Sorcery (1984) flung you across up to 40 flip-screen fantasy scenes as a last-ditch wizard, trying to rescue your kidnapped mates before the timer and your energy bar both had a tantrum. You floated, dodged draining ghosts, grabbed keys and oddball items, and learned fast that the right trinket on the wrong monster was basically self-sabotage. Check every screen corner because progress loved hiding in plain sight. It was simple, colourful, and cruelly moreish - the kind of game that made you swear, then immediately 'just try one more screen'.
Bright visuals, clever item-matching, tense time pressure, satisfying exploration, and a finish line that felt earned.
Short overall, some opaque solutions, sudden difficulty spikes, and the timer could turn learning into pure panic.
A charmingly cruel flip-screen quest that hooked you with colour, then held you hostage with the timer.