Saturday, 1 April 2023
Simon the Sorcerer - Final(ly) Rating
Tuesday, 4 October 2022
Simon the Sorcerer – WON!
Last time I took a break having solved all of the puzzles and finished all of the fetch quests in the game's rather large overworld. I thought I might be ready for the endgame but didn’t think it would be that straightforward. Actually I thought I’d just try to enter the tower and get the lay of the land without taking screenshots or completing my map – and then it was all over in about 80 minutes. Thus I had to replay the whole section for this post but as it’s quite short that was not a problem.
First I had to figure out how to enter the tower. As you can see above there’s a fiery pit separating me from the entrance. I had just obtained the witch’s broom so it wasn’t much of a puzzle. Simon mounted it, winked at me and flew straight into the stone doors. But I had still made it in one piece. Now that I was closer Simon was able to discern that the doors were big, heavy, magically enchanted, and wouldn’t budge. I remembered that somebody in the game had told me how to enter the tower in the very beginning so I went over my notes and found one that said the druid might be able to help. I went back to the druid but he just said hello and offered no dialogue options, behaving as if I had no further business with him. I also stopped by the Drunken Druid (this game’s SCUMM bar) but the wizards wouldn’t talk to me anymore either. Finally the valkyries confirmed (although I’m quite sure that I had first heard it from the wizards) that the druid might be able to help if somebody wanted to enter the tower. I then realised how stupid I had been.
A few hours ago I picked up some frogsbane on Skull Island because the druid had asked me to. When I brought it back to him he gave me a green potion labelled “DRINK ME” in return. Now I understood I had to consume this if I wanted to enter the tower. The Alice reference didn’t end there. Simon shrank to the size of a mouse, lost all of his belongings in the process and entered the tower through a small crack. Inside I was reunited with my dog who just carried me to the next room which turned out to be...a giant garden.
Friday, 23 September 2022
Simon the Sorcerer – Get Rich or Die Tryin’
Written by Will Moczarski
Three hours. Three...hours. Yes, you got that right. Three hours of walking all over the game world, trying to find a new hotspot or anything that relates to any of the fetch quests I still had to solve. That was when I noticed that I had revisited most of the screens but not all of them. I never thought about going back to Rapunzel’s tower because that puzzle felt all but solved. But there it was, a massive hotspot called “floorboards” taking up about a fifth of the screen. When I examined it Simon told me they were “solid looking wooden floorboards”. The rest was kind of easy. I did the obvious by dropping the woodworm and they chewed their way through the floor, causing me to land one floor below, then leaving behind another hole in front of me. Luckily I was carrying a ladder and thus the hole was not an obstacle. I emerged in a cave-like room with a tomb propped up against the left wall. When I opened it Simon remarked that the tomb was full of bandages but then he came face to face with a mummy carrying some sort of wand. I had some fairly humourous dialogue options but all of them just came out as “Aaargh!” (you know, like that time Guybrush first met Elaine on Monkey Island).
Tuesday, 6 September 2022
Simon the Sorcerer: No Money Mo' Problems
Obviously it has been some time since I last played Simon the Sorcerer so I decided to start over and make a proper map. I enjoy mapping a lot so it hasn’t been a big hassle and when I started mapping I wondered why I hadn’t done it before. The world seemed so much more coherent now. Also I had always been confused by the close proximity of the dwarf mine and the goblin jail so only then did I discover that they were completely separate environments at all, sharing but one common feature: they’re both situated underground.
The 2 hours I spent retracing my previous steps were also well spent because I discovered a couple more items and things to do. First of all there’s a small rock on the screen called the “centre of the forest”. It’s not that small but it’s the same colour as its surroundings which is why I have missed it. This time I accidentally hovered above its hotspot with the cursor and thus was able to pick it up and discover the secret message underneath: “beer”. This didn’t help me at first but then I noticed – as mentioned above – that the dwarf mine is not the goblin jail. To be fair it would totally make sense geographically but I must have read the dialogue inside the dwarf mine in passing only because the guard clearly tells me that I’m not a dwarf. Reading my previous post (and some of my older notes) I actually wrote down that I should find a way to dress like a dwarf to enter the mine but somehow I still must have confused dwarves and goblins somehow. Amateur hour at the adventurers guild, right?
When you do read the dialogue more carefully the guard gives you another hint: dwarves have beards. I need to get (or grow) a beard somehow. It’s a good thing that I was already carrying a beard at this point. Why? Because I examined the “Drunken Druid” more closely, too, and figured out that there was a dwarf who was so drunk that he’d fallen asleep so I could cut off his beard with the scissors. Now I don’t mean to harp on it but...well, maybe I do. This is one more puzzle that reminds me a lot of another one from Monkey Island 2 (sawing off the wooden leg when one of the three pirates is asleep). When I cut off the beard I had no clue what I might need it for but after the conversation with the guard it all became clear.
Friday, 24 June 2022
Simon the Sorcerer - Quest for Whimsy
Written by Will Moczarski
We’re back with our clumsy protagonist in the charming fantasy world of… does it even have a name? Whatever the case, we explored the eastern half of the map last time around and this time I’ll take a scrutinous look at the southern part. First I come across a scantily dressed barbarian who is crying bitterly because he has a thorn stuck in his right foot. I pull it out for him and he is actually very thankful, handing me a whistle I can use whenever I might be in trouble – he will then return the favour. “What a nice guy”, Simon remarks, and rightly so. So far I haven’t been in trouble. I have not even run across a single puzzle. But I’m sure it will come in handy.
Next I find a tree stump, and this jogs some serious memories. When I pass the stump it starts talking to me, pestering me for some spare wood. Turns out I can talk to the woodworm who live inside the stump. I remember that I found this very funny and clever way back when but now...eh. It’s okay, I guess. The main joke is that Simon thinks that he’s talking to a tree stump while he is actually talking to the woodworm and they subsequently make fun of him because he thought he was talking to a tree stump. Ah, you had to be there, I guess. The woodworm want some wood from us so we’re left with yet another fetch quest. Simon won’t hand the ladder to the woodworm and since I don’t have any other wooden items yet we’ll just have to wait.
Wednesday, 11 May 2022
Simon the Sorcerer - Rules of Enchantment
Written by Will Moczarski
And so it's on. Simon the Sorcerer begins with a very long opening sequence which is reminiscent of the one in Monkey Island 2: LeChuck’s Revenge. First, there’s the opening credits. They’re accompanied by Simon pulling things – and the actual credits – out of his hat, accompanied by his wry comments. The animations look a lot like those in Monkey Island 2 as well.
The second part of the opening sequence begins in Simon’s attic where his dog opens a mysterious chest and gets trapped in it. Simon leaves his bedroom and climbs up into the attic, frees his dog and finds a strange book inside the chest. When he drops it he accidentally opens up a portal to another world.
Wednesday, 20 April 2022
Game 129: Simon the Sorcerer (1993) – Introduction
Written by Will Moczarski
Things were simpler in 1993. LucasArts was still churning out amazing adventure games and no-one saw the death of the genre coming. Granted, FMV games and Myst were slowly chipping away at the genre's reputation but the core of the point & click experience was largely intact. Now some games used a simplified interface while others still followed the model that had been established with the SCUMM engine in 1987 – an interface that could be understood as a graphical representation of the parser that had fueled so many text adventures. Simon the Sorcerer was one of the many games that copied the LucasArts formula using a very similar verb list but games like this would soon feel like roadblocks on the way to the casual adventure game of the mid-1990’s. However, in 1993 this was all fair game.
Another common wisdom that remained true from the mid-1990’s until 2002 was that there were two Simon the Sorcerer games (and two only) and people would tell you “eh...they’re good”. Some people loved them, some people didn’t quite feel they were the bee’s knees but on the whole they were regarded as quality point & click adventure games. Then the series shared the fate of so many others and got some rather unfortunate late sequels. The less said about them the better.
One of the most interesting tidbits about Simon the Sorcerer – albeit with relatively little effect on the actual gameplay experience, I reckon – is that it unites two of the most important early adventure game brands: Adventure Soft and Infocom. Infocom? That’s right, Activision used the brand of the now-defunct company they’d bought and (at least helped to) run into the ground to market this British game in the United States. And Adventure Soft? Well, that’s a hell of a story.






