

Many centuries ago, the Earth was ruled by Sorcerers and Wizards. They possessed mystical powers capable of both good and evil. The most respected influences in the land were from the good Sorcerers. This fact continually disturbed the evil Wizards, and they eventually decided to use their power to conquer the countryside and enslave its people. They devised a plan to systematically eliminate the good Sorcerers by sending wave after wave of diabolical creatures to ravage the world. As the bravest of the good Sorcerers you have been asked to destroy these forces and save the planet. As a reward for your bravery: whenever you overcome or destroy a creature, you will receive a treasure. Knowing your bravery the Wizards have done everything within their power to keep you from succeeding. They don't believe you will survive their first three waves of evil, but just in case you do they have several surprises waiting, Only you can discover through bravery and talent how evil they can become. To give you more power over the Forces of Evil the good Sorcerers have provided a magical Flying Platform. When you start on your journey you should first catch this elusive platform. You can continue without it, but only the foolish would dare to do so. Once on the Flying Platform you can go anywhere on the screen to avoid or destroy the enemy. The good Sorcerers have also given you four lives to use against the Forces of Evil. In your late youth you left home to join the Guild of Enchanters. After years of schooling, you achieved the rank of Apprentice Enchanter. In fulfillment of an ancient prophecy, you were sent to find Krill, an evil warlock who had loosed a pestilence upon the land, and who threatened the very existence of the Circle of Enchanters. Only someone guileless and inexperienced in the ways of magic could slip into Krill’s realm unnoticed. By defeating Krill, you earned a seat on the Circle of Enchanters, sitting at the right hand of your mentor, the leader of the Guild, Belboz the Necromancer. Several years have passed, and you have grown very close to Belboz as you studied under his tutelage, learning the ways of magic from one of the world’s most learned practitioners. But lately, Belboz has seemed troubled, preoccupied, withdrawn... small things only a friend would notice. You have even heard frightening noises coming from his chamber, and the voices of conversation when Belboz was supposedly alone. His temper has seemed short the last few days, and the look in his eyes sends cold shivers down your back. Could some evil spirit be at work here? You are sleepless from worry—Belboz is possibly the most powerful Enchanter in the kingdom. If his powers were used by the forces of darkness instead of the forces of light, who knows what would result? And now, unbeknownst to you, Belboz has vanished.
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Character
Earnest, epic, grave and plot-driven.
- earnestironic
- intimateepic
- gravecomic
- character-ledplot-driven
- classical in formformally daring
Who loves it, who doesn't
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“Has Sorcerer aged badly?”
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“Is Sorcerer overrated?”
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“Would Sorcerer hit harder if it came out today rather than in 1984?”
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Answered from what people have written, never made up: a verdict, how much when it's a matter of degree, and the sentences that say so, quoted with their names. Reviews here first, then TMDB's reviews and the title's Wikipedia plot and reception. If nothing settles it, you can put it to the curators.
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About the game
- Platforms
- Atari 8-bit, Commodore C64/128/MAX, Atari ST/STE, Mac, DOS, Amiga, Apple II, TRS-80, Amstrad CPC, Amstrad PCW
- Developer
- Infocom
- Publisher
- Infocom
- Released
- January 31, 1984
- Modes
- Single player
- Perspective
- Text
- Time to beat
- 13 h main story
IGDB rating 7.1/10 from 5 ratings.
Screenshots
Similar in taste
Closest on the same fourteen dimensions, from everything scored on Curator Co. Other media included when they land close.
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