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Fairlight (video game)

Fairlight
Fairlight Coverart.png
Developer(s) Edge Games
Publisher(s) Edge Games
Designer(s) Bo Jangeborg
Composer(s) Pennsoft (ZX Spectrum)
Mike Alsop (C64)
Engine Grax
Platform(s)

Amstrad CPC by Trevor Inns, Amstrad PCW by Trevor Inns, Commodore 64 by Trevor Inns,

ZX Spectrum
Release 1985 (ZX Spectrum)
1986 (Other platforms)
Genre(s) Arcade adventure
Mode(s) Single player

Amstrad CPC by Trevor Inns, Amstrad PCW by Trevor Inns, Commodore 64 by Trevor Inns,

Fairlight is an isometric projection arcade adventure video game developed by Bo Jangeborg and Jack Wilkes at EDGE Games and released in 1985. Developed in seven months, Jangeborg created the GRAX game engine using some prior code and components from his earlier project, graphics package The Artist. Wilkes contributed art assets towards the game, including enemy sprites and the title screen. The game was well received critically and commercially, selling over 50,000 copies, a sequel Fairlight II was released in 1986.

The game revolves around the protagonist Isvar, and his quest to find the Book of Light for the court sorcerer, in order for them to escape Castle Avars.

The ZX Spectrum version was one of the first (along with Technician Ted) to have an interactive loader - instead of the usual yellow/blue loading bars, a counter at the bottom of the screen ran backwards indicating how long until the game had loaded.

The player controls an adventurer named Isvar that can be moved in a castle which is not only three-dimensional isometric view, but realistic in terms of the way objects behave. Each object has its own physical properties and resultant characteristics in terms of how much else can be carried alongside it. Certain objects have special uses (e.g. keys open certain doors), and there is a puzzle element to the game to discover how some of these objects relate to the world in order to help the player solve the game.

In addition to carrying objects, they could also be stacked on top of each other to enable Isvar to climb up to rooms above him or to reach important objects perched high above on platforms. There are also a number of secret areas in the castle that are not visually obvious to the player and can only be discovered through exploration.


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