Take on the NES Library

An 8-bit Extravaganza!

prince

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

 
APR
11
2018
0

#71 – Prince of Persia

This classic PC game does okay on the NES hardware.

Both the look and music are almost calming.

To Beat: Reach the ending
Played: 1/8/18 – 1/19/18
Difficulty: 7/10
My Difficulty: 7/10
Video: Prince of Persia Longplay

When you play as many video games as I do, there are bound to be some games that seem like a perfect fit but you just never seem to get around to them. One such game is Prince of Persia: The Sands of Time, or any of the other games in that series. I get it. I really like 3D platformers, action games, and charting my way through these kinds of spaces. I’m sure I would love it, but at the same time I feel that ship has sailed. I haven’t played any of the Prince of Persia games until now. At least I can right one of my gaming wrongs. Prince of Persia is a carefully crafted experience that plays well enough on the NES.

Prince of Persia was created and developed by Jordan Mechner. To fully understand and appreciate the history, let’s back up a bit and talk about his first game. Karateka is an action and fighting game originally released for the Apple II in 1984. You play an unnamed hero and want to rescue a princess from a mountain fortress. Enemy encounters play out like an early one-on-one fighting game and you punch, kick, and dodge your way to victory. It is notable for its animation by rotoscoping, which is a technique where drawing is done over top of video. In this case, Mechner used footage of his karate instructor to draw the characters in Karateka. It was a huge success and one of the best-selling games on the Apple II. It was also widely ported to many computers and consoles, including the Famicom version from 1985.

Prince of Persia was Mechner’s next game, released on the Apple II in 1989. It also contains rotoscoped animations and hand-to-hand combat, but is a much more expansive game than Karateka. Despite critical acclaim, it did not sell well at the start. This is likely because the Apple II was not a viable platform for game development anymore. Sales really took off after its various ports. The original version was both published and developed by Broderbund. The NES version was released in November 1992, published by Virgin Games and developed by Motivetime Ltd.

The game looks even better in motion.

The game went on to spawn sequels and a new series. Prince of Persia 2: The Shadow and the Flame was released for MS-DOS in 1993. It was also a big success. The next game, Prince of Persia 3D in 1999, was not. The Prince of Persia franchise was soon sold to Ubisoft, who went on to develop many games in a new series and several spinoffs. The aforementioned Prince of Persia: The Sands of Time was released in 2003 for PS2, Gamecube, Xbox, and Windows. It brought the series firmly back into the limelight. Sands of Time was quickly followed by Warrior Within and The Two Thrones over the next two years, and a fourth game The Forgotten Sands came out in 2010. There was also the film Prince of Persia: The Sands of Time released the same year.

The story for Prince of Persia takes place in a faraway land. While the Sultan is away fighting in war, his Grand Vizier Jaffar has taken power. Meanwhile, the Sultan’s daughter has fallen in love with an adventurer. Jaffar has this adventurer arrested and thrown into prison, while giving the Sultan’s daughter an ultimatum. She can marry Jaffar or be killed, and she is given an hour to decide her fate. You play the role of the adventurer as you seek to recover your sword and battle your way out of the dungeons within the hour to save the Sultan’s daughter.

Prince of Persia is a side-scrolling action-adventure game. Each level of the dungeon is its own maze with possible branching paths. The objective is to find the staircase to the next level which is hidden behind a locked door. Some of the floor tiles contain switches that open or close gates within the dungeon, and one of these switches opens the exit stairs. Find the switch and reach the exit while avoiding traps and enemies. There are twelve levels in the dungeon and when you reach the Sultan’s daughter you win the game.

Floor switches aren’t always this obvious.

The controls are a bit complex for a side-scrolling game. Use the D-Pad to walk left and right. You can tap one of those directions to turn yourself around and face the other way, and you can hold Left or Right to run in that direction. Press the A button to jump. You can do a running jump while you are moving. If you are standing still and press A, you will do a large leap forward a couple of tiles. The B button is used to tiptoe. While standing still, press B and he will take a small step forward. You can use the tiptoe method to walk right up to the edge of the platform. Position yourself underneath the edge of a ledge and hold Up to jump, grab onto the ledge, and pull yourself up. You can also press Up to jump in place. If you are standing beneath a breakable tile, you can bonk it from underneath which causes it to fall and gives you a new path to climb. You can descend from the edge of a ledge. Tiptoe up to the edge of a ledge, turn around, and hold Down to lower yourself gently. Hold either the A or B button to dangle off the ledge if there’s no floor underneath. If you want to jump across a large pit, hold the A or B button after leaping to grab the far ledge if you come up short. You can cross gaps three tiles wide by tiptoeing to the edge, jumping with A, holding either A or B to grab the ledge, and pulling yourself up. Enter the exit door at the end of each level by pressing Up. You can also press Start to pause the game. As you can see there is nuance to the controls that give you a lot of versatility when you learn it.

Your health is represented by red triangles in the lower left corner. You start out with three health points. Most traps in the game kill you outright. There are trap tiles where spikes pop out if you step on them and that instantly kills you. Spiked gates open and close and you die if you are caught in between when it closes. Falling down three or more tiles is also instant death. Falling two tiles knocks off one health point. Some floor tiles crumble away when you walk over them, which often leads to plunging to your death.

There are potions within the dungeons that can have several different effects. Most potions will restore one health point. There are some of these potions that look the same but reduce your health by one instead. Another potion, one that looks slightly different from the health potion, fills your health entirely and increases your maximum health by one. If you can survive to the end of the level, the max health carries over to the next stage. One quirky thing about the health is that you can get up to six total health points, but then it always goes back to five if you die or finish the level. There is one other potion in a later stage that has a level-specific effect.

Ah yes, a sword! This should help!

Another feature of the game is the sword combat. You begin the game without a sword and have to find it within the first stage. When you enter a screen with an enemy, his health is shown with purple triangles in the lower right of the screen. Approach the enemy to automatically draw your sword. You can inch either left or right with the D-Pad. The A button lets you strike with your sword, and the B button lets you parry and deflect an enemy strike. The manual says you can also parry with Up and put your sword away with Down, but I don’t think they work in this port. Each hit reduces one health point for either side. I found swordplay to be awfully tricky and inconsistent. Sometimes I could rally several consecutive hits, and other times every move I made got countered.

Besides the control scheme, the other major gimmick to Prince of Persia is the timer. You are indeed given an hour to finish the game. The bottom of the screen will occasionally display the number of minutes remaining. You can press Select to force the time to appear and see how well you are doing. Dying sends you back to the start of the current level and you don’t get any of that time back. Once time has expired you have to start all over again.

Prince of Persia has a password system that helps alleviate the time constraint. Each level gives you an eight-digit password once completed. This saves which level you are on and the total amount of time remaining. You can use this to help you work through the game. First, take your time and figure out how to solve the level. Then, start over with your last password and try to finish it on the first try. That way you will have more time left for the later stages. I gotta say, I think the password screen in this game is clever. You enter in the password with the D-Pad and press Start when finished. Your guy will then drink a potion on the ground in front of him. If you get the password right he goes ahead through the door to the proper level. Type in the wrong password and he immediately dies from the potion.

Sword combat is randomly tricky.

As I mentioned above, this was my first time playing Prince of Persia. The NES port is a later release and not common. It runs close to $20 for a loose cart but it is readily available online. At one point I had two copies of the game. One I remember buying in a small lot where The Krion Conquest was the highlight, but I don’t recall where I got the other one. My double sold quickly when I listed it for sale.

I took a different approach than what I outlined above for beating the game because I knew I wanted to try and beat the whole game in one shot. I approached each level casually with no real regard to the overall timer, recording my passwords each time and noting how much time was remaining. Once I ran the timer out, I used the latest password to learn that level before starting over entirely. On each subsequent playthrough I updated my passwords if I had more time remaining. This way I could make overall progress, improve my passwords, and keep sharp on already completed levels all at once. I think it was a good strategy for my overall goal. I started over five or six times before beating the game the first time on my final minute. My recorded longplay went really poorly but I managed to beat the game just barely.

The good thing about passwords is that I also used them to practice certain levels I would have trouble with. If a level involved multiple swordfights, it was probably one that gave me a lot of trouble. I was just too inconsistent. There were a few difficult jumps that necessitated a running start and these gave me the most trouble. The last jump in the game was by far the hardest. I finally figured it out by standing in a very specific position before taking the running start and jumping at the last possible moment. I was pulling my hair out trying to make that jump, but I did it.

The graphics don’t vary much further from this.

I noticed the controls and movement of Prince of Persia are in direct conflict with the goal at hand. This game is all about battling the timer. To minimize the amount of time spent, you have to move as quickly as possible. However, moving too quickly is sure to get you killed. Some ledges end immediately when moving to the next screen, which seems like a major design issue but might be a screen-size issue only appearing in the NES port. This makes running quite dangerous unless you know exactly what is on the next screen. Once you know where you are going, there is more than enough time to beat the game. You just have to learn to be fast while also making precise movements. There are some buttons that activate timed gates where the timing is very tight, and you have to map out exactly where to stand, when to run, when to stop, when to jump, how to dodge traps or unwanted switches, and so on. This war with the timer is always present, but for some reason it just works. By the end of the game you know exactly how to move and how to put yourself in position to clear just about any trap or jump. These difficult sequences are very rewarding to clear and most of the time there is a consistent strategy by using all the types of movement and climbing available to you.

Two things stand out to me that really annoyed me in this version of Prince of Persia. The first is that there is a problem with the font and the digits 6 and 8. The best I could tell, there are only two pixels different between the two numbers. This is a problem because the passwords are all numbers and it’s easy to cross them up if you aren’t paying close attention. I didn’t make any mistakes writing passwords down but I can see where it might be a problem. The other issue I had with the game is inconsistent ledge grabbing. There are at least a couple of places in the game I could recall where you make a jump and your foot just catches the ledge enough so that you stumble off it but somehow bypass the ledge grab. Sometimes you just miss altogether for no apparent reason. I can’t prove it but I suspect that this is an issue with just the NES port of the game. Free running seems like it puts you in pixel positions where edge cases don’t give you expected results. If you do careful steps and jumps you can usually put yourself in position for more consistent success. It’s a minor quibble that occasionally becomes a major problem when time is most precious and setbacks are most costly.

Prince of Persia is a beautifully rendered, timeless game in its own right. The NES port is reduced in quality but it still fun to play. The controls work well for the most part. The music is repetitive but is okay and doesn’t really get in the way. The graphics look good though there are only two kinds of tilesets and two enemy types used throughout the game. Thankfully the animation is excellent because the graphical variety just isn’t there. While I haven’t played any other versions of the game, I do know that both the in-game story and level layouts were compromised in the conversion to the NES. Some screen transitions are poor enough that you will easily die if you don’t know or remember what’s ahead. This is not the ideal way to play Prince of Persia. But if the NES version is all you’ve got, it’s still worth playing.

#71 – Prince of Persia