Solstice ist das erste Originalspiel, das von Software Creations entwickelt wurde, das zuvor nur an konvertierten Titeln zwischen 8-Bit-Konsolen. Solstice - Nintendo [NES] Game Solstice ist ein europäisches PAL-Spiel. Sie können Solstice auf dem europäischen Nintendo NES spielen. Die Kassette von. Sonnenwende: Die Suche nach dem Stab von Demnos oder einfach Sonnenwende ist ein von Software Creations entwickeltes Puzzle-Videospiel. Es wurde von Nintendo in Europa und CSG Imagesoft in Nordamerika für das Nintendo Entertainment System.
Solstice Arena: Die tote MOBA darf endlich sterbenSolstice: The Quest For The Staff Of Demnos Nintendo NES Game Cartridge; Package Includes; One Solstice: The Quest For The Staff Of Demnos Nintendo. I've always been a big fan of isometric 3D games, and am pleased to see this style of game on a console. Solstice is very much in the classic Knightlore mould,. Zynga stellt seine Speed MOBA Solstice Arena nun auch offiziell zum August ein. Dabei hatte das Studio schon seit langer Zeit keine.
Solstice Game About This Game VideoLet's Play NES Solstice - Quest For The Staff Of Demnos
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Secret of the Solstice Outspark Official Site. Developer: DnC Entmt. Average User Rating 0 Votes. If you don't know, over the last few days, YukiTheater has been encountering several issues with all of our Video Services.
Awesomium is what allows developers to load web pages and web content in GMod, and in Cinema, it is what powers all of the theater screens and the "preview thumbnails" that you see outside of the auditoriums.
It's what powers the whole thing. Unfortunately, Awesomium is very old based on Chrome 18, which was released in and doesn't support many of the new features that power videos and multimedia in the modern age of HTML5, forcing us to use Adobe Flash Player.
Adobe Flash Player, as I'm sure you've heard, is being phased out of almost everything nowadays including YouTube, Twitch, and even entire web browsers such as Google Chrome.
This all puts us in a pretty bad situation. So what's the solution to it? Well, there's a few solutions, but anything that's permanent and easy for players and developers requires the help of GMod's devs.
The more support that we get for this, the more likely it'll be that something will be done. If you have anymore questions about this whole thing, please feel free to reply to this thread.
YukiTheater's Website has been Updated! Over the course of the last week or so, we've been working on completely redoing the website for YukiTheater.
Mainly, the front page is now full of useful information telling you just what on earth it is. The player can also collect coins that allow them to return to a certain room when all lives are lost instead of having to restart the game from the beginning.
At any point in the game, the player can access a map that chronicles any room that they have entered and indicates all possible exits; some of these exits appear on the map, but will not appear in-game until a certain task is performed.
Aside from the map, the player can view an inventory listing a percentage of the total number of rooms they have visited, as well as the total number of magic items they have found.
On the eve of the winter solstice , Morbius the Malevolent kidnaps Eleanor, Princess of Arcadia, to sacrifice her ritually and become the Evil Baron of Darkness.
Morbius' spies searched for the Staff but did not find it because it was broken into six pieces and made invisible. However, every one hundred years on the winter solstice, all six pieces become visible.
Mark Wilson, having previously worked as a programmer and a graphics artist for the company, saw Webb's proposal as an opportunity to attempt the role of a video game designer.
In spite of his personal dislike of isometric games up to that point, Wilson thought it sensible to create an isometric title as the company's first original work, as no such format had previously been attempted on the NES.
Over the course of four weeks, Wilson designed the entire game as sketches and notes on paper, often within a McDonald's on Oxford Road.
All the game's item positions and events were placed on a "master map" hand-drawn on a very large sheet of graph paper, and were based on Wilson's understanding of what the player might think or need at any particular point.
This detailed approach put Wilson at odds with Webb, who failed to see why such an amount of time would be taken to design a game as opposed to expediently inserting rooms into a map at random.
At one point, Webb presented Wilson with an alternate map created by his girlfriend the previous night, which consisted of randomly-connected empty rooms.
Out of guilt for their furious arguments and pleasure with the final product, Wilson would ultimately give Webb a co-designer credit in the game's attract mode screens.
Wilson would later regret this action; during a subsequent interview with Wilson at MicroProse , one of the interviewers falsely identified Webb as the game's sole designer.
During the game's early stages of development, the player character Shadax appeared as a nondescript purple rectangle; the Shadax sprite was eventually designed by Wilson.
On stylistic influences, Wilson stated that "All of the usual suspects at that time probably should be included as sources, from Lord of the Rings to Excalibur.
The game's music was composed by Tim Follin. The title theme's changing moods and phases were an attempt by Follin to keep the track interesting; Follin felt that the constant evolution required to keep music in general interesting was imperative in video game music due to its lack of vocals and performance at the time.
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