Equinox[a] is an action adventure puzzle video game developed by Software Creations and published by Sony Imagesoft for the Super NES.
It continues Solstice's isometric puzzle game style, with greater emphasis on action adventure and Mode 7 overworld map.
Development of Equinox lasted from 1990 to 1993 and beyond the game's completion, due to difficulty running the graphics on all minor variations of SNES consoles.
Similar to its predecessor, Solstice (1990), Equinox is an isometric arcade adventure puzzle video game featuring elements of platform and RPG, such as using a menu screen to swap items and weapons.
Every dungeon contains one magical spell Glendaal can perform, including those for healing, freezing, slowing down and decreasing the energy of enemies, unlocking doors, destroying rooms, and viewing invisible blocks.
[4] Foes include ghosts, spinning devils that can only be harmed while still, bouncing blobs with random movement patterns, and plate-armored knights vulnerable on back.
[13] Published by CSG Imagesoft and in other regions by Nintendo, Solstice was released to a favorable critical reception and became a cult classic for its unique mixture of action, adventure, and RPG elements.
[18] Programming was initiated by Software Creations founder Mike Webb, and was mostly completed by Ste and John Pickford with contributions from Kevin Edwards and Stephen Ruddy.
[14] In addition to Webb, Tim Follin, composer for Solstice, returned for Equinox to work on the music and sound, alongside his brother Geoff.
[14] Webb reported in April 1994 that Equinox was completed 18 months prior, but its release was delayed due to technical problems running on minor variations of SNES consoles.
In addition to a slower pace, atmosphere, and requiring a mixture of critical thinking and quick wits, the biggest reason was its 3D isometric perspective.
[d] The only Equinox reviewer to cite examples of other SNES games with the perspective was Ryan of Super Gamer, bringing up Shadowrun (1993) and Spindizzy Worlds (1992).
[e] Detractors wrote the issue was especially noticeable with the collision detection of enemies, joking that the foes were surrounded by a big invisible forcefield of death.
[5][8] A critic from German magazine Video Games said it led to unfair platform puzzles because one mistake could cause instant death.
[10] Game Zone's Andy Butcher wrote that the isometric view meant it takes time to adjust to the controls, as the D-Pad is in relation to the perspective.
[11] Game World's Adrian exclaimed Equinox "has the most beautiful backdrops and sprites that have been produced for ages", and Butcher stated it was some of the greatest for the SNES.
[3] Hyper's Andrew Humphreys noted the soundtrack's "ethereal" and "otherworldly" tone, comparing its new age style to the score of Ecco the Dolphin (1992).
[32] Also cited were the music fading in and out, water drips, heartbeats, rope creaks, clangs when an armour is hit, and faraway clock chimes.
[i] The motivation to keep exploring all parts of the game's world was attributed to the graphics, music, huge spaces, high amount of rooms, and the design, such as the puzzles and mysterious placement of objects.
[k] Journalists such as Bud D. of GameFan and Sandy Petersen of Dragon confessed to being stuck for hours on some puzzles, and a Player One writer reported that he played the last dungeons as long as the prior seven combined.