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Shadow of the Beast II
Shadow of the Beast II
from Wikipedia
Shadow of the Beast II
Cover art by Roger Dean
DeveloperReflections
PublisherPsygnosis
DesignersPaul Howarth
Martin Edmondson
ProgrammerPhil Betts
ArtistJim Bowers
ComposersTim Wright
Lee Wright
PlatformsAmiga, Atari ST, FM Towns, Mega Drive, Mega-CD
Release
GenrePlatform
ModeSingle-player

Shadow of the Beast II is a platform game developed by Reflections and published by Psygnosis in 1990. It is the sequel to the earlier Shadow of the Beast.

Plot and gameplay

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Shadow of the Beast II (Amiga)

Shadow of the Beast II finds the hero Aarbron in half-beast form, wandering the lands of Karamoon in search of his kidnapped sister. She had been taken away from her mother's cottage by the dragon-form of the Beast Mage, Zelek, servant to Maletoth. Along the way, Aarbron befriends the wise dragon Barloom and must defeat the evil dragon Ishran. Tree Pygmies in the forest and the goblins in the Crystal Caverns serve as foes.

Production

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As in the first game, the cover art for Shadow of the Beast II was created by Roger Dean and the game was packaged with a promotional black T-shirt that featured Dean's artwork.[citation needed]

The music for Shadow of the Beast II and III was composed and produced by Tim Wright. These titles featured a more extensive soundtrack and utilised ethnic samples taken from among other sources the same Korg M1 synthesizer that was sampled by David Whittaker for the original game (although in this case, it was the rack-mounted version the Korg M1/R). Shadow of the Beast II contained a total of 17 tracks, most notable of which are the title theme and the game over theme, both of which feature real sampled electric guitars.

Ports

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Shadow of the Beast II was ported to the Atari ST and FM-Towns computers, as well as the Mega Drive and Mega-CD platforms. The Mega-CD version had drastic changes made to it, the most noticeable being a new soundtrack complete with voice acted dialogue sequences and added FMVs. The in-game graphics were also slightly enhanced, and some areas of the game were redesigned to be less difficult than the original.

Reception

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Shadow of the Beast and Shadow of the Beast II were reviewed in 1991 in Dragon where both games received ratings of 5 out of 5 stars.[1]

A reviewer for Next Generation gave the Sega CD version one out of five stars, saying that the game had been good at the time of its release on the Amiga four years before, but was now horribly outdated: "Even though the designers tried to spruce it up by adding better music, digitized speech, and a few rendered cut scenes, it still doesn't help much considering the game's overall stilted animation and poor control."[2]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Shadow of the Beast II is a side-scrolling action-adventure developed by Reflections Interactive and originally published by in 1990 for the computer. As the sequel to the 1989 game Shadow of the Beast, it follows the protagonist, who has escaped enslavement to the Beast Lord, on a quest to rescue their infant sister kidnapped by the evil Beast-mage Zelek. The game features non-linear exploration across a large, interconnected fantasy world, emphasizing puzzle-solving, combat with various weapons, and sub-quests to progress. Released initially for the , where it showcased advanced , vibrant graphics, and an atmospheric composed by , Shadow of the Beast II was praised for its technical achievements and immersive presentation despite its high difficulty. Ports followed for the Atari ST in 1991, in 1992 by , FM Towns in 1993, and in 1994 with added cutscenes and enhanced audio. involves simple controls for jumping, firing projectiles, and selecting from an inventory of items like spells and tools, while navigating hazardous environments filled with monsters and environmental challenges. The title's development, completed over 12 months using high-end hardware like a 25 MHz PC and , required 3.5 MB of resources for graphics, music, and sound effects at a 20 kHz sample rate. Though celebrated for its artistic style, the game received mixed reviews for repetitive combat and steep , cementing its status as a in 16-bit era gaming.

Gameplay

Mechanics

Shadow of the Beast II is a side-scrolling that emphasizes fluid movement in a 2D environment, allowing the , Aarbron, to navigate horizontally and vertically through diverse terrains including sloped surfaces and multi-layered landscapes. Core actions include walking or running left and right, jumping to reach platforms or avoid hazards, climbing using vines or ropes by holding the jump button for extended ascents, and crouching to pass under low obstacles or prepare for attacks. The game supports 8-way scrolling, enabling near-omnidirectional movement that creates an illusion of a more , though progression follows a structured sequence. The combat system revolves around close-range engagements, with Aarbron's default being a ball-and-chain flail (mace) that delivers short or long swings based on button hold duration, providing greater reach than basic punches or kicks from the series predecessor. Players can collect temporary power-ups such as a throwing axe for screen-wide attacks that lasts about 10 seconds after first use, or a magical spell manifesting as a blue energy ring for medium-range projection with unlimited ammunition once acquired. Energy depletes upon enemy contact, and rare potions restore half the player's vitality, represented by a filling bottle icon; food items scattered throughout also replenish . Enemies exhibit reactive behaviors, such as charging, jumping, or flying, requiring timed dodges and counters to defeat. Exploration is a key element, featuring a non-linear world layout with hidden areas accessible via precise jumps or environmental interactions, encouraging to uncover secrets. Collectible items like gold coins and jewels contribute to scoring and can be used to bribe non-hostile characters for assistance or access to restricted zones; puzzles involve offering specific objects to creatures or activating switches through trial-and-error engagement. This hybrid action-adventure style rewards thorough searching over linear advancement, though the openness is somewhat illusory due to required item sequences. Controls are handled via in port 2 or keyboard for movement, with the fire button or spacebar/ executing jumps, attacks, or object usage; function keys (F1-F4) cycle through items, while 'A' queries characters and 'O' offers items. The game is strictly single-player, with no multiplayer modes or co-op features. Input responsiveness is tuned for precision, supporting short taps for quick actions and holds for powered maneuvers. Technically, the original leverages dual playfield mode to layer foreground and background , enabling complex scenes with a 16-color palette per playfield for vibrant, detailed visuals without excessive flicker. Hardware sprites handle character and enemy animations, while the accelerates object rendering; list programming facilitates at 50 frames per second, creating smooth, multi-layer depth effects like graduated skies and shifting horizons. This implementation maximizes the OCS chipset's capabilities for immersive, hardware-accelerated performance.

Progression and objectives

Shadow of the Beast II features a sprawling, interconnected world set in the land of Karamoon, divided into distinct regions such as the Oasis, the Pygmy , the Horde areas, and Zelek's Keep, which resemble forests, desert-like oases, caverns, and castle strongholds, respectively. Players navigate this side-scrolling environment by traversing horizontally and vertically across screens, with backtracking frequently required to collect essential items like coins and health potions that enable further progress. The game's structure encourages exploration of these regions in a generally linear sequence, but hidden passages and optional areas add layers of discovery to the overall flow. The primary objective is to rescue the protagonist Aarbron's kidnapped sister from the Beast Mage Zelek and ultimately defeat him to prevent the resurrection of the Maletoth. Secondary tasks involve interacting with the environment and inhabitants of Karamoon, such as befriending the dragon ally Barloom to gain assistance in traversal or combat, and engaging in battles against recurring enemies including Tree Pygmies in forested sections, goblins in cavernous hordes, and the guardian Ishran in fortified areas. These encounters often require using collected gold to purchase weapons, food, or access from neutral creatures, while solving basic puzzles through dialogue or item use to advance. Difficulty escalates as players progress through Karamoon's regions, with increasing enemy density—such as swarms of bats and goblins—and more frequent environmental hazards like , acid pits, and sliding blocks that drain the player's upon contact. The game employs a single-life system where health is managed through potions and food items, and death typically restarts the player from the beginning of the current section or major area, though progress is retained up to key milestones acting as informal checkpoints. This design emphasizes precise and to mitigate the high challenge level posed by the hostile world. The endgame culminates in a direct confrontation with Zelek within his keep, where players must utilize a specific spell obtained earlier from an old man ally, along with accumulated items like weapons and keys, to overcome the final defenses and defeat the mage. There are no multiple endings, as success hinges on completing the linear rescue quest without branching narrative outcomes. Replay value stems from the discovery of hidden secrets, such as concealed coins and optional items scattered throughout the regions, which provide bonuses or easier access on subsequent playthroughs, though the main quest remains strictly linear with limited alternate paths. This encourages multiple runs to fully explore Karamoon's intricacies and master its demanding sequences.

Plot

Setting

Shadow of the Beast II is set in the fictional world of Karamoon, a hostile realm characterized by its oppressive and otherworldly atmosphere. This domain features diverse biomes that contribute to its immersive, brooding tone, including the misty Deadwood Forest on the outskirts, arid deserts, ancient ruins, crystal caverns, oases, high ridges, and volcanic regions. The environments blend surreal, claw-like rock formations with a mix of medieval and fantastical elements, often shrouded in pitch-black darkness pierced by frequent lightning storms and thunder, enhancing the eerie and dramatic tension. backgrounds with multiple layers further deepen the sense of depth and scale, creating a continuous, seamless landscape without loading screens or distinct stages. Karamoon's inhabitants include a variety of magical creatures and hostile entities that populate its treacherous terrains, such as goblins, tree pygmies, giant bats, flying imps, and dragons, alongside more formidable beings like giant humanoids and transforming mages with leathery wings. The lore revolves around ancient curses and beast transformations, central themes inherited from the series' origins, where sorcery and dark arts perpetuate cycles of and vengeance among its denizens. These elements foster a gothic aesthetic, with dynamic effects like storms and contributing to the game's atmospheric immersion, evoking a sense of isolation and peril. As a sequel, the setting expands upon the world introduced in the original Shadow of the Beast, shifting to a more open and expansive landscape specific to Karamoon while maintaining thematic continuity through its focus on beastly transformations and sorcerous conflicts, though without strict adherence to the prior game's precise locales. This evolution allows for broader exploration of the realm's lore, emphasizing its role as a far-off, danger-fraught domain ruled by antagonistic forces like the Beast Lord and Beast Mage.

Story summary

Shadow of the Beast II continues the saga of Aarbron, the half-beast warrior cursed by the Beast Lord Maletoth in the first game, who now seeks to break his lingering curse and reclaim his humanity. After partially regaining his human form through his previous victories, Aarbron learns that Zelek, Maletoth's vengeful sorcerer and right-hand man, has kidnapped his infant sister from their family cottage during a storm. Zelek intends to subject her to the same dark ritual that transformed Aarbron, forcing the protagonist to embark on a perilous journey across the mythical land of Karamoon to rescue her and thwart the ritual. Throughout his quest, Aarbron forges an alliance with Barloom, a wise and benevolent dragon who provides aerial transport and guidance, aiding him in navigating treacherous terrains. He infiltrates the fortified guardhouse of the evil dragon Ishran, battling through hordes of goblins in crystal caverns and evading attacks from the elusive Pygmies in ancient forests, all while confronting minions loyal to Zelek. These encounters test Aarbron's resolve, emphasizing themes of brotherhood, the struggle to overcome a curse, and heroic perseverance in a world teeming with mythical perils. The original version relies on text-based without to convey the narrative. The story culminates in a confrontation at Zelek's foreboding lair, where Aarbron defeats the sorcerer, rescues his sister, and achieves a bittersweet family reunion that hints at lingering threats from Maletoth, paving the way for further adventures.

Development

Background and team

Reflections Interactive, founded in 1984 by Martin Edmondson, served as the development studio for Shadow of the Beast II. The studio had previously gained recognition with the original Shadow of the Beast in 1989, a title published by that showcased advanced capabilities through its audiovisual presentation. , known for emphasizing graphical and sonic spectacle in its releases, leveraged the commercial success of the first game to greenlight the sequel as an exclusive project initially. The sequel's conception followed directly after the 1989 release of the original, with development beginning in late 1989 and spanning 12 months until completion in 1990. Key personnel included Martin Edmondson and Paul Howarth, who handled design and programming, building on their work from the first game; additional programming was provided by Phil Betts. The project aimed to evolve the original's roots as a technical demonstration—often criticized for its high difficulty and limited gameplay depth—into a more substantial experience by incorporating greater exploration elements, puzzle-solving, and mechanics for interacting with allies through item offerings. Development utilized specialized hardware, including a 25 MHz PC running PDS 2 for coding and an equipped with a 68030 processor board for creation. The team's approach drew from ' signature style of prioritizing immersive audiovisual elements, influenced by fantasy artwork such as Roger Dean's illustrations and the action-oriented mechanics of arcade platformers like side-scrolling beat 'em ups.

Production process

The production of Shadow of the Beast II involved a custom engine programmed in to leverage Amiga hardware capabilities, including hardware scrolling, dual playfield mode for layering foreground and background elements, hardware sprites, and the for efficient graphics operations. Copper lists were employed to create dynamic color gradients and scrolling effects, such as the pink graduated backgrounds, enabling smooth 50 frames-per-second performance across the game's environments. The programming was conducted on a 25 MHz PC running PDS 2 software, while the overall project spanned 12 months and consumed 3.5 megabytes of memory in total. Art production featured surreal cover artwork by Roger Dean, depicting dreamlike landscapes that captured the game's atmospheric essence and became iconic for titles. In-game sprites and animations were crafted directly on an equipped with a 25 MHz 68030 processor board, resulting in 2 megabytes of data that emphasized fluid beast transformations and intricate enemy designs, with scrolling parallaxes implemented in multiple directions relative to the player. The soundtrack comprised 18 MOD-format tracks composed by Tim Wright and Lee Wright, utilizing a synthesizer for sample generation as directed by lead designer Martin Edmondson, aiming for a darker, film-score-like tone to surpass the original game's music. Notable compositions include "The Land of Karamoon," an ambient exploration theme evoking the game's mystical settings, and "Ishran's Guardhouse," an intense motif underscoring combat sequences. The brothers collaborated on the score using an A500, incorporating elements like guitar solos from Steve Nuttall to enhance emotional depth. Sound design incorporated sampled effects at a 20 kilohertz rate for attacks, environmental interactions, and beast abilities, contributing to the immersive audio landscape while adhering to Amiga's Paula limitations. These samples were integrated into the MOD framework to support dynamic playback during transitions. Development challenges centered on balancing visual and auditory spectacle with playability on standard 512 Amiga machines, where the large led to extended disk loading times mitigated partially by patience options in the game menu; no significant delays were reported beyond the planned 12-month timeline.

Release

Original Amiga version

Shadow of the Beast II was initially released in 1990 for the , 1000, and 2000 models, distributed exclusively on floppy disks by , a Liverpool-based publisher with a primary focus on the European market. The game launched amid high anticipation following the success of its predecessor, capitalizing on ' reputation for delivering visually striking exclusives that showcased the platform's multimedia capabilities. North American distribution followed shortly thereafter through ' international channels, broadening its reach beyond . The packaging featured a distinctive big box design with artwork by renowned illustrator Roger Dean, known for his fantastical landscapes that aligned with the game's mythical theme. Some editions included promotional items such as a black emblazoned with Dean's artwork, enhancing the collector appeal, while the standard retail price hovered around £35 GBP in the UK. Marketing emphasized the sequel's technical advancements and immersive atmosphere, positioning it as a must-have for owners eager for cutting-edge platforming experiences. Technically tailored for the Amiga's Original Chip Set (OCS), the game required no hardware expansions beyond the base 512 KB RAM configuration, making it accessible to standard setups of the era. It drew from the Amiga's 4096-color palette to create vibrant, parallax-scrolling environments, though gameplay screens were restricted to a 16-color mode to maintain smooth performance and hardware compatibility. This optimization highlighted ' expertise in pushing the Amiga's limits without alienating entry-level users. Initial availability was robust in the UK and continental Europe, where Psygnosis maintained strong retail partnerships and a dedicated Amiga user base, ensuring widespread shelf presence in computer stores and specialist outlets. There was no official digital re-release of the original version at the time, with preservation relying on physical media and later community-driven emulation efforts. The launch reinforced Psygnosis' status as a premier Amiga developer, building on the original Shadow of the Beast's hype to solidify their portfolio of influential titles, though specific sales figures remain undocumented.

Ports to other platforms

Shadow of the Beast II was ported to the Atari ST in 1991 by Reflections Interactive. This version remained faithful to the original gameplay but featured downgraded graphics due to hardware limitations, including a reduced color palette of 512 colors compared to the 's 4096 and slower scrolling speeds that made navigation feel sluggish. The music approximated using the Atari ST's sound capabilities, though it lacked the 's depth in audio layering. The port, released in 1993 exclusively in by , supported higher resolutions up to 640x480, allowing for sharper visuals and smoother animations than the original. Core mechanics stayed intact; distribution was limited primarily to the Japanese market. In 1992, WJS Design developed the Mega Drive/Genesis version, adapting controls for the console's with simplified inputs for actions like jumping and attacking, which improved over the keyboard-based original. Graphics saw reduced animations and some simplified backgrounds to fit the 16-bit hardware, though the port maintained solid platforming with two layers; the soundtrack recreated the tunes effectively but with less atmospheric nuance. The Sega Mega-CD/Sega CD port, handled by Digital Developments in 1994, introduced significant enhancements including (FMV) cutscenes, for key dialogues, and an easier difficulty curve with more forgiving hit detection and additional checkpoints. It featured a new soundtrack composed by Derek Austin and Jimmy Kaleth, with guitar contributions from Ray Deefholts, utilizing Red Book CD audio for richer sound quality; the hero also gained armor options and extra weapons not present in prior versions. As of 2025, Shadow of the Beast II has seen no official modern re-releases on platforms like PlayStation Network or Steam, though emulation remains popular through abandonware archives.

Reception

Contemporary reviews

Upon its release, Shadow of the Beast II for the Amiga received widespread acclaim in contemporary reviews for its technical achievements, particularly its visuals and audio. Amiga Format awarded it 87% in October 1990, praising the parallax scrolling landscapes, detailed sprites, and atmospheric soundtrack as setting new standards for the platform. The One magazine similarly scored it 86% that September, commending the impressive introductory sequence and the integration of puzzle-solving elements that elevated it beyond its predecessor, though noting the fiendish difficulty of some challenges. In Dragon magazine issue 169 (May 1991), reviewers Patricia Hartley and Kirk Lesser gave it 5 out of 5 stars, lauding the graphics, music, and overall atmosphere as making it a superior sequel to the original. The Atari ST port, released in 1991, garnered similar praise for its visuals and sound but was critiqued for hardware limitations that diminished the fluidity and compared to the version. ST Action magazine rated it 75% in November 1991, highlighting the impressive and moody ambiance while pointing out slower scrolling and reduced audio layers due to the ST's constraints. Reviews for the 1992 Sega Mega Drive port were more mixed, with some appreciating its accessibility on console hardware. Mean Machines Sega scored it 58% in January 1993, acknowledging decent but criticizing it as a dated arcade adventure lacking charm and failing to engage players fully. The 1994 Sega Mega-CD version, featuring full-motion video cutscenes and enhanced audio, received harsh criticism for its outdated gameplay. Next Generation magazine gave it 1 out of 5 stars in April 1995, faulting the stilted animation, poor controls, and persistent high difficulty despite the upgrades, deeming it "too little, too late." Commercially, precise sales figures are unavailable, but Psygnosis described the game as performing strongly in as the to the successful 1989 Amiga title Shadow of the Beast; it was also bundled in the UK's package from September 1990 to July 1991. Across platforms, reviewers consistently lauded the visuals and sound for their immersive quality, often comparing them favorably to arcade standards, while frequently faulting the steep difficulty curve and imprecise controls for causing frustration and frequent restarts.

Retrospective assessments

In retrospective assessments, modern critics have praised Shadow of the Beast II for its ambitious design and audiovisual achievements while critiquing its dated gameplay mechanics and excessive difficulty. A 2015 review of the Mega Drive port highlighted the game's "great looking" graphics with a "dark almost gothic cave man feel" and its , which "still holds up and sounds incredible," crediting composers David Whittaker and Tim for blending puzzle elements with action-platforming in a unique way. However, the same analysis noted frustrations from "brutally challenging" trial-and-error progression without tutorials or checkpoints, leading to "gamer rage quit" moments due to single-use items and rigid routes. For the original version, a 2020 evaluation commended its enhancements over the first game, including reactive enemies, management, and a coherent atmosphere with high-quality direction and sound by Tim and Lee , positioning it as an ambitious in pseudo-open-world platforming. Yet, it criticized the saveless design and illogical "gotcha" moments as severely unbalanced and unplayable without modern aids like save states, scoring playability at 2/10 under original conditions. The 2010 Sega-16 review of the Mega Drive version described it as a "solid but unbalanced" port that improved on the original with better detail in and more thoughtful puzzles requiring player interaction through and use. It appreciated the "fascinating and dark inspired by Roger Dean" but lamented the music as "less catchy" than the Amiga counterpart and the overall difficulty, which could be mastered in about 15 minutes but demanded mandatory hits and precise execution. Commercially, no official sales figures have been released for Shadow of the Beast II, but it holds collectible value as part of Psygnosis' influential Amiga-era catalog. As of November 2025, sealed Sega Genesis copies fetch around $125 USD, complete-in-box versions approximately $28 USD, and loose cartridges about $12 USD, reflecting steady demand among retro enthusiasts. The game contributed to platformer trends by exemplifying Psygnosis' emphasis on cinematic audiovisuals and atmospheric storytelling, influencing the studio's later titles and the broader 16-bit scene's push for immersive, art-driven experiences. Its legacy extends through Shadow of the Beast III (1992), which continued the series' experimental platforming, and a 2016 PS4 remake of the original game by Heavy Spectrum, though no direct remake of the sequel has materialized. Preservation efforts have kept Shadow of the Beast II accessible via emulation on platforms like , where full credits and ROMs are archived for legal playthroughs. Fan communities, such as the English Amiga Board (EAB), actively discuss its technical innovations, including Amiga-specific effects for dynamic screen updates, aiding reverse-engineering and modern recreations.

References

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