Moonstone:A Hard Day’s KnightMindscape, 1991Amiga and MS-DOSMindscapetried to sell aconsole portof Moonstoneto both SEGAand Nintendo,but neither ofthe companieswanted to releasea game withso much gore.A year later,Mortal Kombatwould changeeverything.The small butperfectly craftedworld map is apotpourii of lairs,villages, ancientshrines and wizardlyhangouts.Just beware ofthe red dragonon the lose.48The finger-drumming, fidget-inducing drudgeryof the loading screen has tested manya gamer’s patience down the years. Not inMoonstone. These precious moments of downtime –illustrated with such portentous quotes as “The godspause for a moment to contemplate your fate” – werea chance to gather wits, wipe down your sweat-soakedjoystick and prepare for the carnage that awaited.Moonstone is not just my favorite RPG, but myfavorite game ever. After a spine-tingling intro inwhich a red-garbed knight is initiated into the questfor the titular moonstone by a sect of druids on behalfof their deity Danu, the adventure began in earnest.Not your typical title by any means, Moonstonewas a curious mixture of genres; a Frankenstein’smonster that, astonishingly, has never been revisitedby either direct sequel nor indirect imitator. To hijacka football analogy, it’s a game of two halves – the firstbeing a fantasy map in which you move the icon ofyour knight around. Each turn you can move a bit andperform an action, such as attacking other knights,investigating lairs, pestering wizards, gambling awayyour hard-gotten gold and so on.This first half was patently influenced by boardgames like Talisman and Dark Tower. From AD&Dcame elements like purchasing swords and armor,finding magical scrolls and potions or using XP toraise stats like Strength and Constitution. Up to fourhuman players could quest to find the moonstone,leading to memorable multiplayer sessions litteredwith back-stabbings, betrayals, unstable alliances, acouple of thousand beheadings and some of my mostcherished childhood memories.So far, so predictable? Possibly. But players mustraid monsters’ lairs in search of the four keys to theValley of the Gods, where the moonstone (and itsguardian) rest. And when your knight enters a lair,Moonstone’s second half grabs you by the arm, ripsit clean off and proceeds to beat you to death with it.Each lair pits the player against an eclectic arrayof foes, from lion-like trogg warbeasts who impaleunwitting warriors upon their horns to skull-facedmudmen who pounce from their wetland lairs todrag unsuspecting heroes into the earth and a giant– seemingly invincible – red dragon who randomlycruises the world map and snacks on knights.Moonstone’s combat consists of insanely unforgivingbattles that fairly drenches the screen in gore.Inspired by the classic hack & slash game Barbarian,your knight can execute different combat moves bypressing the attack button together with one of eightdirections. A range of satisfyingly meaty thrusts andparries lie at your disposal, varying in power andspeed of execution. Collision detection is spot on, andas such players rarely feel cheated when they die.Timing, strategy and lightning reflexes are key,as limbs are severed, bodies hacked in two and ripenedyellow cornfields become innard-soaked charnel pitsas Moonstone’s true legacy becomes brutally clear.
“Rob [Anderson] was in discussionswith Mindscape about Moonstone 2but, because it was not release in theUS, they decided not to go forwardwith it. What happened there wasthat Toys R Us took a look at it anddecided it was too violent for them tocarry. At the time Toys R Us sold 25%of all computer games in the US, soMindscape decided they would notrelease in the US. The irony there isthat one year later Toys R Us madegonzo money selling the consoleversions of Mortal Kombat.- Todd Prescott,Moonstone’s DesignerThe fierce baloksof the northernwastes hithard, but fallharder. Bewaretheir bonecrushingstompsand brutalshakedowns.What, to my mind though, truly sets Moonstoneapart from not only its contemporaries but – heck –every other video game ever made is that intangiblequality simply known as… well, atmosphere.Whether it’s Amiga’s maestro Richard Joseph’sdread-inducing, funereal dirge that plays over eachloading screen (or, indeed, the incongruously jollyballad that signals a trip to a tavern) the sparse useof sound effects literally ripped from the Conan andRed Sonja movies (screech! roar! grunt! squirt!) or thewonderfully evocative knight and monster designs –in fact, the entire game is gorgeous – every aspect ofMoonstone begs to be committed to memory.The sparse, subtle narrative feels unsubstantial,wrath-like, scary. The fantasy world, a sort of pseudoDark Age Britain (if, indeed, the olde isle I call homeever hosted hulking Baloks, bestial Troggs andMedusa-like demons) is a far cry from the happyclappyhigh fantasy that usually permeates the genre.Why, then, did so few recognize this? Moonstonewas a critical curate’s egg and a commercial failure,only ever achieving – at best – a certain cult notoriety.In a pre-Mortal Kombat world, its extreme violenceshocked and dismayed. Gamers stayed away and USretailers refused to sell it. What a terrible shame.Is Moonstone’s gore over the top? Undeniably. Isit tasteless? Possibly. Is it tongue in cheek? Crucially!The game’s creator, Rob Anderson, cites LooneyTunes cartoons as a principal combat inspiration. Thegame’s black knights (and their amusing penchant forlosing limbs) are a tip of the hat to Monty Python andthe Holy Grail. Even the eyebrow-raising subtitle is aquirky nod to the iconic Beatles tune.Moonstone, then, is as misunderstood as it iscriminally underrated. Almost a quarter of a centuryafter its release, the game is finally garnering long dueacclaim, and there’s even talk of a Kickstarter-fundedremake on the horizon. Danu be praised! RTMath the wizard is a generous sort, sharing various gifts,but test his patience and you might be turned into a toad!Some players believed the red dragon was unbeatable.A few magical talismans can make him a lot easier.49
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