Few arrows
Every archer starts the round with 3 arrows. A shot arrow stays stuck in a wall or lying on the floor, and anyone can pick it up. Shoot carelessly and you are left unarmed.
An original archer battle for the Super Nintendo.
Three arrows each. One hit takes you out. The screen wraps around. The last archer standing wins the round.
QUIVER is an original archer-arena game for the Super Nintendo and the Super Famicom, for 2 to 4 players on the same console. It all happens on one fixed screen, at 60 frames per second. A round ends when only one archer is left standing; whoever first wins 3, 5 or 7 rounds (you choose) takes the match.
Every archer starts the round with 3 arrows. A shot arrow stays stuck in a wall or lying on the floor, and anyone can pick it up. Shoot carelessly and you are left unarmed.
What leaves one side comes back on the other, horizontally and vertically: archers, arrows and monsters. Your own arrows too: a shot that crosses the edge can hit you in the back.
An arrow, a stomp on the head, an explosion or a monster's touch eliminates an archer on the spot, unless they carry a shield.
3,
2, 1, and nobody moves for 2 seconds. Then: FIGHT.
P1 WINS (or whoever won).
With 3 or 4 archers the fight goes on while two or more are still up.
DRAW: no one scores and another round starts. Deaths on the same frame count together, with no edge for any player.
ROUNDS, the deciding blow plays in slow motion and the
results screen comes up.
Every round starts from scratch: new starting points, 3 arrows each, broken blocks back in place and power-ups cleared.
| ✚ | Walk · aim (8 directions) |
|---|---|
| B | Jump · wall jump · in the air, flap (with wings) |
| Y R | Shoot |
| A L | Dodge |
| START | Pause / resume |
| SELECT | While paused, hold for 1 second to quit to the title |
X is not used. Left and right pressed together cancel each other out (and so do up and down).
Hold B for the full jump (about 39 pixels, almost five blocks); a quick tap gives a short hop (about 12 pixels). No double jump, unless you have wings. You can still jump for an instant after running off a ledge, and a B pressed just before landing jumps as soon as you touch down.
In the air, hold the D-pad towards a wall to slide down it slowly; B kicks you up and away from it. The wall jump still works for an instant after you let go of the wall.
Y (or R) fires almost at once, in the direction the D-pad points at that moment (8 directions); with no direction, the arrow goes where you face. No charging. You can shoot on the ground, in the air and sliding on a wall, but not while dodging. Each shot spends an arrow, and with an empty quiver the bow won't fire. Arrows fly straight and barely drop; after about 1.5 s they lose power and fall.
Your own arrow can't hit you right after the shot, but it can afterwards, so watch out for shots that wrap around the edge. Two arrows that meet tip to tip clash and drop. Aiming down while standing plants the arrow right there, ready to pick up.
Walk over a stopped arrow (stuck in a wall or lying on the floor, anyone's) to put it in your quiver. It can be picked up an instant after it stops (about 0.17 s), and only while you hold fewer than 5. Arrows in flight can't be picked up: that's what catching is for.
A (or L) is a quick dash of about 0.17 s in the D-pad direction (or where you face). While it lasts you are untouchable: arrows, stomps, explosions and monsters pass through you, and you can't stomp anyone either. It recharges in about 0.6 s, and in the air you get one dodge per jump (it comes back when you land, touch a wall or stomp someone).
In the first 0.1 s of a dodge, an enemy arrow that touches you is caught in mid-air and goes into your quiver, and the archer flashes white. With a full quiver (5) the arrow just drops. Explosive arrows can't be caught.
Land on another archer's head while falling and they are out; you bounce up. Hold B at the moment of the stomp and the bounce becomes a full jump. Apart from stomps, archers pass through each other.
There are no walls at the edges: go out on the left and come back on the right, fall through the bottom and reappear at the top. An archer or an arrow right on the edge shows on both sides at once, and can be hit from either.
The little score plates sit in the top corners: P1 on the left and P2 on the right, with P3 and P4 just below. Each one shows the rounds won and, underneath, one small arrow for each arrow in the quiver: white for normal ones, gold with a symbol for the special ones. The shield and wings icons show up next to it while an archer has them.
With POWER-UPS set to ON, 1 or 2 chests show up each round: the first between about 2.5 and
7 seconds after FIGHT, the second a few seconds later, always somewhere you can reach. A chest appears blinking and
waits, closed. Touch it to open it: the power-up's icon rises out of it and the effect is immediate. Each chest gives one
power-up, and they all end with the round.
+2 explosive arrows. They blow up on hitting a wall, the floor or an archer, or at the end of their flight. The blast (a 32 × 32 pixel square) takes out everyone inside it (the shooter included), kills monsters and breaks the cracked blocks of the arena (they are back next round). Can't be caught.
+2 piercing arrows. They go through the first wall they hit if it is one block thick; a thicker wall, like the floor, stops them. After that first wall they are normal arrows.
+2 ricochet arrows. On the first wall they bounce like a billiard ball and fly on at the same speed and can come back for the shooter. After the bounce they are normal arrows.
A bubble around the archer soaks up one fatal hit: arrow, stomp, explosion or monster. When it pops you are invulnerable for half a second. Doesn't stack.
3 extra flaps in the air: press B while airborne (off the ground and away from walls) for an upward push of about 3/4 of a jump. The wings show on the archer's back.
With MOBS set to ON, monsters join the arena during the round. Each one is announced by a
portal (a spinning blue-and-purple ring, with a sound) that stays open for about 0.7 s before the monster comes out; while it is
open it hurts no one. The first portal opens 3 to 5 seconds after FIGHT, the next ones a few seconds after the
previous. Portals are only for monsters: archers can't travel through them.
Flies sideways in waves (16 pixels up and down, about one wave per second), wraps across the screen edges and turns when it hits a wall ahead. It never goes through platforms: it slides over or under them. Its hit area is exactly its drawing.
Walks slowly along the platforms and turns at walls and ledges. It falls if the floor vanishes under it, after an explosion for instance.
Sits still on the ground and, every 1.2 seconds or so, leaps towards the nearest living archer.
An arrow that hits the monster (the arrow drops), a stomp on its head (you bounce) or an explosion. A dying monster blinks in place for a moment, harmless, and vanishes.
Touching a live monster eliminates the archer, unless it's a stomp. The shield absorbs the touch, and a dodge passes right through the monster.
DIED column), and each monster killed counts in its killer's MOBS column.
Every arena fits on one screen and wraps around its edges. The background drifts slowly; the arena itself never scrolls. In all of them every platform can be reached from any starting point, with 2, 3 or 4 players.
SYMMETRIC PLATFORMS
The classic arena: symmetric platforms, a bridge that wraps around the edges and a central shaft that leads to the top, by a castle at dusk.
CASTLE TOWER AND MOON
Battlements and a covered bridge on a castle tower, at night, under the moon.
cracked blocks
RUINS AND FOREST FOG
Moss-covered stones among the trees, fog and an old broken arch.
cracked blocks
A DEEP BRICK DUNGEON
A dark brick well with chains, bones and a gallery. The arena with the most cracked blocks.
cracked blocks
STAINED GLASS AND A BELL
A vaulted hall with stained-glass windows and a bell hanging in the middle.
PICKED AT THE START
Draws one of the five arenas when the match begins.
Cracked blocks break in explosive-arrow blasts and are back in place at the start of the next round.
PRESS START. START or A on any pad opens the main menu:
BATTLE, OPTIONS, ABOUT.
BATTLE1/4 PLAYERS2/4 ARENA3/4 RULES4/4 FIGHT!OPTIONS
EFFECTS sets the visual effects. MUSIC and SFX are a sound test:
L/R pick a song (TITLE, BATTLE 1, BATTLE 2,
VICTORY, SILENCE) or one of the game's 21 sound effects, and A plays it.
EFFECTS |
Screen shake | White flash of explosions | Archer flashing white on death |
|---|---|---|---|
ALL | ✓ | ✓ | ✓ |
NO FLASH | ✓ | ✗ | ✗ |
NO SHAKE | ✗ | ✓ | ✓ |
OFF | ✗ | ✗ | ✗ |
Accessibility: if flashes bother you, choose NO FLASH or OFF (the default is
ALL). No value removes the dimming of the pause, the slow motion of the deciding blow, the brief freeze on impact
or the mosaic between rounds: none of them flash. Match results are identical with every value: the option only changes what you see.
ABOUT
Developed by @ludufre, a QR code that opens https://ludufre.com (point your phone at the TV) and VERSION 1.0.
START from any player in the match pauses everything: the screen dims and shows, say, P1 PAUSED; another
START resumes. While paused, hold SELECT for 1 second to quit to the title.
At the end: P1 WINS (or the winner), a table per player and a menu: REMATCH (same arena
and rules, score reset), MENU (back to 1/4 PLAYERS with the same players and choices) or
TITLE. The cursor starts on REMATCH, so a lone START is a rematch.
WINSKILLDIEDSELFMOBS
Two players need nothing but two pads. For three or four, plug a Super Multitap into the console's port 2.
MULTITAP: YES on 1/4 PLAYERS. Without it there are only P1 and P2 (a plain pad in port 2 is P2). A Multitap in port 1 is not supported.P2 PAD? (the missing player's number) and carries on when the pad is back. A START from another player resumes without them, and their archer stands still until the pad returns.
Agreement between emulators shows the models agree, but it doesn't replace a real console, which is why the console results are listed apart.
.sfc to the SD card and start it from the menu (tested with an FXPak Pro / SD2SNES). Nothing special to set up..sfc in Mesen2, snes9x or bsnes. For 3–4 players, set port 2 to a Multitap in the emulator's input settings.After unzipping, the ROM's MD5 should match the one above:
md5sum "QUIVER (World) (v1.0) (Aftermarket) (Unl).sfc"
f29e7374aa79027ca8df789549422df8
On macOS: md5 "QUIVER (World) (v1.0) (Aftermarket) (Unl).sfc".