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Sword of Saros
Name:
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Sword of Saros
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Company: |
Starpath / Arcadia
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Model #:
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AR-4201 |
Programmers:
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Jon Leupp & Stephen Landrum
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Year: |
1983 |
Released?
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Yes
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Notes:
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Only available by
mail order
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Although the decade had started brightly for the Atari 2600,
as the 80's wore on fortunes started to change. Towards
the end of 1983 the Atari 2600 market had become flooded with
seemingly every major company starting a games division and
pumping out cartridges. Retailers could only stock so many
games and worse yet, gamers only had so much money to
spend. By 1984 the market had entered into a state of free
fall which wouldn't recover for several years. During this
time Arcadia (renamed Starpath due to a copyright dispute with
Emerson and their Arcadia 2001 game system) was still in the
process of making high quality game for their Supercharger add
on. Unfortunately with the market deteriorating so badly
sales had started to to falter and their last few games (The
Official Frogger, Rabbit Transit, and Party Mix), saw little
time on store shelves. By the time Sword of Saros and
Survival Island were finished, Starpath had become a mail order
only company trying to clear out their old inventory and keep
the lights on. Because of this Sword of Saros and Survival
Island were only sold through mail order with black and white
manuals in ziplock baggies.
Sword of Saros is one of Starpath's more ambitious titles.
The game consists of three different screens: The Maze, The
Treasure Room, and the Wizard Battle. Although it may sound
like an RPG, Sword of Saros is more of a fantasy themed action
game with some light RPG elements sprinkled in. Think of
Sword of Saros as cross between Escape From the Mindmaster and
Dragonstomper. Your goal is to make your way through all
seven mazes and find all the pieces to the titular Sword of Saros.
The maze is where you'll be spending most of your time so
you might as well become better acquainted with it. There
are seven different mazes (levels) in the game with eight treasure
rooms per maze. The mazes are randomly generated each game,
so you can't cheat by using a guide. On the first two levels
you'll see the entire maze all at once which makes them fairly
easy to navigate. On levels three and four you'll only see
the part of the maze right around you due to the 'Wizards magic'
but at least you can see where you've been. On the last few
levels you can only see the area around you AND the areas you've
already been will cover back up once you move far enough
away. This makes getting through the maze quite difficult if
you don't make a map. The goal of the maze is to get through
the rooms and make it to the exit. Of course you wont be
able to just wander the maze unmolested...
Also wandering the maze are the Wizard and his
'Tracker Bats'. The Wizard will spend his time
actively searching for you while his bats (which are basically the
Wizard's familiar) will randomly wander about the maze. If
the Wizard sees you he will immediately start following you until
you escape into a room, find the exit, or are forced into a battle
(more on that later). If the Tracker Bats find you the
Wizard will teleport to their location and start following you bu
the bats themselves cannot hurt you. Occasionally the Wizard
will teleport to a random location in the maze, when this happens
you'll hear a sound.
Now would be a good time to talk about your
stats. You can see your status (and pause the game) at any
time in the maze by pressing the fire button. On the stats
screen you'll see your life points (you start with 25 which is
also the max), all the items you've picked up so far, the amount
of gold you have, and any pieces of the sword you've found.
To use an item, select it and press the fire button. Gold
and keys will be used automatically when the situation
arises (gold can only be used on the last level to bribe
monsters and keys will automatically open doors in rooms).
Items , keys, and gold can be found in the Treasure Rooms which
you'll need to raid to stand a chance at winning the game.
There are eight different items in Sword of Saros:
Gold |
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Used for bribing monsters on the final level
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Gem |
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If you collect 9 gems you can use them to create
one or more of each item
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Lamp
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Makes the entire maze
visible
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Potion
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Recovers 4 to 7 life points
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Cross
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Causes the Wizard and Tracker Bats to run away
from you for a time
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Scroll
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Lets you see the Wizard and the Tracker Bats in
the maze even when that portion of the maze isn't visible
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Ring
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Causes you to be invisible to the Wizard and the
Tracker Bats
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Key
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Allows you to move through doors. You'll
lose all the extra keys you have when you go to a new
level
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After wandering the maze for a bit you'll
eventually find one of the Treasure Rooms. These rooms are
where you can stock up on all the things you're going to need to
get through the maze and the rest of the game. Treasure
Rooms look like open areas in the maze and will automatically be
entered when you step into the area. Each Treasure Room has
six alcoves with a random treasure in them that you can grab by
waiting in front of it for a second or two (you can't grab an item
if you already have 9 of them). In each Treasure Room you'll
see a guardian monster which will move around the room trying to
touch you. There are several different kinds of guardians,
but they all act the same (except for the spider which can fire a
web above or below itself for some reason). If the monster
touches you you'll be stunned for a few seconds and lose from 1 to
5 life points. You have no weapons in this game so you're
only defense when in a room is to run around and avoid the monster
while attempting to grab the treasures. This can be quite
difficult on the higher levels as the monsters get faster and
faster and you'll have to lead them around the room a few times in
a circular pattern before you'll have enough space between you to
grab a treasure. To exit a room you'll need to push up in
one of the corners (there are no visible doors) and you'll be
deposited back in the maze on the same side of the room you exited
from. Keep in mind that both you and the monsters move in an
odd jerky motion that can take a little getting used to.
As you move around the maze exploring the rooms
you'll notice that in one Treasure Room in each maze has one or
more doors in its alcoves. If you've picked up a key the
door will be open and you can try your luck. If you've found
the correct door you'll earn a piece of the sword and exit to the
next level. If not, you'll waste a key and reveal a random
treasure. The room that contains the door and the door in
the room that leads to the next level are completely random.
You may find the room right away near your starting position or it
may be in the furthest corner of the map. You'll never know
until you start exploring.
No matter how diligently you play, eventually the
Wizard is going to find you and force you into a battle. The
Wizard Battle screen is rather odd. You start at the bottom
of the screen and a large figure of the Wizard appears at the
top. The Wizard will then start summoning skeletons that
will move down the screen, weaving back and forth. If a
skeleton touches you you will lose 1 to 4 life points in addition
to the 1 to 5 life points you automatically lose when the Wizard
Battle starts. If you can successfully make your way to the
top of the screen where the Wizard is standing the battle will end
and the Wizard will teleport back to where the Tracker Bats are
and start looking for you again. On this screen you move
faster when you're moving diagonally than when moving straight up,
so use this to your advantage.
The final level of the dungeon is a
little different. Instead of finding items in each room,
you'll only see open doors. Here you must pick the random
door that you hope leads to the exit, otherwise you'll have to try
another door or another room. You'll notice that the
monsters on this level are content to just chill in the center of
the room as long as you have 100 gold on you. Each time you
try a door it will cost you another 100 gold to keep the monster
from attacking you. This is the only time gold is used in
the game, so you'd better be extremely lucky or have a lot of it
on hand. If you run out of gold you'll have to contend with
an extremely fast monster chasing you around the screen while you
try to open random doors. This final level is the weakest
part of the game as it relies on nothing but dumb luck. If
you manage to find the right door in the right room you'll be
presented with a picture of your stats, the completed sword, and
your final ranking which will be Wizard as you've completed the
game. You can get other ranks (such as Necromancer)
depending on how many pieces of the sword you found before dying.
Sword of Saros is an interesting game,
but it feels like a collection of random ideas that were thrown
together and never quite gelled. The graphics are rather
nice (although your character looks a little squat on the Treasure
Room and Wizard Battle screens), but sounds are sparse. The
biggest problem may be that the Treasure Room portions of the game
(where you spend much of the game) are rather dull. Your
character has no defenses and has to run helplessly around the
room several times before having enough distance between the
player and monster to grab a treasure. Dragonfire had the
same concept, but implemented it much better. On the other
hand Sword of Saros is a long game that will keep you busy for
awhile and is fun while it lasts. It's a shame that it
didn't see a wide release because it shows just how far the 2600
could be pushed with a little effort (and a whole lot of RAM).
Version |
Cart Text |
Description |
6/15/83 |
Sword of Saros June 15th, 1983
Incomplete! For Demo Only!
Copyright 1983 Starpath
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WIP version
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8/5/83
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Sword of Saros Aug 5, 1983
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Late WIP version
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