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dragon

SEP
09
2019
0

#129 – Dragon Warrior III

More dragons, more warriors.

Pretty menacing dragon there.

To Beat: Reach the ending
Played: 5/24/19 – 6/30/19
Difficulty: 4/10
My Difficulty: 4/10
My Video: Dragon Warrior III Final Area and Ending

Exactly 50 games later, I’m back with another Dragon Warrior game. The NES does have a few JRPGs of this style, yet the only ones I’ve played so far are all Dragon Warrior games. Actually, I haven’t played many RPGs on this project yet period. The only games remotely close in style I’ve beaten already were AD&D Heroes of the Lance and Gemfire. It’s just a curiosity of the randomized list. I am not complaining though since I thoroughly enjoyed playing through Dragon Warrior III over the course of several weeks.

Dragon Quest III: And thus into Legend… was released in February 1988 on the Famicom in Japan. Just like the other games in the series, the NES version wasn’t released until way later and it was renamed to match the others. Dragon Warrior III appeared on the NES in March 1992, over four years later! The game was developed by Chunsoft and published by Enix. There were many ports and remakes of this game. A Super Famicom remake released in 1996, and the Game Boy Color port appeared in 2001. The game was also ported to mobile phones as well as the Wii. The English Android/iOS release in 2014 added the subtitle The Seeds of Salvation.

For more information on the series, check out my previous posts of Dragon Warrior and Dragon Warrior II. For this review, I will be focusing on things new to this installment in the series.

Scene not indicative of actual gameplay

The story for this game is simple. Our hero awakes on his 16th birthday at home in the kingdom of Aliahan. He is now of age to begin a great adventure, and that first step begins with visiting the king. When you meet with him, he tells you of the archfield Baramos and gives you the task to defeat him. From here, you will travel the world in search of Baramos.

One of the first things you will do before you leave the castle is build your party. On the west end of town is Luisa’s Place and you can do a few special things here. The first counter you will see is for the Vault. You can leave items and gold here and retrieve them later. There is a cost associated with retrieving stored items, but since you will hit full item capacity on your journey this is a great place to stash things for later. Saving your gold here protects it from being lost if your party is wiped out in battle. Past the Vault is the counter where you can add new members to your party. In Dragon Warrior III you can have a party of four people. The default characters available for your party right now are a Soldier, a Pilgrim, and a Wizard. This is the recommended party for starting out and the group I went with. These members are pre-assigned a name and a gender. My party was all men. I had Ragnar the Soldier, Petrus the Pilgrim, and Mathias the Wizard.

If you go upstairs, you can register brand new party members. You can choose the name, the sex, and the class. There are eight characters classes in Dragon Warrior III. Your main character is the Hero class which is an exclusive class with strong stats all around as well as some unique spells. The Soldier is a very strong warrior that can equip most weapons and armor. Soldiers level up quickly but cannot cast spells. Pilgrims are average strength characters with a set of healing and effect spells. Wizards are more fragile but can cast powerful attack spells. More or less, Pilgrims have white magic and Wizards have black magic. Fighters have very high agility, leading them to attack quickly in battle and they have a high critical hit rate. The tradeoff is that the Fighter cannot equip most things and is more effective fighting with bare hands than with most weapons. The Merchant is an average character with a couple of unique capabilities. Merchants can obtain more gold from defeated enemies in battle and they have the ability to appraise items. Select an item held by a Merchant and choose the Appraise option to see who can use the item or how much it might be sold for in a store. The Goof-Off does not offer much in battle. They do have a very high luck stat which helps in getting rare item drops from enemies. Finally, the Sage is a strong class with average battle capabilities but can cast both Pilgrim and Wizard spells. Unfortunately, you cannot start off with a Sage and have to wait to add one to your party until later in the adventure.

Make sure to have a full party before leaving the castle.

With a full party, you are now ready to leave town and begin your adventure, just in time to see the next major development of Dragon Warrior III. This game has a day and night cycle which can impact your journey. The longer you walk outside, time passes and the color palette changes to indicate the time of day. Stronger monsters may appear at nighttime. Shops are closed at night, though inns are always open. Towns are often different at night as far as the townspeople and what they tell you. Several events in the game occur only at day or night. There are a few things you can do to influence the cycle, aside from wandering the overworld. For instance, staying at an inn always brings you back to the start of the day when you wake up. Later in the game, you have more direct options to change to either day or night.

Some towns or castles in the game contain a battle arena. This is like a gambling mini-game where you can watch a fight and bet on which monster will win. You can get the odds of victory or see what other spectators think might happen in a match. You can then place your bet, pick your fighter, and watch a battle play out automatically among the monsters. This is something I only did one time just for kicks. I would rather spend time continuing the journey, but who knows, maybe this is a good way to earn cash quickly if you can game the system somehow.

Speaking of combat, random battles in this game are just like in Dragon Warrior II. Enemies can appear in groups and you decide which group you attack. There is still the problem of wasting an attack on an enemy group that no longer exists. However, I figured out over the course of many battles that your party members do attack somewhat intelligently. When attacking a group, the attacker tends to target the monster with the most HP remaining that they can take out in one hit. In Dragon Warrior II, it sure seemed random which player hit which monster. This is quite helpful for the speed of the game because combat is already plentiful in these games. One issue with this I found was that the AI tends to spread hits around evenly in a group if all the monsters have high HP, meaning those baddies tend to stick around longer. A more intelligent system might opt to gang up on one monster in a group in those situations. As it stands, I do like this hidden system and I’m glad it’s something I paid attention to.

Numbness is a nuisance.

There is one new status ailment in the game. In addition to becoming poisoned, confused, put to sleep, or cursed, now you can become numbed by paralysis. In this state, you cannot do anything except wait it out. It will eventually go away by walking on the world map, or you can use an item or spell to remove the status. Should all your party members become numbed, you lose the fight. I had this happen to me one time and I made sure it didn’t happen again.

The spell list is more expansive in this game. Three character classes, Hero, Pilgrim, and Wizard, all get spells and some are unique to that class. Many of them are various attack spells that are elemental in nature and can target individuals, groups, or entire enemy parties. Rather than go over every spell, I want to draw attention to a few interesting ones. There are two revive spells. Vivify only works half the time to bring back a party member with half HP, while Revive works nearly every time and gives full HP. X-Ray is used to examine treasure chests before opening. Some treasure chests are enemies and this spell lets you know if the chest is safe or not. The DayNight spell lets you switch between day or night. You can turn invisible with the Invisible spell, which can be useful for encounters both good and bad. Bounce can be cast on an ally to have all magic spells bounced back to the caster. BeDragon lets you turn into a dragon and breathe flames every turn for the duration of a battle. Transform lets the caster turn into another party member for the entire fight. The last two related spells I want to mention are Expel and Limbo. This lets you knock enemies out of fights with no gold or experience gained. Expel works on a full party while Limbo only targets one enemy but is much more successful. Sometimes a enemy will cast Limbo on you, and if it works that member is removed from the party entirely. Don’t worry, you can get your ally back but you have to look for him somewhere in the world.

A good part of the way through the game, you can find a place that lets you change your character classes. There are a few rules around this. First off, you cannot change your Hero at all, since he is one of a kind. A character must reach at least level 20 before changing class. After class change, that character goes back to level 1 with half of his current stats. He keeps any spells learned to that point. This is also the only way you can become a Sage if you meet the criteria. Since each class has some better stats than others, you can shape your party any way you want, given enough time grinding for levels.

There are plenty of dungeons, caves, and towers to explore.

The overall flow of the game is similar to the previous one. Roughly halfway through the game or so you get a ship that opens up the entire world. This time instead of collecting five crests, you are searching for six orbs. The map is just as large as in Dragon Warrior II, maybe even larger. Since early on you move around through travel doors between some destinations, it can be a little tricky to piece together the entire map. This game came with an insert containing the world map and charts for monsters, spells, weapons, armor, and items. The manual is a tall, 80-page book that even contains a partial walkthrough and tips for some more difficult sections. While not essential to beating the game, it does help. I did not need the walkthrough but I did refer to the map once or twice.

I beat Dragon Warrior III one time before about 10 years ago. I remember spending a lot of time sitting on the couch in my apartment just grinding away at the game on an emulator. I had picked up all four Dragon Warrior loose carts many years before but I was not able to beat the game on a real cart until now. I had tried several times. It always happened after playing for a few hours where the console got bumped, the game locked up, and I was forced to reset to an empty save file. This was long before I knew how to take games apart and clean the pins. I have owned at least a couple of copies of this game before, including my current CIB copy with the map in decent shape. Just to be sure, I know I let my old cart go in favor of a different one with a confirmed good save battery. Now that I clean carts and consoles I didn’t have any issues holding a save the entire time playing. Dragon Warrior III has always retained value. Loose carts sell around $50-$60 with CIB copies at $150+.

It had been long enough since my first playthrough that I didn’t remember all that much about the finer details of this game, including where most of the quest items were. I knew enough though to have a solid attack plan, particularly around class changes. I changed Ragnar from a Soldier to a Fighter and converted Mathias from a Wizard to a Sage. Switching to a Fighter was a bit experimental. I thought it might be useful to have a decent fighter with high agility. That worked out for a couple of reasons. Fighters are better at getting critical hits and his attack stayed high enough that I could deal out some heavy damage early in a turn. The other thing is that Fighters only benefit from a few cheap pieces of equipment, versus Soldiers that can equip many expensive items. Extra gold in my pocket freed me up to spend on my other characters earlier. Having a Wizard become a Sage gave me two good characters with healing spells, since Sages learn two sets of magic. I always opt for having good healing options in my RPGs whenever I get a choice.

The bad guys get pretty nasty toward the end.

There were a few interesting notes concerning this playthrough. I spent over five weeks beating the game, and one of those weeks I was away on business. I was able to take my game with me in an unexpected way. The AVS can connect to a computer and it has the capability to both apply and back up save files from an emulator. Before my trip, I dumped my save file to the computer, then I continued that file on my laptop that I brought with me. When I got home, I put my updated save file back to the cart and completed the game from there on normal hardware. I’m really glad I tried out that feature. I’ll be using that again to back up save files on longer games. This time I kept better track of my hours spent on the game. I beat the game in a little over 36 hours, right in line with the 30-40 hour estimate I had in mind. I feel like I did very well in solving issues and finding items as they came up throughout the game. Perhaps I had some of those events stuffed into my subconscious from my previous playthrough. Lastly, I am a tiny bit disappointed that I remembered a twist that occurs in the endgame. It would have been nice to have experienced that anew.

If you like these kinds of games, you will find a lot to like about Dragon Warrior III. In some ways it doesn’t feel all that different from Dragon Warrior II. It certainly is less of a leap from the second to the third as it was from the original to the sequel. Most of the main beats are the same. There’s a linear start, then the world opens up with a ship, then you explore the world looking for items, then that opens up the end of the game which is quite challenging. Then again, this game is quite different. The map is new, the enemies are almost completely different, there are more spells to learn, more items to buy, and more places to visit. Changing classes has a huge effect on the way the game is played, making it easier if you can find the right tweaks to make and put in the time to build up your characters. The difficulty curve is gentler than the second game which I found a welcome improvement. The graphics, music, and gameplay are all very good. I imagine the NES version is not the definitive version of Dragon Quest III, but the game does stand up as one of the best RPGs on the console.

#129 – Dragon Warrior III

 
JUN
18
2018
0

#79 – Dragon Warrior II

A much more expansive adventure awaits in Dragon Warrior II.

The gang’s all here!

To Beat: Reach the ending
Played: 3/16/18 – 4/7/18
Difficulty: 5/10
My Difficulty: 3/10
My Video: Dragon Warrior II Final Area and Ending

I know this is a website about old NES games, but this is also a website about nostalgia. Each of these games I’ve been playing has been enjoyed by someone who will remember them fondly. It’s not necessarily about the games themselves, but about the people you played them with, the friends you shared tips with, or the memories you had playing them and what it was like to live your life back then. Perhaps I’ve always been focused on nostalgia because I have made time to play my old games over the years. Sometimes it takes an older game to drop you back in time in a powerful, almost surreal way. Dragon Warrior II is a game that does this for me. It helps that it is a fun game to play even now.

For more information about the Dragon Quest series of games, check out my Dragon Warrior post.

Dragon Quest II: Akuryo No Kamigami was released on the Famicom in January 1987. The name translates to Dragon Quest II: Gods of the Evil Spirits. It was developed by Chunsoft and published by Enix. All the Dragon Quest games on Famicom were brought over to the NES several years later. The NES version was renamed Dragon Warrior II and was released in September 1990. This game was ported a lot more than I thought. There was an MSX version in Japan in 1988 and a Super Famicom version in 1993. Game Boy Color received a combination cart of Dragon Warrior I and II. There are also mobile versions and a Wii version in the Japanese compilation Dragon Quest 25th Anniversary Collection.

The story of Dragon Warrior II is explained through an introductory cutscene exclusive to the NES version. All is peaceful in the kingdom of Moonbrooke until the forces of the evil sorcerer Hargon appear suddenly. The king fights valiantly but is no match for these creatures. He and the rest of the castle are taken down, but not before a single soldier barely makes his escape. This man somehow makes it all the way to the kingdom of Midenhall to warn the king there before he succumbs to his injuries. As the prince of Midenhall, it is your duty to go on a grand adventure to defeat Hargon. Do so and you win the game.

The situation is pretty dire.

Structurally, Dragon Warrior II is a lot like the original game. You still walk around with the D-Pad, press A to open the command menu and give commands, and press B to undo or go back. You are still adventuring around, fighting enemies, getting stronger, exploring caves and towns, upgrading equipment, collecting items, etc. I will still give my traditional amount of detail, but rather than retread a lot of old ground, I will focus more on the differences added and implemented into Dragon Warrior II from the first game in the series.

The first thing you may notice is the Command Menu is updated. There are six commands here instead of eight. Five of these commands are the same: Talk, Spell, Status, Item, and Search. The displays are a little different, but they function the same way. The new command is Equip which lets you swap your weapon, armor, shield, and helmet for a different one you are holding. You may also choose to unequip something and go without if you choose. Three commands from Dragon Warrior are no longer here: Stairs, Door, and Take. You will automatically go up or down stairs when you stand on them, which is an obvious, much welcome change. Door and Take were both redundant commands. Keys are treated as items so you use them through the Item screen, and Take was rolled into the Search command. The popup Status Menu is also streamlined. It appears at the bottom of the screen this time and only displays the first four characters of your name, your HP, and MP. If you want to see Gold or Experience, pull up the Status menu instead.

Some of the basic structures have been changed. You can see the differences from the opening cutscene. All map objects in the first game were all the size of one tile, but that’s not the case here. Castles are four tiles big and towns are two tiles long. That’s all though; everything else is one tile. There are still caves like in the original game. Monuments are special points of interest and are often friendlier environments than enemy-ridden caves. There is a different kind of grass tile that looks like bushes. These are just cosmetic changes, but they do make the environment more interesting. The size differences also help make you feel smaller and the world around you feel bigger.

Slimes and slugs go well together.

Venture out into your first battle to find that you may have more than just a single enemy to deal with this time. It was a logical next step to have more than just one-on-one battles, right? To handle multiple enemies on screen in a fight, the pretty battle background from Dragon Warrior was replaced with a plain black battle screen. Your Status Menu is displayed at the top, and the lower left contains the Command Menu. These options are Fight, Run, Parry, and Item. Parry is the only new one here, which puts you in a defensive stance. You take half damage but don’t do anything else. The lower right display shows the enemy names and how many of them are still active in the fight. Instead of targeting a single enemy when you fight, you get to choose which enemy group to attack. If there are multiple enemies in a group, you attack one at random. If there are no longer any enemies in the group, you will whiff and not hit anyone. Lame, but it happens. When battles play out, the lower half of the screen describes who is attacking who and for how much damage, same as before.

Caves have received a major overhaul. You no longer need to carry torches or use the Radiant spell to see where you are going, so already that’s a huge improvement. Narrow corridors are no more. Caves have the same tile size as the castles on the overworld, so the normal tunnels are always two tiles wide and they are often much longer as well. There are cave entrances where you cannot see where you are going until you walk through to the next room. Then the newly entered room of the cave is drawn while the room you just left is shrouded in darkness. It helps maintain a bit of mystery since you can already see the entirety of the current room. Later in the game, you explore towers that have the same attributes as caves, just with a different tileset.

The most significant change in Dragon Warrior II is the addition of two party members. You will have to go solo for a while before eventually meeting up with the Prince of Cannock. He is given a name at random and you don’t get to change it. My companion was named Esgar. He is not as strong as the main character and he cannot equip as many weapons or armor, but unlike our hero he can cast magic spells. Now you get the ability to heal without resorting to medical herbs or going back to the inn, and you get some extra options in battle as well as another attacker. Sometime later you find the Princess of Moonbrooke. She was named Roz in my adventure. She is the weakest physical attacker but has the most powerful magic. It’s a well-balanced party.

Join forces and help each other.

There are many spells in Dragon Warrior II that can be used by the Prince or Princess, or sometimes both. Some spells are only usable in battle, and some are only usable in the field. When you pull up the Status for a spell caster, the last screen will be a list of spells in each of those categories. If a spell can be used anywhere, then it appears in both lists. The spells can be further categorized into healing spells, field spells, attack spells, and effect spells. Let’s go into more detail!

The healing spells are Heal, Healmore, Healall, and Revive. The three “Heal” spells all restore some HP to one party member. It should be clear by the names that Healmore restores more than Heal, and Healall restores all HP to the affected party member. Revive can bring a fallen party member back to life with a single hit point. The Prince gets Heal, Healmore, and Revive, while the Princess gets Healmore and Healall. HP restoring spells can also be used in battle but Revive is only usable on the field.

These are the field spells: Antidote, Repel, Return, Outside, Stepguard, and Open. Antidote cures one member of poison status so that they don’t take damage while walking about. Repel wards off weaker enemies for a while. Return sends you back to the last place you saved the game. Outside takes you back to the entrance of a cave or tower you are exploring. Stepguard protects you from taking damage from certain tiles that normally hurt you when you walk on them. The Open spell opens doors without using a key. The Prince gets Antidote, Return, Outside, and Stepguard. The Princess learns Repel, Antidote, Outside, Stepguard, and Open.

The Prince has attack spells to aid in combat.

The attack spells are Firebal, Infernos, Firebane, Explodet, Defeat, and Sacrifice. Firebal does a relatively small amount of damage to one enemy, though it is useful in the early going. Infernos and Firebane have the same effect, dealing damage to all members of an enemy group. Explodet does a lot of damage to all enemies. Defeat can be used on an enemy group and may defeat an enemy outright if it works. Sacrifice instantly defeats all your enemies as well as the spellcaster. The Prince learns Firebal, Firebane, Defeat, and Sacrifice, while the Princess learns Infernos and Explodet.

The final set of spells are the effect spells. They are Sleep, Surround, Stopspell, Defence, Increase, and Chance, and they can only be used in battle. Sleep may put members of an enemy group to sleep. Surround generates spirits around an enemy group that causes enemy attacks to miss more often. Stopspell is used on an enemy group and can block enemy spells if it is effective. Defence lowers the defensive stat for an enemy group, while Increase adds defensive points to all party members. The Chance spell has many different effects and one is applied at random when it is cast. It’s a risky spell with the potential for a huge payoff. The Prince gets Stopspell and Increase, while the Princess learns Sleep, Surround, Defence, and Chance.

Having three party members mixes up things somewhat. Menus now include an additional option for which member you want to command. Each character has his or her own set of eight items to hold. Party members may trade items or throw them away through the Item menu. This includes your weapons and armor, unlike Dragon Warrior where they don’t go against your total item loadout. When you buy items, weapons, or armor in the shop, you must choose a member to receive it. The shopkeeper will tell you if the recipient is unable to equip the armor or weapon, which is helpful even though you learn by trial and error. Often you have to shuffle items around to make room for something specific, and those item slots fill up pretty quickly. You can also utilize the House of Healing. Here you can curse poison, remove cursed items, and revive a fallen party member. It costs 20 gold for each experience level of the defeated party member to revive, but it’s often better than losing half your gold when everyone falls.

Drag your partner’s corpse to the House of Healing.

Once you recruit the whole party and explore the world more, you eventually find a ship. This is when the game switches from a linear style to an open world adventure. You can dock the ship at any walkable world tile, leading to vast exploration. This is also where the game takes a sharp upturn in difficulty. Since you can go wherever, you may stumble into an area with much stronger monsters. Go directly east from the port town and you might see something familiar. There’s an island which plays the world music from Dragon Warrior, and indeed it is a more compact version of Alefgard. You can go to Tantegel Castle or pay the Dragonlord’s ancestor a visit in Charlock Castle. It’s a nice throwback that shows just how much larger the world is in Dragon Warrior II. From there, you will need to track down some additional keys, as well as five crests required to reach the end of the journey.

There are a few miscellaneous changes I noticed in Dragon Warrior II. In the first game, you could sell old equipment for half of the original purchase price. In this game you get 75% back. That helps offset the extra equipment you need for the other party members. There are many more quest items in this game that take up precious item slots. I’m not sure if you could sell them in the first game, but you can this time. If it was one you still needed, you can go back to where you found it and get another one. Enemies may drop items after battle. I noticed that you can’t earn two of the better item drops, so if an enemy drops something you already have, you get additional gold instead. You can also get poisoned. This only affects you as you walk, and your experience level is temporarily replaced by “PO” to indicate you are poisoned. This is the only effect obvious on screen. I think it would have been nice to know at a glance if a character is asleep or had spells stopped in battle.

I have played Dragon Warrior II a few times before. The first Dragon Warrior was one of those formative games that introduced me to the genre. I knew there were other NES games in this series, but they were always so expensive to buy even used. Dragon Warrior II might have been the first NES game I played on my PC once I discovered emulation in the late 90’s. I remember sitting at the family computer exploring towers and grinding levels while listening to music. Good memories! Eventually I tracked down all four NES Dragon Warrior carts back when you mostly sent money orders in the mail to buy things from eBay. I’m pretty sure I beat the game on emulator, and I had all the save files used up on my cart copy. I don’t remember exactly but I’ve probably beaten the game at least three times before.

Having a full party gives you the most options.

It’s an RPG of course, so Dragon Warrior II took a long time to finish. I believe I spent 30-40 hours beating the game. The game goes along at a reasonable speed until you get the ship. It’s almost overwhelming to have the entire map at your fingertips, and the new enemies you encounter are quite challenging. The first major goal is to track down the Golden Key, and though I remembered where it was it still took a while to track down. I wrapped up the middle part of the game up quickly. The final cave is really tough to both navigate and fight through. I was under leveled, but this was also the best place to gain experience. For as much time as I spent playing from the start of the game up to the final cave, I spent just as much time getting past it and grinding experience levels before the final showdown. The character levels cap at 50, 45, and 35, and I was 6 or 7 levels shy of that before beating the game.

Dragon Warrior II is a challenging RPG. Even early in the game, some large enemy groups can cause trouble. I already mentioned it gets harder once you meet new enemies after adventuring on the water. Some of the locations you need to visit are out on the open water and tough to find for the first time. A couple of the crests are difficult to locate and require a specific hint from someone likely on the other side of the world. Perhaps the worst of all is the combat near the end of the game. The odds are constantly stacked against you. Enemy effects are always more effective against your party. Your attack spells can miss, while the enemy attack spells never miss. Enemies tend to gang up on one party member, and if a critical hit slips in there, you will likely die. The Prince is the only one with the Revive spell, and though there is an item that does the same thing, you can only hold one of them at a time. Some of the final enemies can cast Defeat and Sacrifice against you. While Defeat usually misses, Sacrifice is instant death and there’s nothing you can do about it except try again. Of course, I rated the game a 5/10 in difficulty because you can reduce the difficulty by grinding longer. It’s just unbalanced at the end of the adventure and there’s not much room for improvising if you get in a bad situation.

Dragon Warrior II is a huge step up from the original. Everything is larger: the world, the dungeons, the characters, the items, the spells, the enemies, etc. The graphics are good. Though they are similar to the first game, this game expands the tileset a bit while adding many new, larger, and more detailed enemies. The music is excellent all around with some great themes that are often underappreciated. On the one hand, Dragon Warrior II is several degrees more complex than Dragon Warrior, but on the other hand it’s not so complex that it becomes overwhelming or unmanageable. New elements are introduced at a reasonable rate and it’s not hard to keep track of everything as you go. The downsides are the spike in difficulty in some combat sequences, getting lost trying to locate important items for the end of the game, and all the level grinding needed to stand a decent chance at the final dungeon. This might be my favorite NES RPG as I find it hits the sweet spot between simplicity and complexity, all while both looking and sounding great. If you like RPGs and haven’t tried Dragon Warrior II, I would recommend giving it at least a few hours of your time to see if it grabs you.

#79 – Dragon Warrior II

 
DEC
05
2017
0

#59 – Ninja Gaiden

“I will get my revenge!”

A very unassuming title screen.

To Beat: Reach the ending
My Goal: Beat the game without continuing
What I Did: Beat the game using three continues
Played: 9/24/17
Difficulty: 9/10
My Difficulty: 3/10
Video: Ninja Gaiden Longplay

Traditionally, ninjas were ancient Japanese fighters trained in martial arts who focused on stealth, espionage, and assassination. With the rise in popularity of the idea of ninjas, and many Japanese game development studios looking for game ideas, it makes sense that ninjas would be well represented in video games. One of the most well-known games on the NES, and perhaps one of the more well-known ninja games altogether, is Ninja Gaiden.

Ninja Gaiden began as two separate games by two different teams from the developer Tecmo. The arcade game is a beat-em-up game in the vein of Double Dragon, while the NES game is a side-scrolling action platformer influenced by Castlevania. While the arcade game fared well, the NES Ninja Gaiden was a huge success, earning high praise and numerous honors. The Famicom version was released first in December 1988 under the name Ninja Ryukenden, meaning Legend of the Ninja Dragon Sword. The NES version was released in March 1989. The word gaiden in Japanese means side story, but Ninja Gaiden is not a side story in any way. The developers just like how the name sounded. Ninjas were considered taboo in Europe, and so their version of the game was named Shadow Warriors and was released in August 1991. It was also ported to the PC Engine in Japan in January 1992. Tecmo is both the developer and publisher for all versions.

He will, indeed!

Since the NES game, Ninja Gaiden has become a long running series. The NES got two more installments, and all three games appeared on the SNES compliation cart Ninja Gaiden Trilogy. Ninja Gaiden later had unique games on the Game Boy, Sega Master System, and Game Gear, as well as a cancelled version on the Mega Drive. The series went dormant until 2004 when the mobile game Ninja Gaiden X was released. That year also saw the beginning of the modern series with the 3D action game on Xbox simply titled Ninja Gaiden. That series would spawn two sequels in 2008 and 2012 respectively. There was also a Nintendo DS game called Ninja Gaiden: Dragon Sword.

Ninja Gaiden is a side-scrolling action platformer where you play the role of Ryu Hayabusa. The Hayabusa family has guarded the legendary Dragon sword for many generations. Ryu’s father, Ken Hayabusa, engaged in battle with another ninja and was defeated. After Ryu learned of his father’s demise, he finds a letter from his father. Ken writes that Ryu must go to America with the Dragon sword if he does not return. Respecting his father’s wishes, Ryu heads for America to take on the danger he surely knows is laid out ahead.

Ninja Gaiden is heavily laden with story and this is the main feature of the game. This was one of the first games to feature cinematic cutscenes to advance the story. The game plays out over six acts, and before each act there are these extended segments detailing Ryu’s adventure. Sometimes there are cutscenes in the middle of acts, but this doesn’t happen often. It was very novel to see this story play out as you go through the game, for the first time through at least. On subsequent playthroughs they might become more of an annoyance. Fortunately, they can all be skipped quickly so you can focus solely on just the action.

Ryu hangs off walls a lot.

You control Ryu with the D-Pad. You can walk with Left or Right and duck by holding Down. Press A to jump. You have full control of Ryu from side to side while airborne. You can cling to walls by jumping onto them and Ryu will hang on indefinitely. Press the directional button away from the wall and jump to kick off the wall. You can jump back and forth between two walls close together to climb. If the wall contains a ladder, you can freely climb up the wall with Up or Down, otherwise you must jump off. The B button slashes your sword. You can attack with the sword while ducking or while in the air. If you slash while standing on the ground, you can’t move until the animation finishes. Attacks go quicker than the whip in Castlevania but it’s a noticeable delay. Hold Up and press B to use special attacks if able. The Start button pauses the game.

The status bar at the top of the screen gives you all the information you need. The top left is your score indicator, and below that is the level timer. Underneath that is P which indicates how many lives you have remaining. The counter next to lives represents your spiritual strength, according to the game manual. This represents your subweapon ammo, and next to it on the status bar is an icon for which special weapon you currently hold. On the right side of the status bar, you see the stage number, your health meter, and the health meter of the boss.

These blue lanterns hold all kinds of stuff for you.

In yet another similarity to Castlevania, each level features a candle or some other stationary object that you can slash with your sword to earn powerups. Enemies don’t drop anything in Ninja Gaiden so this is the only way to power up, but you see them all the time. The most common of these is a square icon that increases your spiritual strength. The common blue item gives you five points of strength, and the red one gives you ten. There is an item that looks like a pot with feet that just gives you points. The blue one is worth 500 points and the red one awards you 1000 points. An hourglass freezes time briefly, causing all enemies and projectiles to stop moving and keeping new enemies from spawning. A potion will restore six points of health. The Ryu emblem gives you an extra life but only appears a few times in the whole game. The icon with the ring of fireballs is called the invincible fire-wheel. As its name suggests, it makes you invincible for a short time while destroying any enemy you touch.

The other item drops you get are your special weapons. You can only hold one at a time and can’t switch back if you collect a new one. These cost spiritual strength points which may vary for each weapon. The weakest weapon is the small blue throwing star. You throw a tiny straight projectile and it costs three points. The windmill throwing star is a large orange shuriken that costs five points. You throw it ahead and it comes back at you like a boomerang. If you jump over or dodge it, it will go behind you and come back. If you keep avoiding it, you can keep it on the screen circling you for a while for maximum effectiveness. The powerup with a single flame on it is the art of the fire wheel. This weapon costs five points and throws large rings of fire up and away from Ryu. Lastly, the blue swirl weapon gives you the jump and slash technique. This deploys by pressing B in the air with no need to hold Up on the D-Pad. It causes you to ball up while slashing constantly, ripping you right through enemies and bosses. It is incredibly powerful. The major downside to this technique is that it replaces your sword attack while jumping, so it burns through your spiritual strength very quickly. But here’s a tip: If you hold Down and press B while in the air, you will always swing your sword, saving you precious strength points.

Poor enemy soldier!

You will travel through many interesting locales and fight different types of enemies throughout the game. You visit the city streets, a mine, snowy mountains, a cliffside, and various temples just to name a few. Enemies often consist of other people who punch, swing swords, fire guns, throw knives, etc. There are also animals that are out to get you like tigers and bats. Anyone who has played this game know that the birds are the worst. They fly at you and turn around to make another pass if they miss, and you need good timing with your sword to defeat them. They often show up near pits and they can easily knock you down to your death, and they drain your health quickly to boot.

There is a boss battle at the end of each act. Each boss gets a full health bar and your sword does one point of damage, so you must keep at it to take them out. The game manual explains that most of the bosses are members of The Malice Four and were hired by the main villain. Defeating the boss awards you points for both time and spiritual strength remaining, and you get to watch the bad guys explode as score is added up for a pleasant bonus!

Ninja Gaiden is a challenging game, no doubt, but there are a few ways the game gives you breathing room. Each act is split up into several levels, and sometimes the levels have checkpoints within them at screen transitions. Ninja Gaiden only scrolls horizontally, but sometimes you need to go up or down a screen and that counts as a checkpoint. Losing a life within a level sets you back to the checkpoint. If you lose all your lives, you can continue from the start of the current level. You get infinite continues which is a great help in beating the game. Dying on the boss, however, sends you back to the start of the previous level. This is a more severe punishment than dying prior to the boss, but it’s bearable.

Action-packed boss fights are always a plus.

The reason why a game with infinite continues like this gets a 9/10 difficulty rating is what happens at the end of the game. I’ll say this is a spoiler, but if you’re reading this you probably already know what happens. The final act in Ninja Gaiden is quite challenging, featuring large sections of bottomless pits with plenty of enemies to knock you into them. The end of the act contains not one, but three final bosses. Contrary to the rest of the game, taking a death at any one of these bosses sends you back to the beginning of the act. This makes the first time through the game very difficult because you have to slog through all these tough levels per each attempt at this final set of bosses. The only solace is that once a boss is defeated, he stays dead and you don’t have to refight him. I know one of you readers has already turned your nose at my rating here, and to you I say that it’s easier for me too because I’ve beaten the game so many times. Undeniably, it’s a steep challenge the first time through!

Ninja Gaiden is one of the games from my childhood collection and I have beaten it countless times. I didn’t read many gaming magazines, but it was all over the ones I had and so I had to own this game. We bought it used somewhere, and that led me and my family to track down the other two games individually. Today it isn’t a hard game to find and it consistently costs around $10 for a copy. I’ve had several copies pass through my hands that I’ve sold, and I still have a few extra copies as of this writing.

I don’t remember the first time I beat Ninja Gaiden. I was probably 9 or 10 years old when I first beat it, and it has been one of those staple NES titles that I replay at least every couple of years. I beat the game this time with little trouble. I had in mind to beat the game without continuing but I wasn’t sure if I would. After all, that final level still trips me up after all these years, and I have only done it once before a few years ago. Lately, I have been playing these NES games through a couple of times just to have a decent enough run for YouTube. I don’t recall the last time I beat a game once and then moved on. The only deal breaker here was that I wouldn’t accept a run where I died on any of the final bosses. On this run, I needed three continues to clear the final area but I did beat the final bosses without dying. That’s good enough for me, and besides, I’m sure there are plenty of people out there that have beaten the game without continues or without dying on YouTube. If you need to witness something closer to perfection, then you can watch someone else do it. I have so many more games to play!

Clearly, I have no chance here!

I have a few streamers on Twitch that I watch regularly. One of my favorites is Arcus87, the current world record holder for speedrunning Ninja Gaiden. He has beaten the game in 11:39.93 as of this writing. In the beginning of this year, I watched him put in hundreds of attempts just to improve upon his own record by a tiny margin. I missed watching him set the record live, but I saw a couple of near misses and some other incredible moments. I learned a lot about this game just by watching, but I can’t say it translated into making me a better player.

Ninja Gaiden is one of those classic, essential NES games that should be considered for any NES collection. It has nice graphics and music, good boss fights and enemies, good control with versatile weapons, and a story that ties it all together. It is also the very definition of Nintendo Hard, with constantly respawning enemies capable of knocking you into pits at any time, especially those birds. The endgame cruelty is quite extreme as well. The difficulty may be a turn off, but the game is relatively kind in the early going and the story might grip you enough to want to grind through it. Ninja Gaiden is fun to play, and if somehow you haven’t given it a chance, I give it my recommendation.

#59 – Ninja Gaiden

 
OCT
23
2017
0

#56 – Mendel Palace

Shuffling panels has never been this much fun!

The baddies look far less menacing in the actual game.

To Beat: Reach the Ending
To Complete: Beat both the game and the Extra mode
What I Did: Completed the game
Played: 8/7/17 – 8/18/17
Difficulty: 7/10
My Difficulty: 7/10
Videos: Mendel Palace Longplay and Mendel Palace Extra Mode Longplay

There are a lot of weird video games out there, especially today when the barriers to development and distribution are much lower. The NES was around in a time when some gaming conventions were being defined, so developers had the liberty to make some weird games too. Ghoul School is one that comes to mind that I’ve already played. I classify Mendel Palace as a weird game, and in this case I mean it in a good way. Mendel Palace is a frenetic action game that is dripping with character.

Mendel Palace was released in North America in October 1990. The game was developed by Game Freak, who are best known as the developers behind Pokémon. This was the first game they developed. The NES version was published by Hudson Soft. This game debuted first on the Famicom under the name Quinty. There it was released in June 1989, over a year earlier. Quinty was published in Japan by Namco. Mendel Palace has not been re-released, nor are there any sequels.

Mendel Palace is a single-screen action game. You play the role of Bon-Bon. The princess Candy has become trapped in a dream that she cannot escape, and so you might fight all her dolls that have come to life and free Candy. It’s the typical save the princess trope. The object of the game is to defeat all the enemies in each stage. There are 100 total levels spanning several different worlds. If you clear all the stages, then you save Candy and win the game. You can go at it alone or play with a friend in the two-player mode.

It’s a block party!

The main gimmick to Mendel Palace is how you attack enemies. Each stage is in a top down perspective consisting of a 7×5 grid of large panels on the floor. You can walk around in the four cardinal directions using the D-pad. When you press the A or B button, you will shuffle the floor panel in front of you. It is a little tricky at first to determine which panel you will move. If you stand on the edge of the panel facing the middle of it, you will shuffle the one you are standing on. Otherwise, you will shuffle the next tile over in the direction you are facing. The idea is to shuffle tiles when enemies are standing on them, which causes the baddies to get pushed away a short distance. Enemies are defeated when they get shoved into the side of the screen or against a solid object. Sometimes enemies can push you into the wall as well, but if an enemy touches you then you can also die that way.

The other side effect with shuffling panels is that you can reveal other panels underneath. This is not merely a binary flip. Sometimes there are three or more different layers underneath each panel that continuously cycle as long as you keep shuffling. There are many kinds of tiles that can appear in Mendel Palace, including several different item tiles. The most common item tile is the star. You must stand exactly on the center of an item tile to collect it. Stars are accumulated through play and you can see how many you have in a counter at the bottom of the screen next to the amount of lives remaining. The final star tile in a level will blink and you get 10 stars if you grab that one. Collecting 100 stars awards you an extra life, and it also makes you walk faster.

There are two more item tiles that are not as abundant as the star tiles. The first of these is the roulette tile. This cycles between four different items and you get whichever one is face up when you collect it. You can get either a puny 10 point bonus or a generous 10,000 point bonus. You can get a 10 star item for more precious stars. The best award is the 1up! Aside from star collection, this is the only other way to gain lives. The other item panel is the time panel. This is labeled FIVE SEC when you see it in the game. Each level has an invisible timer that causes the enemies to become very aggressive when it runs out. Grabbing these panels extends that timer.

The smile on the sun panel is quite appropriate!

There are a few panels that can affect nearby panels. The most common of these is the cross panel. When you step on it, the tiles in all four cardinal directions will shuffle chain reaction style. If you can get an enemy caught up in the shuffle wave it almost always sends them all the way to the wall. There is a similar panel that does not show up often called the clock and time panel. This one looks like the cross panel but with only one direction lit up at a time. Like a clock, the lit direction changes rhythmically. Stepping on this panel causes a wave in only the direction it is pointing. The sun panel is the most powerful of these in that it shuffles all tiles on the screen radiating outward from the sun panel. Most of the time this wipes out all the enemies in one shot, so it can be very nice to find.

There are a couple of bonus panels that transform the game board in ways that can be helpful. The more common of these two is the moon panel. This one dims the lights in the level and replaces all walkable tiles with stars. There is a tradeoff with this one however. Solid panels remain solid but you cannot see them in the dark. If you are being pursued by enemies in a level with now invisible solid panels, it may not be worth the extra stars. The better bonus panel is called the special bonus panel. It has a swirl design on it and flashes colors. Run into this panel and you will be whisked off into a bonus screen filled with stars and no enemies. There will be an additional counter at the bottom of the screen indicating how many stars are available in the bonus area. Sometimes you need to shuffle panels to reveal stars, but most of them are visible from the start. There is a time limit indicated by faint color changes in the small tiles around the border of the level. If you collect all the stars before time runs out, then you get bonus stars. Play proceeds to the next level, so using the special bonus panel is an easy way to clear a stage for free.

Special bonus panels flip you right into star paradise.

Here are the remaining panels in Mendel Palace. The metal panels are solid panels that appear raised on the screen. You cannot pass through them, but you can shove enemies into the metal panels to defeat them. Some enemies can smash through the metal panels leaving behind a broken panel, which acts like the standard blank panel. The lock panel has screws in the corners indicating that this square can no longer be shuffled. The attack panel is an orange panel with the same swirl design as the special bonus panel. This launches you forward in the direction you enter the panel. It’s called the attack panel because you can defeat enemies if you collide with them after this panel pushes you. It spins for a little while so you can run back into the panel to do more damage. The final panel is the game is the enemy panel. It looks like a warp portal, and it acts like one too. New enemies will spawn from the enemy panel if there is room for them in the level, and then the panel transforms into a blank panel. Revealing these panels can keep the level going even if all other enemies have been defeated.

At the start of the game, you are shown a map screen with nine different houses. You can choose any of the houses except for the one in the center which is saved for last. Each house is based around a specific enemy type and consists of ten levels. The enemies themselves may have multiple variants, and the more difficult versions appear in the later levels of the house. The final level in each house is a boss fight that somehow incorporates the base enemy for that house. Let’s talk about each one!

This is the best choice for the new player.

The upper left area is the house of Moko-Moko, and this is the recommend level to begin the game. Moko-Moko is a rather plain enemy that doesn’t do anything other than walk around. The second form of Moko-Moko has light blue coloring, and he splits into two smaller enemies whenever you push him.

C’mon get hoppy!

The upper area is the house of Dragon. This enemy moves by making small jumps across the board. You can only push Dragon whenever he lands on the ground, so you have to time your shuffles to fight them. There are three different versions of Dragon. The normal one wears pink pants. The second version wears green pants and they don’t start hoping around until you approach them. The third version wears red and makes longer jumps.

Their drawings are so life-like!

The upper right area is the house of Vinci. These are often referred to as doodlers. They move slowly around the level and will occasionally stop on a panel to draw on them. This leaves them vulnerable to attack. If the finish their drawing, that panel becomes locked. The normal doodlers wear pink, and the green ones can also generate a ghost enemy upon completing a drawing. One interesting tactic is that is it possible to leave every tile in the level locked by either doodles or lock panels. If this happens, you win the level automatically and get a large point bonus to boot.

They can take your frustration to new heights.

The right area is the house of Toby. These enemies take a long jump straight up if you try and shuffle the panel beneath them, but they are vulnerable when they land. While waiting for one to land, you can easily get surrounded by other ones. The ones with red hair jump higher than the ones with brown hair.

Taking Follow the Leader too seriously.

The lower right area is the house of Mira. They attempt to imitate your movements. They take a step forward when you do, and they shuffle panels when you do. They will even move if you simply turn your body in another direction. If you stand still they don’t move at all and the music even stops. They can shove each other so you can get them to defeat themselves sometimes. The red versions move faster than the yellow ones.

Just keep swimming.

The lower area is the house of Wasser. They are swimmers and are often referred to as such. They will walk around the perimeter of the level and then swim straight across the stage when they line up with you. As they swim across, they shuffle the panels behind them with their feet. Wasser is a clever enemy type in my opinion. The regular version of Wasser is colored green and they swim in straight lines, while the harder blue version swims at angles and can also turn toward you mid-swim.

I like the flowing stage music here.

The lower left area is the house of Tako. These enemies are dancers and resemble ballerinas. Most enemies cannot move diagonally, but Tako can. They glide around the level homing in on you, but they take time to turn around if they pass you. Eventually they wear out and stop for a break before moving again. The normal Tako is orange, and the red ones move much faster and can break through metal panels.

These heavy enemies may take several pushes to defeat.

The left area is the house of Sumo. These are large, slow enemies that only get pushed a short distance, so the idea is to keep pushing them several times consecutively. After a Sumo is shoved, he will attempt a sumo stomp that shuffles a wave of panels away from him. The white Sumo is the regular type, and the purple one is heavier and takes more shuffles to move.

One final enemy type for good measure.

Once all eight houses are finished, Mendel Palace in the center opens. This stage features ten more levels that use all the enemy types so far. After that, there are ten final levels that feature one last enemy type.

Mendel Palace is a difficult game to take on all at once. The enemies swarm constantly and it takes either good technique or luck to get the breathing room to start defeating them. The difficulty is mitigated heavily by unlimited continues. After Game Over, the title screen displays the word Continue and all you have to do is press Start to resume play at the same level you lost. As long as you keep the NES powered on, you can brute force the entire game one level at a time. Holding the A button causes the Continue text to disappear, so if you want to start all over you have to press Start with A held down. It’s very kind of the developers that they made it simple to continue and you have to go out of your way to start completely over.

I have played some Mendel Palace before for the NintendoAge contest. I got a taste of each of the houses as I tried to figure out the best way to score the most points. The later part of the game was all new to me. Mendel Palace is not exactly common, but it is not hard to find online. I picked up my copy at a local store during a buy two, get one free promotion. I believe I bought Mendel Palace, TaleSpin, and Whomp ‘Em together for $16 total. That is a little more than what Mendel Palace is worth alone at the time of this writing, and I did particularly good on Whomp ‘Em given its current price.

I intended to play Mendel Palace for about an hour, but like most good intentions of mine that turned into me beating the game over about two hours. Some of the later levels are very challenging and it made me want to keep playing until I could surpass them. However, not only was I not recording my playthrough, but I also forgot to take a picture of the TV when I finished. It took me about a week before I got the time to play through the game with everything set up. I think I played the second time a little better but I still died plenty.

This level still gives me nightmares.

Mendel Palace has a secret Extra mode containing 100 new levels. Nothing in the manual or the game mentioned this mode. To play Extra mode, first make sure the NES is powered off. Then hold down Start and Select and turn on the NES. If successful, you will see the word Extra on top of the title as well as a different color on the title text. This mode has a few differences over the normal game. The biggest change is that there is no map or level selection. Instead you play all 100 rounds in the same order. There are stars but there is no counter displayed like in the normal mode. The number of extra lives caps out at five and even the lives display is different. You will get different enemies from level to level instead of grouped together. This mode is significantly harder than the normal game. It took me almost three hours to finish all the levels and I stayed up way too late to get it done. The ending you get is the same as the normal game, so this is purely an optional mode. I beat it anyway because I really like Mendel Palace and I’m not going to leave new levels on the table.

Mendel Palace is a very fun game and one that I give my full recommendation. There’s not another game quite like it, and all the different enemy types, stage layouts, and the action all bundle together nicely. The music is upbeat and catchy, and the graphics have a pastel and almost cell shaded look to them. There’s a lot of stuff going on at one time, from the multiple panel shuffling animations to the marble spray when an enemy bites the dust. Mendel Palace manages to run fast despite all the action on screen. There is a lot of sprite flicker, and that’s a negative you have to accept for a game like this on the limited NES hardware. A few stages and bosses are very frustrating in their difficulty too. Aside from those complaints, Mendel Palace is this weird game that’s a blast to play.

#56 – Mendel Palace

 
SEP
11
2017
0

#51 – Dragon Fighter

Don’t just fight a dragon, become one!

You can’t start until you see this title screen twice. Lame!

To Beat: Reach the ending
To Complete: Beat the game in the secret hard mode
What I Did: Completed the game
Played: 5/19/17 – 5/22/17
Difficulty: 6/10
My Difficulty: 6/10
Video: Dragon Fighter Hard Mode

It’s funny. I just finished playing through Dragon Warrior, and then the next game to come up on the list is Dragon Fighter. Don’t let the names fool you, for these two games are really quite different. Dragon Fighter is a side scrolling action game, not an RPG. Dragon Warrior is an early NES game, while Dragon Fighter is a later release. While Nintendo Power gave away Dragon Warrior, Dragon Fighter is a hard to find game that is very expensive now. Finally, Dragon Warrior is really well known, and Dragon Fighter is still pretty obscure. While I can’t get the price down on a cartridge, I can help make this fun game a little more well known.

Dragon Fighter was first released on Famicom in August 1990. The game was developed by Natsume and published by Towa Chika. Natsume developed a few action games on the NES, including S.C.A.T. which I have already completed. Towa Chika did not publish any games outside the US. Perhaps the most infamous game they published is the Famicom platformer A Week of Garfield. Dragon Fighter was brought over to the NES in January 1992. The NES version was published by Sofel, who brought only five games to the NES.

Dragon Fighter is a side-scrolling action game. An evil warlock named Zabbaong attacks the land of Baljing, who are known as a peaceful people with a dragon statue as a symbol of their good nature. The Dragon Spirit had given the people the dragon statue, and now under the enemy attack he brings the statue to life as a fierce warrior. You play as this warrior as you strike back again Zabbaong.

Don’t run away! The green guys aren’t that scary.

This is a relatively straightforward game. In fact, this is a pure horizontal scroller with the playfield only scrolling to the right, just like Super Mario Bros. As the fighter, you wield a sword and can perform basic techniques. Use the D-pad to walk around. You can crouch by holding Down. Press A to jump, and B to swing your sword forward. You can swing your weapon when standing, jumping, or crouching. If you hold down the B button, you will start to flash. Hold it for long enough, and then release the button to perform a charge attack.

The main feature of Dragon Fighter is that you can become a flying dragon. At the top of the screen there are two meters. The top one is your health meter and the bottom one is called the metamorph meter. For each enemy that you defeat with the sword, you will add to the metamorph meter. Enemies beaten by charge attacks do not fill the meter. Once this meter is at least halfway full, then it will start flashing indicating you can morph into a dragon. Hold Up and jump with A, and at the top of your jump you switch over to a flying dragon.

In dragon form, you can fly around in all eight directions and you can fire with B. You always face to the right in this form. Also, the screen begins to scroll forward automatically as your metamorph meter dwindles away. You get more firepower and can avoid attacks much easier as a dragon, so this form is very useful. You can switch back to the fighter at any time by holding Down and pressing A. Keep in mind that you may need to fight more enemies in fighter form to build the metamorph meter back up before you can switch back to a dragon again. If the meter runs out, then you will automatically shift back into the fighter.

Sometimes a defeated enemy will drop a helpful item. There are only a few item drops. The power pearl will restore a couple points of health, while the larger pearl pot will restore eight health units. The power ring wipes out all enemies on the screen. Finally, the dragonweed, shaped like a dragon’s head, will fill up eight points in the metamorph meter.

With the dragon, you can fly over enemies.

In some of the stages, you will find powerups labelled G, R, and B. These are always found in the same location and are not dropped by enemies. Picking up one of these icons will change your fighter into the Green fighter, Red fighter, or Blue fighter. Each color fighter has both a distinct charge attack and dragon attack. The default fighter at the start of the game is the Green fighter. Your charge shot is a green ball that travels to the right, and the dragon form gets a three-way spread fire. The Red fighter’s charge shot is a set of three fireballs that arc in the air and fall down. The Red dragon’s attack is a fireball that spreads out when it hits the ground similar to the holy water in Castlevania. The Blue fighter gets a homing charge shot and the Blue dragon can fire two homing shots.

At the end of each stage is a boss battle. These include a fight with a werewolf, a giant centipede, and a large skeleton with floating hands. The metamorph meter is emptied upon starting the next stage, so don’t be afraid to use the dragon form for the fight. When you defeat the boss, it will drop a staff that you acquire to end the level. Collecting the staff increases the size of your health meter and also restores some health for the next stage. A little spoiler here: The sixth and final stage plays entirely as a horizontal scrolling shooter and you are forced into dragon mode for the whole thing. It culminates in a final boss battle with Zabbaong.

There are no extra lives in Dragon Fighter, so when all your health is depleted it is Game Over. You do have three continues. However, using one sends you back all the way to the start of the stage. Even if you reach the boss and die, you have to replay the entire level. This is the kind of game that you learn over multiple plays.

This was my first time playing through Dragon Fighter. It was among the final 30 games or so I bought for my NES licensed collection, mostly because the game is hard to find and expensive. I bought it in February 2015, and at the time the game was selling for around $100 for a loose cart. I explored many avenues looking for these final games, and for this one I ended up taking a chance on an Amazon listing with no pictures. The cart was only $50, but the game was badly cracked. It was punctured right over the label causing attached shards of plastic to be pushed into the cart shell. I opened the cart up and pushed the damaged part outward to make it flatter. It’s a shame because the cart is in really nice shape otherwise. It does look great on the shelf at least! As of August 2017, a Dragon Fighter loose cart sells in the $250-$300 range, so I’m happy with my choice.

Deploy the dragon strategically during boss battles.

Beating the game wasn’t too much of a challenge for me. I ended up beating the game the first night in over two hours with a few practice runs. A lot of it was figuring out when to deploy the dragon and which color fighter to use. There is a little bit of platforming, but most of the game centers around enemy combat. I think I’m pretty good at seeing the enemy patterns and figuring out how to react. Some fortuitous item drops also came in handy! I gave the game a difficulty rating of 6/10 because of the limited continues and no checkpoints when you use one. I maybe should have rated it higher because I think many players are going to have more of a struggle with it, but I’ll stick with my choice because I figured it out so quickly.

This is not all Dragon Fighter has to offer. The game has an unlockable hard mode. When you beat the game and leave it on the ending screen for a little while, a cheat code is displayed. Correctly inputting it at the title screen changes the copyright text from blue to red, indicating hard mode is activated. There are two major differences in hard mode. First, there are no item drops. This makes health preservation critical as you can only heal once per level after defeating a boss and grabbing the staff. The other difference is that for each enemy you kill in dragon form, a homing bullet fires as the enemy’s death explosion finishes. As far as I recall there were no further changes to the game. It’s a good mode that tweaks how you approach levels. I spent a separate night beating hard mode. For some reason, I was determined to beat the game on hard mode without dying, and I’m happy to report that I accomplished it. It’s one of my better achievements captured on video.

I know the term is overblown to NES fans, but Dragon Fighter is indeed a hidden gem. It’s a straightforward but competent hack and slash action game with the ability to morph into a dragon, so there’s already a lot going for it. The graphics are well done, the music is good, the gameplay is solid, the bosses are fun to fight, the challenge is appropriate, and the optional hard mode is well thought out. Dragon Fighter checks most of the boxes from what you would expect out of one of the most expensive NES games. The price is obviously a major barrier if you want the authentic experience, but if you have a Powerpak or play on an emulator, Dragon Fighter is a game that is worth checking out.

#51 – Dragon Fighter

 
AUG
24
2017
1

#50 – Dragon Warrior

Baby’s first RPG!

Title screen fanfare is nice!

To Beat: Reach the Ending
Played: 4/18/17 – 4/27/17
Difficulty: 2/10
My Difficulty: 1/10
Video: Dragon Warrior Endgame

It took me longer than I expected to get this far, but I have finally reached this milestone of the review of my 50th completed game. I thought I might do special games at milestones like this one, but my current plan is to take games as they come. In this case, it ended up working out to a game that is good enough for the 50th post. Dragon Warrior is an extremely basic role-playing game, or RPG, but it is an important game that eased me to the genre and was a gateway to more complicated and challenging games in this style.

Dragon Quest is the first game is a long running series of RPG games under the same name. Yuji Horii created Dragon Quest in response to other RPGs of the time like Wizardry and Ultima. The driving force behind Dragon Quest was that it would appeal to a much wider audience, even those who are not interested in or familiar with video games at all. The result was a much more simplistic game with a larger focus on story to draw more players in. Dragon Quest was very successful in Japan and it still one of the most popular game series there today. Dragon Quest XI was just recently released in 2017, and there are various spinoff titles and remakes as well as forays into novels, manga, and anime.

Dragon Quest was released on the Famicom in Japan on May 27th, 1986. It was developed by Chunsoft and published by Enix, now known as Square Enix. North America would not receive this game on the NES until all the way in August 1989, just a few months before Dragon Quest IV released in Japan. Here the name was changed to Dragon Warrior due to a naming conflict with the pen and paper RPG DragonQuest. Its success in Japan did not translate over to the US and sales were poor. In 1990, Nintendo Power gave away copies of the game as a subscription bonus for the magazine, and that greatly helped the series gain traction. The NES would eventually receive all four Famicom Dragon Quest titles under the Dragon Warrior name.

Some olde time English here.

The plot of Dragon Warrior is a simple one. In the land of Alefgard, the evil Dragonlord had stolen the Balls of Light from Tantegel Castle under the rule of King Lorik. The hero Erdrick managed to reach the Dragonlord’s castle on an island but was never heard from again. Years later, the Dragonlord attacked Tantegel Castle again, kidnapping Princess Gwaelin in the process. You play as an unnamed hero who seeks to follow in the footsteps of Erdrick by defeating the Dragonlord, retrieving the Ball of Light, and saving the princess.

A lot of what I have to say about Dragon Warrior is not only basic knowledge of this game, but of RPGs in general. If you have played any games of this style, most of the game description will be quite familiar. Dragon Warrior was aimed at newcomers, and so this review is also going to be focused on that same audience. I do think there is still value in Dragon Warrior as a beginner’s RPG, so I’m happy to go into detail that might be more rudimentary for some.

When you begin the game, you choose from one of three save slots. When starting a new game, you will give your hero an eight-character name and set the text speed. The game begins in a top-down view in the king’s throne room in Tantegel Castle. The king will give you an explanation of the task at hand, and from there you are on your own. You will want to visit the king often over the course of your adventure because this is the only place you can save your game. For now, this area serves as a pretty decent tutorial for how you navigate the menu and see all the things you can do.

The game would be over sooner if you could swim.

You use the D-pad to move the hero in the four cardinal directions as well as move the cursor to choose options on the menu. Press A to bring up the Command menu. As a rule, the A button proceeds and the B buttons cancels or goes back. You can also press Start to pause while walking around, but there is never a reason to do so.

There are many options on the Command menu. The first option is Talk which lets you talk or interact with the person you are facing. Status lets you see your statistics such as health, attack power, or which weapons and armor you are using. The Stairs command lets you walk up and down stairs that you are standing on. Most games will assume you want to take the stairs when you stand on them, but here you must use the specific command. Search lets you examine the ground at your feet for anything interesting. Spell brings up a list of spells that you can cast, but at the start of the game you don’t have any available. The Item screen lets you view and use items you are holding. You can only carry eight items, but certain items group together so you can hold several of them while only utilizing a single item slot. Door lets you open a closed door you are facing, but only if you have a key. The Take command lets you open a treasure chest you are standing on.

When you bring up the Command menu or just stand still for a while, you bring up a panel on screen that displays some basic stats. The LV counter is for your experience level. This indicates how powerful you are and it begins at one. HP stands for Hit Points and this is your health. MP stands for Magic Points. You spend magic points to cast spells. G stands for Gold which is the game’s currency. E stands for Experience Points and you earn these by defeating enemies.

I’ll take one of everything, please.

One of the chests in the throne room contains some gold to get you started. One of the first things you will want to do is spend that gold on some equipment. Unfortunately, there are not any shops inside the castle, but you still want to explore and talk to people here. Exiting the castle takes you to the world map. There is a nearby town to the east called Brecconary that should be your next stop. There are more people in town to talk to as well as places to shop.

The shop in the northwest corner of town is the weapon shop. You can only hold one weapon, one armor, and one shield at a time. There are several options and the more expensive options are more effective. An equipped weapon increases your attack power and either an equipped armor or shield increases your defense. When you buy something from this shop that replaces something already equipped, the shop will buy back the old item at half its value.

The shop in the southeast part of town is the item shop. Here you can buy or sell items from your item stock. It might be useful early on to buy an herb that lets you restore some health from anywhere. The inn is located in the southwest corner of the town. You can spend some gold to stay the night which replenishes all your HP and MP. The shops and the inn are the basic features of each town you encounter in the game.

Get used to seeing this screen a lot.

Most of your time in Dragon Warrior will be spent battling enemies. As you explore the world map or caves, an enemy may appear on screen that you must engage one on one. This bring up a smaller Command menu. Both Spell and Item appear on this menu and they act the same as in the standard menu. Fight lets you attack the enemy. Run gives you the chance to run from the fight and keep exploring, although the enemy may not let you escape. You and the enemy alternate turns until one either wins the fight or runs away. There is a text box at the bottom of the screen that describes what is going on, such as whose turn it is and how much damage is inflicted.

When you win a fight, you are awarded both gold and experience points. If your HP is running low, the text boxes all change color from white to red to show that you are getting close to death. If you succumb to the enemy, then you are returned to the castle in front of the king. Not only does he lecture you on dying, but you lose half of your gold. The good news is you do not lose any experience points or equipment when you die, so even if you lose many fights you will continue to get stronger as long as you keep playing.

When you meet certain thresholds of experience points, you will gain a level. This is noted after a battle with some fanfare. Going up a level gives you stat boosts. You can gain strength, agility, maximum HP, maximum MP, and sometimes even learn a new spell. The strength stat translates into additional points in the attack power stat, and agility translates into additional defense points.

A warrior and a wizard!

At certain levels, you will also learn a new magic spell. Each spell requires a certain amount of MP to cast. You will learn ten spells in all and they have various uses either in combat, while adventuring, or both. The Heal spell restores some of your HP. Hurt is a combat spell that deals damage to the enemy. Sleep is a combat spell that sometimes lulls your enemy to sleep, preventing them from taking their attack turns until they wake up. Radiant is used in dark caves to see as many as three tiles ahead of you in all directions. Stopspell is a combat spell that may prevent the enemy from casting their own spells. Outside lets you leave a cave automatically, and the Return spell sends you back to the castle from anywhere in the overworld. Repel is used on the world map to keep weak enemies from engaging you in battle. There is also a stronger healing spell called Healmore and a final attack spell called Hurtmore.

As you venture further out into the world, you will come across stronger enemies. Not only do later enemies have more health, attack, and defense, but some can cast spells of their own or do alternate attacks. You will need to spend a lot of time fighting weaker enemies and testing yourself to see if you can take on stronger enemies that bestow more gold and experience. You will encounter other towns throughout Alefgard that have new shops with better equipment, as well as different tips about the world to point you in the right direction for story progress. But most of Dragon Warrior is spent fighting enemies to strengthen yourself for tougher enemies.

I have beaten Dragon Warrior several times over the years and I am very familiar with the game even now. I remember finding the game while going out to yard sales with my grandparents as a kid. It was out of place for sure, laying on a table complete in box amidst random knick-knacks. It cost only $5 and they were happy to buy it for me. I didn’t know anything about the game from Nintendo Power because I wasn’t subscribing then, and it may well have been one of the subscription incentive copies. Happy to find a new NES game that day, I gave it a play that night and I got sucked in. The simplicity of the game combined with an abundance of childhood free time was the perfect recipe for a new RPG addiction.

You are the Dragon Warrior after all.

Aside from tracking down a few items, Dragon Warrior is a very easy game. For me, the challenge lies in making the time to play through it. I estimate it took me 15-20 hours to complete the game, though I insisted on leveling up to the highest possible level. I already knew the areas that were best for gaining experience points more rapidly. That helped keep the game shorter, as well as reaching towns as early as possible to buy better equipment. The more time I could spend fighting tough enemies, the faster I could max out experience points. Another time saving tip is that Dragon Warrior is just about a perfect game to grind while doing something else, such as watching TV. I’m not ashamed to admit I grinded out a few levels while listening and participating on conference calls while working from home.

The speedrunning community has managed to achieve seemingly impossible times in completing Dragon Warrior. What took me over 15 hours to accomplish has been done in a world record speedrun that runs a little over 25 minutes. There are certain timings to inputting commands that lets the hero do things like make higher damage attacks, dodge enemy attacks, and avoid random encounters. By using these timings combined with a heavy dose of luck, Dragon Warrior can be beaten at a very low experience level. It’s all very impressive!

Dragon Warrior was a formative game for me. It was my entry point into the Japanese RPG genre at a time when I could give a lot of energy into the experience. From there I sought out the NES sequels, and I eventually moved that interest over to the SNES and some of its top-class RPGs. Therefore, I have much appreciation for Dragon Warrior. Outside of that context, it’s not a game I see myself playing again unless I get bit hard by the nostalgia bug. It’s too simple, too plain, and too grindy. But if you are looking to get into the genre while not getting too deep into the weeds, Dragon Warrior is a fine place to start.

#50 – Dragon Warrior