Here is the complete manual for Equinox in jpg format (back cover omitted because it's just a blank page with Sony Imagesoft's old American address).
AMERICAN VERSION
PAL VERSION JAPANESE VERSION Equinox-related scans from Nintendo Power magazine:
This four-page feature includes some original artwork and maps of the overworld and first three dungeons.
This is part of the "Now Playing" section of the same issue that reviewed Equinox. This is where NP gives their opinions on the good and bad points of the game. (Sorry, but due to the page layout, Equinox is sandwiched between reviews of Sonic Blastman and The Magical Quest Starring Mickey Mouse.) I don't know what they mean by "kicking", since you can't actually kick in this game. Just "pushing" would have sufficed.
Despite that the game was reviewed in January 1993, it would not actually be released until several months later. This was due to problems that turned up during playtesting that forced the game back into development. (If I figure out what issue of Nintendo Power mentioned that, I will eventually scan it and post it here, too.)
This is where I originally learned of the code that gives you infinite life and magic. Though I knew of this code's existence, I never used it to beat the game.
Here is a preview of Equinox from Nintendo Power that shows a screenshot of the game in the early stages of development. (Also includes information on Chuck Rock in the same article.)
American, European, & Japanese box art:
Comments: The front cover of Equinox is actually one of my favorite game box art designs. I love how it looks like a watercolor painting and the way the Troll and the 2nd boss, Sung Sung are "hidden" in the design. The two moons are a nice touch, even though you can never see a moon in the game.
The only question is...What does the back mean by "from strategic attack positions high in the clouds"? Are they talking about the way the Trolls fall out of clouds to attack you? But it makes it sound like Glendaal actually goes somewhere in the clouds, but he doesn't...
Comments: Uh, okay, WHAT the hell? That character looks NOTHING like Glendaal. He's dressed completely differently, he's not even the same race. He's riding on a cloud, which Glendaal never does, and wielding a magical scepter, a weapon Glendaal never uses. There are no enemies in the game that come even close to resembling those red gargoyles or those dragons. (There are werebats and spinning devils, but there aren't ANY dragons at all.) And what's with the town in the lower right corner, or that castle on the mountain with the spiral pathway leading up to it? If it's supposed to be Sonia's Ice Palace, shouldn't it be surrounded by ice? There are also some runes far off in the background, or maybe that's supposed to be Stonehenge, which could possibly represent a similar circular pillar formation in Afralona, but seriously...what the heck is up with this box art?? I only have two guesses:
1. It was from a really early preliminary stage of the game and the concept completely changed during development, though they decided to keep the boxart anyway since it was already done. Maybe they originally wanted the setting and characters to be more in line with Solstice, thus keeping with the idea of a medieval castle, a wizard hero, and European-based mythological monsters like dragons and gargoyles.
2. This art was intended for a completely different game that never got made, and thus it was "recycled" for Equinox. I'm just glad it was changed for the American release because the American version is far more fitting and attractive.
Contributed by Equinoxfan82.
Comments: Well, that's an interesting take on Glendaal's design. Much better than the PAL version. Although the knight is really cheesy-looking, and the artist seems to have interpreted the werebats as flying minotaurs.
American, European, & Japanese cartridges:
Contributed by Equinoxfan82.
Miscellaneous:
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