Am, in which players race remote control cars from an out-of-vehicle perspective on a series of 24 tracks, avoiding obstacles and collecting items to improve performance in order to finish in the top three and qualify for the next track. The game can be played solo against three computer opponents, or two to four players can play simultaneously via the Game Link Cable or the Four Player Adapter.

<i>R.C. Pro-Am</i> 1988 video game

R.C. Pro-Am is a racing video game developed by Rare and published by Nintendo for the Nintendo Entertainment System. It was released in North America in February 1988, and then in Europe on April 15. Presented in an overhead isometric perspective, a single player races a radio-controlled car around a series of tracks in vehicular combat. Each track qualifies its top three racers for the next track. Collectible power-up items improve performance, hazards include rain puddles and oil slicks, and missiles and bombs can temporarily disable opponents. Originally titled Pro Am Racing, it was ported to the Sega Genesis in 1992 as Championship Pro-Am, an enhanced remake with enhanced graphics and additional features. R.C. Pro-Am spawned two sequels: Super R.C. Pro-Am in 1991, and R.C. Pro-Am II in 1992.

<i>Dragon Quest</i> (video game) 1986 video game

Dragon Quest, titled Dragon Warrior when initially localized to North America, is a role-playing video game developed by Chunsoft and published by Enix for the Nintendo Entertainment System. It was originally released in Japan in 1986 and by Nintendo in North America in 1989. It is the first game in the Dragon Quest video game series. Dragon Quest has been ported and remade for several video game platforms, including the MSX, MSX2, PC-9801, Super Famicom, Game Boy Color, mobile phones, and Nintendo Switch as of 2019. The player controls the hero character who is charged with saving the Kingdom of Alefgard and rescuing its princess from the evil Dragonlord. Dragon Warrior's story became the second part in a trilogy, with several spinoff anime and manga series.

<i>The Magic of Scheherazade</i> 1987 video game

The Magic of Scheherazade is an action-adventure/role-playing video game (RPG) developed and released by Culture Brain for the Nintendo Entertainment System (NES). The game was released in 1987 in Japan and 1990 in North America. The plot is based on Middle Eastern folktales found in One Thousand and One Nights. It involves an amnesic hero traveling through time in an attempt to rescue the princess Scheherazade from the evil wizard Sabaron, who has summoned a horde of demons to bring chaos to the once peaceful land of Arabia. The Magic of Scheherazade is divided into chapters and incorporates elements of both action-adventure and RPG gameplay styles. In each chapter, the player character can freely explore an overworld in a top-down perspective. The player engages hostile enemies with various weapons and spells through both real-time solo action on the overhead map and random, turn-based battles fought alongside befriended allies.

The Power Team is an animated series that aired as a segment of the video game reviewing show Video Power during the show's first season. While there were 33 episodes in the first season of Video Power, only 26 episodes of The Power Team were produced. As a result, some episodes of The Power Team would be aired more than once. The Power Team segments were re-edited and repackaged as a stand-alone show after Video Power underwent a format change for its second season. The Power Team was directed by Steven Martiniere and Jack Olesker was the developer and story editor. The cartoon series was produced by Bohbot Entertainment.

<i>Snake Rattle n Roll</i> 1990 video game

Snake Rattle 'n' Roll is a platform video game developed by Rare. It was published by Nintendo and released for the Nintendo Entertainment System in North America in July 1990 and in Europe on March 27, 1991. The game features two snakes, Rattle and Roll, as they make their way through eleven 3D isometric levels. A Mega Drive version was released by Sega in June 1993 with an extra level. Snake Rattle 'n' Roll was developed by Rare members Tim Stamper and Mark Betteridge. The music was composed by David Wise and was inspired by "Shake, Rattle and Roll" and other 1950s-era songs.

<i>Wizards & Warriors</i> 1987 video game

Wizards & Warriors, titled Densetsu no Kishi Elrond in Japan, is an action platform video game developed by Rare and published by Acclaim Entertainment for the Nintendo Entertainment System. It was released in North America in December 1987, and in Europe on January 7, 1990. The player controls Kuros, "Knight Warrior of the Books of Excalibur", as he sets out in the Kingdom of Elrond to defeat the evil wizard Malkil. Malkil holds the princess of Elrond captive in Castle IronSpire, deep within the forests of Elrond. The player fights through forests, tunnels, and caves, while collecting keys, treasure, weapons, and magic items.

<i>Wizards & Warriors III: Kuros: Visions of Power</i> 1992 video game

Wizards & Warriors III: Kuros – Visions of Power is a platforming and adventure video game for the Nintendo Entertainment System (NES). It was developed by UK-based company Zippo Games for Rare; it was published by Acclaim Entertainment and released in North America in March 1992 and in Europe on January 21, 1993. It is the third and final installment in the Wizards & Warriors series and is the sequel to the 1989 title Ironsword: Wizards & Warriors II; it also follows the 1990 Game Boy release Wizards & Warriors X: The Fortress of Fear.

<i>Equinox</i> (1993 video game) 1993 video game

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 greater emphasis on action adventure and Mode 7 overworld map.

<i>Demon Sword</i> 1989 video game

Demon Sword is a platform game developed by TOSE and published by Taito in 1989 for the Nintendo Entertainment System.

<i>Wizards & Warriors X: The Fortress of Fear</i> 1990 video game

Wizards & Warriors X: The Fortress of Fear is a 1990 side-scrolling platforming video game developed by UK-based company Rare and published by Acclaim Entertainment for the Game Boy handheld game console. Taking place after the events in Ironsword: Wizards & Warriors II, the game features the knight warrior Kuros; he sets out to the Fortress of Fear to defeat the evil wizard Malkil, who, after 17 years of dormancy, has captured Princess Elaine and has imprisoned her there.

<i>Ninja Gaiden</i> (NES video game) 1988 video game

Ninja Gaiden, released in Japan as Ninja Ryūkenden and as Shadow Warriors in Europe, is an action-platform video game developed and published by Tecmo for the Nintendo Entertainment System. Its development and release coincided with the beat 'em up arcade version of the same name. It was released in December 1988 in Japan, in March 1989 in North America, and in August 1991 in Europe. It has been ported to several other platforms, including the PC Engine, the Super NES, and mobile phones.

<i>Swords and Serpents</i> 1990 role-playing video game

Swords and Serpents is a fantasy role-playing video game developed by Interplay Productions for the Nintendo Entertainment System. In this game, the player controls a party of four adventurers on a dungeon-crawling quest to destroy a terrible serpent. Along the way, the party encounters an onslaught of fantasy monsters and collects gold and treasure while gaining experience points needed to raise their individual attributes, as well as purchasing equipment from shops within the dungeon. Swords and Serpents focuses mainly on gameplay and contains very little plot development.

Steven Joseph Pickford and John Andrew Pickford, known collectively as Ste and John Pickford and the Pickford brothers, are English video game designers. They are the founders of the indie game company Zee-3.

<i>Final Fantasy</i> (video game) 1987 video game

Final Fantasy is a fantasy role-playing video game developed and published by Square in 1987. It is the first game in Square's Final Fantasy series, created by Hironobu Sakaguchi. Originally released for the NES, Final Fantasy was remade for several video game consoles and is frequently packaged with Final Fantasy II in video game collections. The first Final Fantasy story follows four youths called the Warriors of Light, who each carry one of their world's four elemental crystals which have been darkened by the four Elemental Fiends. Together, they quest to defeat these evil forces, restore light to the crystals, and save their world.

References

  1. 1 2 3 4 5 6 Ironsword: Wizards & Warriors II Instruction Manual. Acclaim. 1989. NES-IR-USA.
  2. 1 2 The U.S. National Video Game Team (September 1989). "Game of the Month - Ironsword". Electronic Gaming Monthly . No. 3. Lombard, IL: Sendai Publications. pp. 46–48. ISSN   1058-918X. OCLC   23857173.
  3. 1 2 3 4 5 6 "The History of Wizards & Warriors". Retro Gamer (81). Bournemouth: Imagine Publishing: 54–59. September 2010. ISSN   1742-3155. OCLC   489477015.
  4. Pickford, Ste (April 3, 2009). "Ironsword Map concept art". Zee-3. Archived from the original on September 29, 2011. Retrieved April 9, 2011.
  5. Pickford, Ste (July 14, 2009). "Ironsword Map in-game graphics". Zee-3. Archived from the original on September 29, 2011. Retrieved April 9, 2011.
  6. Pickford, Ste (August 18, 2009). "Ironsword Wind Elemental concept art". Zee-3. Archived from the original on September 29, 2011. Retrieved April 9, 2011.
  7. Pickford, Ste (August 18, 2009). "Ironsword Dragon King concept art". Zee-3. Archived from the original on September 29, 2011. Retrieved April 9, 2011.
  8. Pickford, Ste (January 8, 2009). "Ironsword Eagle working". Zee-3. Archived from the original on September 29, 2011. Retrieved April 9, 2011.
  9. Pickford, Ste (February 26, 2009). "Ironsword title screen working". Zee-3. Archived from the original on September 29, 2011. Retrieved April 9, 2011.
  10. "Nester's C.E.S. Report! 1989 International Winter Consumer Electronics Show". Nintendo Power . No. 5. Redmond, WA: Nintendo. March–April 1989. p. 18. ISSN   1041-9551. OCLC   18893582.
  11. "Preview '89". Electronic Gaming Monthly . No. 1. Lombard, IL: Sendai Publications. May 1989. p. 24. ISSN   1058-918X. OCLC   23857173.
  12. "Short ProShots". GamePro . No. 1. Belmont, CA: SuperPlay, Inc. May 1989. p. 46. ISSN   1042-8658. OCLC   19231826.
  13. "Ironsword". Nintendo Power . No. 7. Redmond, WA: Nintendo. July–August 1989. pp. 68–69. ISSN   1041-9551. OCLC   18893582.
  14. Pickford, Ste (January 29, 2009). "Irosnsword advert". Zee-3. Archived from the original on October 26, 2010. Retrieved April 9, 2011.
  15. "NES Games" (PDF). Nintendo. Archived from the original (PDF) on March 17, 2007. Retrieved July 17, 2008.
  16. "Ironsword: Wizards & Warriors II Release Information for NES". GameFAQs . Archived from the original on February 27, 2011. Retrieved April 9, 2011.
  17. 1 2 "Ironsword". Electronic Gaming Monthly . No. 2. Lombard, IL: Sendai Publications. June 1989. p. 10. ISSN   1058-918X. OCLC   23857173.
  18. 1 2 Rignall, Julian; Regan, Matt (May 1991). "Ironsword: Wizards & Warriors II". Mean Machines (8). Peterborough: EMAP: 54–56. ISSN   0960-4952. OCLC   500020318.
  19. "Ironsword". Nintendo Power . No. 9. Redmond, WA: Nintendo. November–December 1989. pp. 26–31. ISSN   1041-9551. OCLC   18893582.
  20. "Players World – Game Players Annual Awards – 1990". Game Players (20). Burlingame, CA: Imagine Publishing: 21. February 1991. ISSN   1087-2779. OCLC   34042091.
  21. Claiborn, Sam. "64. IronSword: Wizards & Warriors II". IGN . Archived from the original on March 15, 2011. Retrieved February 22, 2011.
  22. Elston, Brett (February 23, 2010). "Game music of the day: Ironsword". GamesRadar . Retrieved April 10, 2011.
  23. News & Features Team (March 27, 2007). "Top 25 Tuesday: Most Awesome Covers". IGN . Archived from the original on October 20, 2012. Retrieved April 10, 2011.
  24. Sharkey, Scott (March 30, 2007). "Hey Covers ... You Suck! 15 of the worst videogame box covers". 1UP.com . Archived from the original on August 5, 2011. Retrieved April 10, 2011.
  25. Bowen, Kevin (January 12, 2003). "Top Ten Worst Covers". GameSpy. Archived from the original on May 3, 2012. Retrieved April 10, 2011.
  26. H., Chris (November 2010). "25 Years of the NES". Nintendo Power. No. 260. Redmond, WA: Nintendo. p. 52. ISSN   1041-9551. OCLC   18893582.