From HandWiki - Reading time: 6 min
| Swords and Serpents | |
|---|---|
Cover art by Boris Vallejo | |
| Developer(s) | Interplay Productions |
| Publisher(s) | Acclaim Entertainment |
| Designer(s) | Paul O'Connor Bruce Schlickbernd |
| Artist(s) | Todd Camasta Scott Bieser |
| Composer(s) | George Sanger David Warhol |
| Platform(s) | Nintendo Entertainment System |
| Release | |
| Genre(s) | Role-playing, dungeon crawl |
| Mode(s) | Single-player, multiplayer |
Swords and Serpents is a 1990 fantasy role-playing video game developed by Interplay Productions and published by Acclaim Entertainment for the Nintendo Entertainment System. In this game, the player controls a party of four adventurers on a dungeon-crawling quest to destroy a terrible serpent. Along the way, the party encounters an onslaught of fantasy monsters and collects gold and treasure while gaining experience points needed to raise their individual attributes, as well as purchasing equipment from shops within the dungeon. Swords and Serpents focuses mainly on gameplay and contains very little plot development.
The game was originally designed by Paul O'Connor (lead designer for Dragon Wars) but he only worked on the game for two weeks before leaving the project. Bruce Schlickbernd was assigned to revise the game design, but did not feel it was appropriate to be listed as the sole designer. Thus, there is no game designer listed within the documentation for the game.
Boris Vallejo crafted the box art. This game has no connection to the Mattel Intellivision game of the same title.
Swords and Serpents can be played by one, two, or four players (by use of the NES Satellite or other 4-player adapter[1]). Control of the characters is divided evenly among the number of players, but one player must be chosen as the party leader to control navigation through the game. Upon starting the game, the player creates a party of four adventurers, choosing one of three available classes for each character: warrior, thief or magician. Warriors have high strength and can have greater defense by wearing heavy armor. Thieves have moderate strength and defense but higher speed and agility compared to warriors, they also have the rare ability to land a critical hit that kills a single enemy regardless of how much health they have left. Wizards have the lowest amount of strength and defense but can cast spells that heal the party, damage enemies and enhance dungeon traversal. Character statistics can be randomly generated, or the player can choose a prefabricated party which includes characters of each class plus another magician. Continuing the game requires the player to record and later input five passwords: one password for each character, and a fifth password for overall game progress.
Gameplay is simple. The player navigates through a crude representation of a dungeon, presented in split-screen format which allows the player to simultaneously view the dungeon from a first-person perspective and a simple map of the current level showing the party's location. Encounters with monsters occur randomly (and occasionally in specific locations), during which the map is replaced by gauges representing the creatures' health. During the turn-based fights, the player controls the characters' actions to attack, cast magic spells, or flee. Pressing A causes a character to launch a general physical attack, but by holding a direction on the D-Pad while pressing A, the player(s) can attack a certain part of the enemy's body to possibly cause greater damage. The entire game takes place in an underground dungeon composed of 16 levels, with the serpent at the end.
HonestGamers reviewed the game in 2005 and gave it 8 out of 10, summarizing that Swords and Serpents "is the very definition of 'dungeon crawler' and embodies most everything you may dread about that phrase. If you're one of the few who lives for this sort of thing, though, Swords & Serpents is one of the best the NES ever saw".[2]
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MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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