This is a keyboard-and-gamepad game — plug in a controller or play on a desktop.
How to play
Two hand controllers, two heroes. The Warrior Prince strikes by walking into his foes — there is no attack button. Nilrem the Wizard (games 2 and 3) casts from the left keypad.
The Warrior Prince
- Move & face↑↓←→ or WASD
- Back upB
- Pick up · store · open stairsEnter / Space
- Read scrollC
- Status screen0 / Tab
- Gamepadstick · A · B · X · Y
Nilrem the Wizard
- Move & faceIJKL
- Back upU
- Pick up · storeO
- Read scroll · learn spellP
- Cast spell 1–9numpad 1…9 or F1…F9
- Second gamepadLB freeze · RB fireball · LT heal · RT fast feet
Release the disc, face the target, press the spell. Or tick CPU plays the Wizard above and let him follow you.
The quest
Find the key on each of the four levels, then press Enter on the checkered marker to open the stairs down.
Carry up to six treasures; bring them back to the chest on level 1 to bank their value — every 300 points earns a reincarnation.
Mystical scrolls teleport you across the fortress. Read them carefully.
Three quests
Pick a game on the title screen. All three run on the same fortress; the difference is who walks beside you.
1 Player
The Warrior Prince battles alone, learning the floor plan of the fortress and as many of its secrets as he can.
2 Player
The Prince and Nilrem join forces. The Wizard begins with a single spell — Freeze — and learns more from the scrolls he finds.
2 Player / Magic
Nilrem sets out already versed in Fireball, Heal and Fast Feet, three uses each.
The fortress
A dying king's last wish sends his son into the Sinister Serpent's fortress: reclaim the conquered kingdom, defy the Serpent, restore the family's pride. Four levels of endlessly scrolling maze stand in the way.
Built from the ROM
Nothing here is guessed. The original cartridge runs inside an instrumented emulator with real controller input; every mechanic was measured there — sprite bitmaps, sub-pixel speeds, collision rules, timers, palettes — and reproduced in TypeScript. When the manual and the ROM disagree, the ROM wins.
The findings are written up in the repository's handover notes, from the toroidal 128×64-tile levels to the exact sixteen-frame sweep of a knight's sword.