A Relaxed Friday Stream - 02/26/21
A Relaxed Friday Stream 03/05/21
The HotSpot - Episode 399
The HotSpot - Episode 398
674: Knife or Death
3/5/2021: UP IN SMOKE
The Community Spotlight 2021.03.06
The Community Spotlight 2021.02.27
The Community Spotlight 2021.02.20
New Logo Mug
Interlocking Dad Hat
consists of 3 releases.
Released Nov 12, 1993
The game will automatically save upon exiting a dungeon.
Encountering bats and trolls on the world map will transport the player to a separate battle area shaped like a square. The appearance of the arena matches the region the player is currently in.
The concept of moving blocks around to certain areas such as highlighted squares, or switches, or in order to get past a maze.
Several bosses will summon several enemies while fighting them. The boss will remain invulnerable in the center of the room until the enemies are killed.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
Video game bosses are usually the main antagonist, and arch nemesis of the main protagonist. In most cases the end of a game is when the main character defeats the final boss.
Every room in Equinox acts as a checkpoint. If a player loses a life, he will start from the entrance of the room; all puzzles completed, gems obtained, and enemies slain in the room since entering it will usually be reset, but any healing items or spells obtained since entering it will not be reset. However, enemies will not respawn if killing all of them results in a non-gem item.
If a player runs out of lives, the player will be reset back to the last save point instead.
A type of video game ending common in the 8-bit era where characters are just... hanging out on a cliff, usually looking into the distance in a resolute manner.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
A giant crab named Pincha is the boss of the fourth dungeon. He will use his claws to guard his vulnerable eyes from attacks.
Equinox has many hidden rooms that the player must find to progress. While the entrances to these rooms are not marked by an arrow like other entrances, they are usually framed by seemingly-pointless spikes or blocks. It is important to note that what appears to be a solid wall can still lead to a hidden room.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
Whether it be a close up shotgun blast, far away sniper rifle, explosive, or backstab, the "one hit kill" is a popular kill strategy. Usually hard to master and even harder to avoid, the instant kill is loved and hated by gamers everywhere.
Starting from the sixth dungeon the player will begin to encounter invisible platforms that only become visible upon stepping on them. The Reveal spell found in the seventh dungeon will briefly outline any blocks that can be interacted with, including invisible ones.
Dungeons in Equinox have an isometric view. The game will frequently use this perspective to hide entire 'stairways' of blocks behind objects or to deliberately make the height of a platform unclear.
Equinox involves much precision jumping, often requiring the player to stand so close to the edge of a platform that only the player character's shadow, if anything at all, is still physically touching the block. While jump height can not be adjusted, the player can hold down the jump button to prepare a jump, such as when waiting for a moving platform.
While one hit from anything in the game will kill the player, as long as the player has at least one life remaining he will restart from the entrance of the current room instead of from the last save.
A MacGuffin is a plot device, having little importance itself, which exists purely in order to motivate characters and/or advance the story.
The player can obtain a new spell in each dungeon, in order they are:
Heal - restores 1 life (half a node) - 1 mana
Slow - temporarily slows all enemies and gates - 2 mana
Damage - deals a small amount of damage to every enemy in a room - 3 mana
Freeze - temporarily stops the movement of all enemies in a room - 4 mana
Zap - deals a very large amount of damage to all enemies in a room, usually instant kills - 5 mana
Save - allows the player to save the game while inside a dungeon - 6 mana
Reveal - briefly outlines enemies and objects that can be interacting with via a ring of green stars - 7 mana
Unlock - opens any locked doors in a room - 8 mana
The meter which is used to gauge how much power there is left to use magic abilities.
Starting from the fourth dungeon the player will have to traverse moving platforms. Several puzzle solutions involve waiting on top of a platform for several seconds in order to make it start moving. However, Most moving platforms do not require the player to stand upon them to begin moving. Moving platforms rarely move at the same speed and/or distant as each other, so many jumps between moving platforms require the player to wait for the platforms to line up perfectly.
An overworld is a simplified view of the game world that allows players to freely move to different locations or levels.
Every non-boss enemy in dungeons has four variations. In order from weakest to strongest they are: green, blue, red, white. Potions and the leaves on apples follow this color order for determining how much mana or health they heal.
Block pushing is a common type of puzzle in Equinox. Normally, a player must push against a block for several seconds before determining if it is pushable or not. However, if a player must jump to push a block above him, the block will noticeably move after one or two 'jump pushes'. On rare occasions entire rows of blocks can be pushed all at once.
A blob consisting of some icky substance, the slime monster is one of the most used RPG monster clichés besides rats.
Every dungeon in Equinox has many locked doors. Locked doors must be opened either with a key of the same color as the door or with the Unlock spell found in the final dungeon. There are often more doors than keys, but the fact that most dungeons have multiple entrances means players can never become stuck from opening a 'wrong' door.
Several platforms in the final dungeon quickly break after stepping upon them.
After obtaining all five strings of the harp, the player may play the harp on specific parts of each region, usually to warp between two points in the region. However, the harp is also used to warp to the region with the sixth dungeon.
This edit will also create new pages on Giant Bomb for:
Until you earn 1000 points all your submissions need to be vetted by other
Giant Bomb users. This process takes no more than a few hours and we'll
send you an email once approved.
Use your keyboard!
Log in to comment