Retrospective: Moonstone
Gore blimey.
It's 1992 and America is in uproar over a fighting game which features acts of digital disembowelment so vivid and nasty that the US Senate holds a special investigation into video game violence. "Too violent for kids?" asks Time magazine. The game, of course, is Midway's gleefully adolescent Mortal Kombat, shocking decent upright citizens with its lumpy decapitations and spine ripping action.
For Amiga gamers, it all seemed rather tame. That's because one year before Mortal Kombat made its bloody debut we'd already been treated to a game that was every bit as gruesome as anything Kano and co. got up to, and far more interesting to boot. That game was Moonstone, or A Hard Day's Knight to use its full pun-tastic title.
To call it just a fighting game would be grossly unfair, though it's understandable that it's the medieval combat that still sticks in the memory twenty years later. After all, this was a game where players could be crushed, burned, sliced in half, gored in multiple ways and squeezed so hard they literally burst open. After that lot, simply having your head chopped off was nothing special (though you could do that as well, naturally). But beyond the sticky viscera lurked a strange genre hybrid, a non-linear turn-based multiplayer strategy RPG that just happened to feature horrifically graphic real time battles.
The plot, which could easily have been used to sell the game as a Spinal Tap tie-in, revolved around that most mysterious of locations, Stonehenge (where the banshees live, and they do live well). Four knights, all on the same quest, fought their way across a free-roaming world map, trying to find the four keys that would allow them to enter the Valley of the Gods, defeat the guardian within and earn the Moonstone of the title, which had to be returned to Stonehenge (where a man is a man, and the children dance to the pipes of Pan) for reasons that were never entirely clear.
Rob Anderson, Moonstone's creator, most recently worked on SEGA's Iron Man 2 and Golden Axe: Beast Rider. How depressing.
Right from the start, Moonstone whirled giddily from one gameplay style to another. Each player moved their knight around the map, entering battle arenas in search of the magical keys, or visiting towns and other locations to buy supplies, gamble or discover cunning secrets. Characters could also be levelled up, earning XP for each successful fight, making them more powerful but increasing the number of enemies they'd encounter by way of balance.
There was real strategy at work here, as all four knights were in competition with each other, and any not controlled by human players fell to a ruthless computer AI. With limited time to work your way from one spot to another, and with mountains and rivers on the map slowing your helmeted cursor, you couldn't just charge around recklessly. If you were in a griefing mood, you could chase after other players and challenge them to direct combat, and they could do the same to you. The winner would then be able to loot their victim for one item, leaving the corpse to be pillaged by whoever came across it first.
The more you explored the single screen gameworld, the more things you could discover; such as the wizards, who could grant magical benefits, rob you blind or turn you into a frog depending on their mood. In keeping with its title, the game also followed its own internal calendar through a day and night cycle, with the full moon granting certain enemies enhanced strength and the passage of time bringing an enormous dragon into play, swooping over the map and attacking any knights in its path. The dragon was beatable, but only by a knight who had stocked up on magical weapons.
It all comes back to the fighting, however, and the numerous grisly ways your knight can end his quest. I'm sure I wasn't alone in often playing badly on purpose, just to see what revolting death animations I could discover.
Combat itself was more in the wandering style of beat-em-ups like Streets of Rage (though set on a single screen) than the single plane one-on-one brawls of Mortal Kombat and Street Fighter, and each monster lair would throw numerous enemies at you. It was also delightfully ruthless. Enter the swamp area of the map and it was entirely possible to be killed instantly by murky creatures that burst from the earth and dragged you down. Some of the larger enemies could squash you flat in a single blow. And yet, perversely, once you'd worked out the correct combination of attack and distance for each type of foe it was fairly easy to romp through every encounter unscathed.
The genius of Moonstone was that it could be as shallow or deep as you fancied. You could play it as a single player gibfest and just dive in, heading straight for the lairs and slicing up whatever lay within. Or it could be an epic four-player quest, with all the backstabbing, stat levelling and inventory hoarding you could possibly want.
What stands out most, revisiting Moonstone in 2011, is that it really couldn't be made today. Not because of the violence, which now seems rather quaint set against a gaming landscape overflowing with first-person stealth kills and ragdoll abuse, but because so much of what made Moonstone memorable came about because of the limitations of the technology.
Decent second hand copies of Moonstone are rare, and often fetch high prices on eBay.
The disparate elements that Moonstone pulled together are no longer strange bedfellows. Almost every game now has a layer of RPG experience points built into its guts. The prospect of an open game map, where you could plot your own course, is standard fare today. And pitting multiple players against each other in a shared gamespace is nothing out of the ordinary.
No, if Moonstone were made today it would probably be a third person hack and slash game with little to distinguish it. Everything it tried to do would be achievable through the easiest and most direct means. It'd be The Last Templar, basically. By having to constrain its ambition in a 2D sprite-based world, by having to cram its multiplayer action onto one offline screen, by having to reconcile its deeper adventure elements with the visceral demands of arcade combat, Moonstone was forced to find design solutions that were more interesting, more ingenious, more distinctive.
That's why Moonstone endures for me. Not just because it's a great game, although it undoubtedly is, but because it represents a time when the design boundaries were tighter, the obstacles taller, and developers had to invent new ways to get past them. Technology has marched on, and those boundaries have been pushed back, thanks in part to games like Moonstone. Game worlds can now sprawl and grow, and genres bleed into one another. And yet so often the result is games that feel increasingly homogeneous, more similar than unique, and those brilliant oddball gems are fewer in number as a result.
It seems fitting to end on a quote from the poet David St. Hubbins, whose work provides so many obvious stitches in Moonstone's ferocious tapestry. Although he was writing at a time when video games were still in their infancy, Hubbins understood that modern man could still learn a lot from ancient wisdom. Today's developers would do well to take note.
And where are they now?
The little children of Stonehenge
And what would they say to us
If they were here... tonight?
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Comments (74) Latest comment 11 months ago
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back in 2005 i contacted Rob for the last time regarding if we could get the source code from him so we could patch the game to be a bit more stable,i was denied sadly.... and to this date the game still sits as 1.2 on latest floppy versions and is still a buggy mess although not as bad as the first version that was released of the game.
i was so happy when i heard Rob was back in the industry when he was doing golden axe, sadly it was so rubbish that i never even completed the game which is rather uncommon for me.
[link url=http://www.youtube.com/watch?v=KJ4uyD6yVdw&feature=related
]http://www.youtube.com/watch?v=KJ4uyD6yV...[/link]
NOTE: THE PC VERSION IS UTTER RUBBISH!!!, i tried that a few years ago and i recomend people stay away from it as all the Magic from the Amiga version aint there.
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Or Demon's Souls
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And yes this is Demon's Souls in many ways.
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How I miss my Amiga 1200.
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Moonstone is one of my favourite games of all time, and i'd be incredibly happy if we saw a Moonstone HD with online multiplayer (where everything on the map happens in real time instead of turn based perhaps?).
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Alsto had excellent music and sound effects - the squelchy blood noises were particularly gruesome.
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the bondage queeen at stone henge thing...
but lots of happy amiga memories with this game...
i sortof wish for a HD remake on XBLA but.. it would probably ruin the memories
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They denied all knowledge and I've never quite gotten over it (
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Loved Moonstone, it was so different to the endless Ocean platform games and codemasters Football management sims
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Rob, I salute you.
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The little children of Stonehenge
Beneath the haunted moon
For fear that day-break
May come to soon
"I think the problem may have been that there was a stonehenge monument on stage that was in danger of being crushed by a dwarf"
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I know how that feels, I was one of the few that bought the original PC Doom (via formgen) and it was stolen. Never seen another like it and it still annoys me.
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its still as good but you have to play it on the real deal with a crt screen and on the Amiga hw, notably a500 or relokick 1,3/whdload for later amiga setups.
lots of timer/cia.a/b issues so the game feels not quite like the real deal also this is one of thoose games that is a hassle to setup to work properly in Uae.
fantastic game!
Superfrog, Slamtilt, Jim Power,Mr nutz (amiga) next?
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]http://www.youtube.com/watch?v=Tj3Vqppd2Gg
[/link]
God I loved this game. Some of the noises enemies (or your character) made when they died are still memorable to this day.
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Wow
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Never understood the rather poor review scores it got back then. It became an instant favourite in my household. Curse the disc-swapping, though!
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That bloody Dragon.
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haha , i had2 external floppy stations so no problems there
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Just checked that link that you posted ToAks - kudos!
That was gaming.
I've got it on an emulator (amiga) but it's fiddly at best to get working. Though I might try again today after reading this article
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There's a fansite called the Moonstone Tavern. The download section has a special standalone version of WinUAE that just runs Moonstone, and has all the settings already in place. It's pretty much click-and-play.
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]http://astaroth-game.com/news/
[/link]
But they have a LOT of work left.
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I did manage to complete it though
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Lost Patrol? It was a great Vietnam game, but sadly I had a "borrowed" copy that made the guru meditate something fierce at regular intervals. Never did manage to complete it.
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Abiding memories for me are that a throwing knife through the helmet eyehole looked really bloody nasty, and that the game gave the victor a little time after winning to abuse the corpse of their victim, so you'd over-head chop into it to really rub in your win (I've just realised that's pretty much an early form of tea-bagging).
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There's another Amiga game I really liked that I just can't remember the name of. It was a turn based RPG featuring angelic and demonic armies fighting on hexagonal grids. I remember the angelic army had white archangels without faces. Anyone know the name of this game?
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Moonstone is also one of those games that defined the Amiga legacy.
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[link url=http://www.youtube.com/watch?v=qGeoAzCcxzY
]http://www.youtube.com/watch?v=qGeoAzCcxzY
[/link]
i bet its that one or its sequel
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Celtic Legends
http://www.youtube.com/watch?v=-oVzVlAUwE0
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Thats the one, could never remember the name.That game was so emotional when your a kid. Thank you very very much.
Can anyone remember Wrath of the demon or Heimdall? Both great retro games also.
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NAU.
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Yep, would just hang/freeze if you moved your pointer over a certain item in your inventory. I think I recall that it was usually a round orb or helmet thing that would cause that problem.
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Sorry we didn't fix all the bugs. We had a good time testing it though.
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I always wished a sequel would turn up, but to no avail. I love it enough that it will stay amongst some of my best game experiences.
Thanks Rob
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It was in mint condition (the disks still had their Mindscape band holding them together) and I stuck it on eBay at £1 starting price...
Some guy in Germany won the auction a week later for £231!
I Didn't realise at the time I bought it the following this one h
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But anyway, good fighting games on the Amiga were pretty rare, But surely Moonstone, Full Contact, Chambers of Shaolin, and the Amiga version of International Karate + must rank as some of the best?
Although, in my humble opinion, some of the best MP games on the Amiga should include Fire Power & Ebon Star which was like Geometry Wars-ish, but more tactics and 4 players!
Anyway, wheres the C64 Racing Destruction Set retrospective EG?!
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"Beware the rat men under the full moon"
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Anyway, I would love a PSN/Live port in HD and improved gameplay. Maybe even a reebot as a good Hack'n slash with a deeper story and Demon's souls atmosphere.
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Yeah, I think a remake of it would make a great XBLA/iOS/PSN game. Would need some tough work, but in the right hands, it could be awesome sauce again.
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So I'm playing and get chased by the dragon. I decided to give it a valiant attempt and simply moved up to it, expecting to get flattened or roasted by the one-hit kills that it could do (I believe you needed the dragon amulet to prevent these from happening). I did the upwards stab attack once and it hit the dragon on the neck - "Blood, I see blood!" In fact, the dragon couldn't retaliate. So I held down the controller and repeated it. It hit again and again. My brother laughed out loud. I kept doing it for several minutes and _eventually_ it died. We couldn't believe it. My brother bragged about it to his mates and I felt like a true legend!
An absolutely awesome game. I can't echo the need for a remake enough. It wouldn't need to be fancy at all.
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I remember getting to the middle once, and having to face the woman who had a tornado for legs! No one believed me at first, because it was so hard to get the key from the swamp area as most of the chests there caused the game to crash!
One of the best games for the Amiga, along with North and South, Pirates, speed ball 2, monkey island, flash back, the chaos engine alien breed 2, and hero quest.