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Simon the Sorcerer: 20th Anniversary - Free (Amazon US/Android Was $3.99) - Oldskool Classic

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Also on Amazon AU, thanks GnarlyKnuckles

Currently ~AU$4.63 on Google Play with 4.6/5 stars from 1,644 alleged humans.

"DEFINITELY amongst the 10 BEST adventure games of ALL TIME" - ACG (Adventure Classic Gaming)

There are some things that kids just shouldn't have to put up with. Being transported to some weird dimension full of goblins, dwarves, swamplings, stupid wizards and sleeping giants is definitely one of them.
After escaping a "welcoming party", Simon discovers that he has been brought on a quest to rescue the wizard Calypso from the evil sorcerer Sordid.

In the last 20 years, the 'Simon the Sorcerer' game series has made millions of players fall in love with Simon.
Now you can relive the renowned original adventure in a whole new way, exclusively on Android!

'Simon The Sorcerer: 20th Anniversary Edition' features:

  • Totally new, much praised, game play controls that were built from the ground up for touch-screens.
  • Hotspot based - no more pixel hunting!
  • All-new slick icons and animations.
  • For more details, please see our tutorial video: http://www.youtube.com/watch?v=JFp03nw_yyA&hd=1

  • New game menus and save/load system

  • Remastered stereo music

  • A stunning new HD graphic mode that upscales the game beautifully to high-resolutions

  • Optional retro settings: play with original graphics, original music and even the original controls (mouse pointer)

  • Multiple languages (ALL included without additional payment):
    Full English speech, with the option for adding subtitles in English, Spanish, French, Italian and Hebrew
    Full German speech or subtitles-only

  • GREAT PURCHASE! The best and most affordable way to experience this timeless classic

The 20th Anniversary Edition produced and developed by MojoTouch © 2013 all rights reserved.
Licensed from Adventure Soft - the original Simon the Sorcerer game developer.
Uses ScummVM which is protected under GNU-GPL v2. For more information please visit http://mojo-touch.com/gpl

Related Stores

Amazon US
Amazon US

closed Comments

  • Thanks heaps! I love this game.

  • +2

    FYI all, also free via Amazon Australia:

    http://www.amazon.com.au/dp/B00F2C9KIE

  • +1

    "HD version" equals upscaled with some interpolation software by the looks of it. Still… its free. :)

    • Looks like BRZ scaling methods but it does terrible things to text and fonts.

      • Everything about it looks bad. I had a button on my remote for my 1990 CRT TV that put this filter effect on whatever image was on the TV. It was fun to play around with for a bit, but not something anyone would use. Calling it an HD version is extremely misleading. That would be like taking a VCD and simply upscaling it to 1080p and then saying, hey, it's HD.

  • Thanks! Never got the chance to play the original back in the day.

    • +3

      Do yourself a favour and get ScummVM then play it like it was for us old farts growing up!

      • Haven't used ScummVM in years. Tempted in downloading it again but I already have a big list of Games of Shame :-(

  • thanks..

  • -1

    Not free anymore

  • +2

    Miss the old days of gaming where story took precedence over graphics. Point and click adventure games were always my favourite growing up like Day of the Tentacle, Sam & Max Hit the Road, Police Quest, King's Quest, Space Quest, Discworld, Leisure Suit Larry, Beneath a Steel Sky, Monkey Island, Dark Seed, The Dig.. Then there's all the classic RPG's on NES and SNES. Gaming back then was so much more enjoyable compared to what's on offer now.

    • +1

      Actually I'd say graphics were pretty major back then. Some 20+ year old Sierra games still hold up today because of their artistic beauty. Such as King's Quest 5-6, Space quest 4-6, QFG 3 + 1 remake, Police Quest 3, Larry 5-6 + 1 remake, and most Lucasarts adventures.

      Many of these were cutting edge visually at the time. I was really floored by the graphics of KQ6 and QFG3. They were a massive step up from EGA graphics. These days, there are still games that impress me, but none of them are as big a leap from what came before it as these games were over EGA adventure games where you had to type.

      You are right about NES and SNES though. Those weren't about the graphics. Unlike with PC games at the time, they were only capable of tiled graphics, and not rendered graphics. This made every environment look generic because they reused the same trees, rocks, sand, walls, doors, beds, rooms, etc (and even NPCs), always seen from the same camera angle. In a Sierra or Lucas VGA adventures on the other hand, no two screens looked alike, and camera angles changed from scene to scene.

      • want contribute,

        Snes was very powerful for the period, and there are RPG like Chronotrigger(original 2d version for snes) that are still a reference for game pixelartist and 2d gameartist.

        what you refer to is a major difference between Adventure game, where the action is controlled and limited, in a theater way; and games were there is a lot of freedom, interaction and massive amount of world to be explored like Jrpg from snes or platforms.

        as former gameartist , i always found impressive 2d fighting games,you were getting background painted with crazy details and at the same time a sick amount of details in characters and animations, unfortunately i never manage to be decent at them.

        btw if anyone want to feel how was spritepainting back in the days this is cool
        https://code.google.com/p/grafx2/

        • what you refer to is a major difference between Adventure game, where the action is controlled and limited, in a theater way; and games were there is a lot of freedom, interaction and massive amount of world to be explored like Jrpg from snes or platforms.

          I'll use a different example. Final Fantasy 1-5, every screen is shown from the same camera angle and camera distance. The characters are always the same size and viewed from the same angles.

          Jump to FF7 (1997) on the PS1, every scene is a different camera angle. Sometimes you see a close up of Cloud, sometimes he's tiny and far away. This wasn't possible on a SNES, not even a late gen game like 1995. But the prerendered backgrounds were totally doable on a 1992 PC, and I would argue that KQ6 had more impressive looking backgrounds than FF7. The PC would not have been able to handle the 3D graphics, but the 2D prerendered backdrops were quite common among early 90's adventure games.

          Snes was very powerful for the period, and there are RPG like Chronotrigger(original 2d version for snes) that are still a reference for game pixelartist and 2d gameartist.

          By console standards, yes. But the console came out what, 1991? A good PC at the time was definitely more powerful, though also many times more expensive. Even a late gen game like CT would still be using tiled graphics for the most part. The clouds, mountains, tables, chairs, beds, doors, all recycled and seen from the same distance and angle. Many NPCs look the same. I think it might have more to do with cartridge space limitations than processing power, but older PC games than CT have been much more impressive looking.

          http://www.agamesroom.com/library/images/screenshots/qfg3/qf…
          http://dl.openhandhelds.org/gp2x/screenshots/qfg-0.png

          You wouldn't find graphics like these in a SNES or Megadrive game. And this was 1992.

        • didn't want to end in the eternal discussion pc Vs consoles :)
          I'm a pc gamer myself, only console I bothered were ps1, and handhelds.

          I spent plenty of hours doing tiles for 2d, and few big fix background(prerendered and painted);
          in each there is an incredible amount of work and skills involved, they are technique for different purpose but both involves massive amount of skills and talent artistically (of course coding and game des wise too…but was not the topic)

        • @swings: I created modules for Neverwinter Nights. It wasn't that hard. It was down to how I wanted to lay it out. All the objects and tiles were already provided.

          If I had to create those same maps from scratch by rendering them myself, it definitely will take a lot more effort and talent. And the ability to design. But in the case of tilesets, most of the work is already done for you. You just have to use them. Any work or skills you need to do a tiled game (I mean, that's what the Diablo games are, and they are automatically generated randomly every time you play!) you will need when making a rendered game also. Rendered games also have far more minute details you won't find on tiled games.

          You can't tell me it takes a lot of work and skill to create each random Diablo map every time you play it. It was done instantly and without any human input.

    • +1

      A hundred +1 for the titles you mentioned but for me there is a decreasing "max limit" of pleasure I get from games these days probably due to getting older and have other things to think about/responsibilities that I didn't have to think about those years ago.

  • Yeah, I'd recommend ScummVM.

    I've all the old school adventure games like Monkey Island, Discworld, Simon the Sorcerer, Beneath a Steel Sky and literally dozens more.

    You download the scummvm app which is free and then go online and look for the games and put them on your phone/tablet and point scummvm to the directory - job done.

  • Loki is that you?

  • +1

    This game copied Lucasart's scumm interface except they added 3 extra verbs to make it 12 verbs (even the Lucasarts 9 was a bit too much imo). Many of which are redundant and could have been combined into a single verb that does multiple functions (kind of like the hand icon in a Sierra game). For example: pick up, use, move, remove, give, sound like they are there to be extra options to artificially make it harder for you solve something by giving you more to think about. This isn't because the puzzle is more difficult, it's just mechanics that are sloppy.

    Gabriel Knight (actually from Sierra) was another one that had too many redundant action icons that could have been consolidated.

    Later on Lucasarts streamlined the 9 verbs down to 3 (eye, hand, and mouth). Much simpler and you can focus on the puzzle's logic itself and not which verb you need to use.

  • ^ I preferred the much simpler Sierra 5 options point and click.

  • Gabriel knight has just been remade, I highly recommend it.

    http://www.gog.com/game/gabriel_knight_sins_of_the_fathers_2…

    • I've been playing that. It's buggy as hell. And I'm stuck, can't complete the day due to a bug. I was engrossed in it, but these are game stoppers. There's no excuse really.

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