Shadowgate
シャドウゲイト
- Year
- 1989
- Developer
- ICOM Simulations / Kemco
- Publisher
- Kemco
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Point-and-click adventure
- Players
- 1 player
- Controls
- D-pad/cursor + A (select) / B (cancel)
- Series
- MacVenture series

Gameplay Screenshots




About This Game
Shadowgate is a first-person adventure game in which you explore a castle room by room, and the castle wants you dead. It is the NES conversion of one of the MacVenture games, and it keeps the structure that made that series work: a static view of the room, a list of verbs, and a cursor you move over the scenery.
The loop is Open, Look, Take and Use, applied to whatever the cursor is resting on, and solving a room means working out which object the designer intended. Where it distinguishes itself is in the number of ways to die - wrong door, wrong lever, wrong moment, and the game tells you so with a skull and a two-word message. A torch burns down as you play, so there is a genuine clock running across the whole game rather than a turn limit, and running out in a dark corridor is a real ending. Nothing is signposted, which is the point: this is a game designed to be mapped on paper with a friend, and it is one of the few NES titles that works better as a shared puzzle than as a solo one.
- Static first-person rooms with a verb-based cursor interface
- A burning torch that acts as a real clock across the whole game
- A very large number of instant-death outcomes, most of them hidden
- Save-anywhere structure built for mapping on paper
Version History
- Macintosh original1987
ICOM Simulations' original MacVenture release, and the version the interface comes from.
- NES US version1989-12
The version on this page, converted and published by Kemco.
- Famicom Japanese version1990-03-31
Japanese console release by Kemco.
Tips & Strategy
Look at everything before you act
The verb is free and the death is not. Reading every object in a room first is the only way to spot the one hint that matters.
Save before every lever and door
Most deaths are instant and unrecoverable. A save either side of any transition turns a lost hour into a lost minute.
Track the torch, not the room count
The clock runs continuously. Rooms you can clear without touching anything are worth clearing first.
Carry the right things forward
Items persist across rooms. Leaving a needed object behind a closed door is a soft lock, so pick up everything that will come with you.
Download Resources
Resource packs for this game are provided through the button below.
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