Tuesday, June 24, 2025

BRIEF: The Tower of Druaga (1984)

 
Although not officially released in the west until the late 1990s, all versions of the game have an English title.
          
The Tower of Druaga
Japan 
Namco (developer and publisher) 
Released 1984 for Arcade; 1985 for NES, Sharp 800 series; 1986 for Sharp X1, FM-7, MSX; 1990 for Game Boy.
Remade for TurboGrafx-16 in 1992 
Rejected for: Insufficient character development
            
When one speaks in absolutes, an exception almost always appears, so I would be cautious about saying that it's impossible for an arcade game to be an RPG. I would also be cautious about saying that no RPG has "lives" instead of hit points. Despite this caution, I suspect both statements are true. Wikipedia, GameFAQs, and several other databases offer The Tower of Druaga in response. For that matter, so does the early documentation for the game.
     
In The Tower of Druaga, the player controls a character named Gilgamesh ("Gil" on platforms that can't support a name that long) who has to ascend a 60-floor tower, defeat a demon named Druaga, rescue a princess named Ki, and find a magical blue rod that somehow keeps the peace in the unnamed kingdom.
   
Each of the 60 floors offers a maze with a key and a door. The maze structure is fixed but the key and door locations are randomized. The player must find the key and open the door while avoiding (or slaying) the level's randomly-moving enemies. He must do this within a time limit or face an assault by rapidly-moving, unkillable balls of energy. Each level also has an unannounced secret treasure revealed through a scripted combination of actions, some of them easy to stumble upon, some nearly impossible. The player has three lives, and any interception by the enemy ends one of them.
          
A bunch of monsters stand between me, the key, and the exit door.
         
The original arcade game does not appear to have been offered in a dedicated cabinet; instead, it ran on a conversion kit for Namco's Super Pac-Man (1982). This lineage has caused my authors to dub it "fantasy Pac-Man," which I find an apt description. You move the character through a Pac-Man style maze. You spend more time avoiding enemies than slaying them. The items that you find feel like "power-ups." And yet when the game was released in 1985 for the NES, the instruction manual called it "a new kind of action game that incorporates role-playing elements." What is it talking about?
         
The manual for the game's original NES release.
       
Namco (Bandai Namco since a 2005 merger) goes back to 1955, when Nakamura Manufacturing Company began as a maker of amusement rides and mechanical games. In 1975, it purchased the floundering Atari Japan and entered the arcade game market. It enjoyed unprecedented success with Galaxian (1979), Pac-Man (1980), Galaga (1981), Pole Position (1982), and Xevious (1993), a vertical-scrolling shooter written by Masanobu ("Evezoo") Endō. At this point, the story I found repeatedly is that Endō made a business trip to the United States, bought one or more Dungeons & Dragons rulebooks, and became interested in role-playing games. (Stories also say he was exposed to Wizardry around the same time but neglect to say how; however, later in the 1980s, he would executive-produce the NES conversions of the first five Wizardry games, minus The Return of Werdna.) He set out to create Quest, a fusion of an action game with an RPG, but grew dissatisfied with the RPG elements, scaled them back, and ended up with Druaga.
   
I'm not sure this standard story is quite true. After consulting original interviews with Endō (particular thanks to the anonymous translator that owns this site), I think the actual narrative is this: Endō became fascinated with role-playing games, tried to develop one called Quest, got frustrated, realized it would never work as an arcade game, shelved it, and wrote Druaga instead. The same sites also say that Quest was later released as Druaga's sequel, Return of Ishtar (1986), but as far as I can tell, Ishtar isn't an RPG either; it's Druaga with a larger map and two players. The idea that there's any Wizardry lineage in either game is simply absurd.
   
The best I can figure, the "RPG elements" that other writers (and perhaps some of the original players) are seeing in Druaga is that (a) the hero is a recognizable human, not an abstraction like a space ship or a construct like Pac-Man; (b) as a human, he has a mission and framing story; and (c) there are a bunch of items to find and use. I don't see (c) as being much different than Pac-Man's power-ups or Galaga's extra ship, but there are clearly more of them. As for (a) and (b), I guess I can see how your mind might turn to RPGs if your only experience with gaming was from arcade games, but the computer and console worlds by 1984 had plenty of examples of storied protagonists who were not RPG heroes, not to mention plenty of examples (including in Japan) of actual RPGs. My overall point here is that authors who try to fit Druaga into a history of RPGs are relying heavily on Endō's and Namco's own limited experience outside the arcade world. 
       
I've completed the level's secret quest, so the treasure has appeared.
       
Druaga's legacy is far less about any pretensions to RPG status and far more about its hidden secrets and the improbability of any one player stumbling upon all of them. The first winner certainly had to stand on the shoulders of thousands of predecessors. Of course, players shared tips and tricks for getting high scores in Pac-Man, Asteroids, and Pitfall!, but for none of these games is collaboration an absolute necessity on the road to mastery. Accounts tell of spiral notebooks left on Druaga's arcade cabinets, each player logging secrets as he discovered them, creating a community out of a single-player game.  
        
Playing the game without these collaborative hints is an exercise in frustrating, unfair trial-and-error. There are legitimate RPGs that take such an approach; I think of Sword of Kadash from the same year, which strikes me as a lot closer to the sort of game that writers think Endō made when they're writing about Druaga. One is tempted to draw a line from this kind of gameplay to Dark Souls or Elden Ring, but isn't every arcade action game an exercise in such failure, frustration, and learning?
    
I played the MSX version for no particular reason except that I like the emulator and it seemed closest to the original arcade version. As I started Level 1, I spent about a dozen lives trying to figure out how to kill the slimes on the level. The character's default position is holding a shield in front of him, his sword ready just behind it. Hitting the action button causes Gilgamesh to swing the sword. There were a lot of "game over" screens before I realized that the swing is just an animation: if you want to kill enemies, you have to hold down the attack key and keep the sword permanently pointed in front of you, then charge into them.
           
You don't swing your sword in this game; you charge with it fully extended.
       
Ah, but not so fast. Charging into them only kills them if they're still. If the slimes are moving at all when you touch them, you die. Since all enemies seem to stop and start at random intervals, you have to be exceedingly careful. You want to hit them just as they've come to a stop, and even then only if you must. If they're not blocking your path, there's no reason to risk it. (This is my experience with the MSX version, anyway; others might be more or less forgiving.) On later levels, Gilgamesh's shield blocks missiles fired directly at him when held in rest position or from the left when brandishing the sword.
    
Level 1's secret mission is just to kill 3 slimes, so it's not so bad. When you've killed the third one, a treasure chest appears. Walking over it gives you a pick-axe that you can use three times per level—twice before you've found the hidden treasure, once after—to open one of the maze walls and thus shorten your journey. If you try to use it more than that, it disappears. You "use" the pick simply by facing a wall when you hit the attack button; I found it extremely easy to use it accidentally and lose it.
     
Level 2 introduces black slimes as well as green ones; killing two of these is the key to unlocking a pair of boots that speeds up the character's movement; this is not a treasure that any player should overlook. 
   
Level 3 offers a couple of armored characters in addition to the slimes. They're paradoxically easier to defeat; as long as the character has his sword readied, he just needs to pass through them a few times. (Unlike the slimes, it doesn't matter if they're moving.) Killing one of the pair unlocks a healing potion that acts as an extra life.
       
I kill an armored guy and a slime.
       
It's important to reiterate that during your time on these levels, a countdown clock is constantly running. If you defeat the level before it runs out, you keep what remains as bonus points. If the clock gets to 60, it turns red and begins counting down in seconds. At this point, one or two "wisps" might appear and start flying around the map. They cannot be killed and kill Gilgamesh instantly. I'm not sure it's possible to survive 60 seconds with the wisps on the map, but if you do, and the clock runs out, you die.
   
Level 4 is where things get hairy. It introduces a mage enemy who teleports around the level firing missiles. The missile kills Gilgamesh unless his shield is in front of him, which is contrary to the way the player has learned to move around on the previous three levels. Worse, finding the hidden treasure—a bell that chimes when you face in the direction of the level's key—can only be found by going to the door before you've found the key.
       
I've run out the clock and the wisps are searching for me.
        
Level 5 has half a dozen of those wizards, popping up all over the place, and the only way to find the secret treasure—a sword that doesn't do anything but is needed for a later treasure—is to block three of their missile attacks while moving towards them. 
   
You get the idea. Some of the steps needed to get the special treasure are ones that I never would have come up with on my own. Even if I had, I probably wouldn't have realized what triggered the treasure:
   
  • Level 7: Deliberately break the pick-axe to get a stronger pick-axe that can be used more often.
  • Level 20: Open the exit door without defeating any enemies first.
  • Level 24: Swing the sword as soon as the level begins. This gets you a gauntlet that you need to later collect a better gauntlet.
  • Level 30: Walk over the same (invisible) point on the map three times.
  • Level 39: Press a particular sequence on the directional pad or joystick to get a ring that is absolutely necessary later on.
       
The upper levels of the tower have individually difficult enemies who require specific treasures to slay, some of which must be assembled from multiple individual treasures found on lower levels.
         
A wizard jumps around firing magic bolts.
       
I was relying on walkthroughs to tell me the hidden treasures by Level 4. Even worse, by that same level, I had reloaded save states probably 20 times. It naturally didn't make sense to me to expend any more effort on a non-RPG that would have required several types of cheating to win.
       
I can tell from online sources that the steps necessary to defeat Druaga, recover the rod, and save Princess Ki are quite specific. You first have to not find a fake blue rod on Level 57. The real one is on Level 58, and to find it, you have to pass through three random points in order. On Level 59, you have to kill a few wizards and a dragon before Druaga appears, slinging spells.
      
On Level 60, the player has to first touch the goddess Ishtar, then stop and brandish his sword in a couple of precise places to make two candles appear.  Finally, he grabs Princess Ki from the end of a corridor, returns to the middle of the screen, and the winning message appears. I wonder who reached that point for the first time, when, and after how many cumulative hours of previous players' frustrations.
       
The final level, courtesy of YouTube creator World of Longplays.
              
Druaga's ports vary in maze sizes, colors, movement speeds, graphical detail, and several game mechanics. Some of them offer secret alternate towers whose puzzles aren't fully cataloged online. The NES version, perhaps the most forgiving, lets the player start a new game on the highest completed floor from previous games. The 1990 Game Boy version removes "lives" and gives Gilgamesh hit points, including some objects that increase maximum hit points. This version starts to border on an RPG, but of course by 1990, the games that Druaga supposedly inspired—including Hydlide (1984), Dragon Slayer (1984), Deadly Towers (1986), The Legend of Zelda (1986), and Ys I (1987)—had all done the same thing.
       
The winning message, courtesy of YouTube creator World of Longplays.
          
The 1992 TurboGrafx-16 version is unquestionably an RPG. Gilgamesh finds a full set of RPG-style equipment, and the player can spend accumulated experience points on boosts to his attributes. It is also the most advanced graphically, with a tilted perspective and much more detail on the various objects. This version is different enough that MobyGames considers it a separate game—a remake rather than a port—and I'm inclined to agree.
         
A shot from the TurboGrafx-16 version. Note that Gilgamesh has 78 hit points.
       
Druaga kicked off a series of games known as the "Babylonian Castle Saga"; sequels and prequels include Return of Ishtar (1986), Quest of Ki (1988), Blue Crystal Rod (1994), and some later 1990s and 2000s spin-offs. (Curiously, game databases are less likely to apply the RPG label to them than Druaga despite those games having a better claim.) Related media included a theme park ride and two anime series: The Tower of Druaga: The Aegis of Uruk (2008) and The Tower of Druaga: The Sword of Uruk (2009). 
    
So: Influential game? Yes. RPG? No—or at least not until it had been around so long that its ports were drawing features from other games. As to whether any arcade game or any game with "lives" could be an RPG, I leave that to your discussion. 
 
 

26 comments:

  1. Hah, right before you pointed out the comparison yourself I found myself wondering "wait, this sounds much like a Souls game".

    I find this approach fascinating. "If you start with character class A and heritage item B, you can gain access to treasure chest C in hidden dungeon D, which holds sword E, which in combination with amulet F allows you to kill bosses G and H much easier." This would be somewhat frustrating for a single player, but in today's world of online guides and communities I wonder whether including such intricate level of detail isn't almost a necessity to keep such a community invested. (It may depend on the expected size of the community.)

    As for arcade games as RPGs: Assume that instead of secret treasures, we get a choice between, say, an additional "life", higher movement speed and the occasional special ability like jumping over enemies. Assume that we can use "lives" as quasi-hit points where at least with certain enemies charging into them "kills" us, forcing us to restart the level, but also kills that enemy - aren't we already halfway there? Of course, that would lead to even more frustration potential for a blind player ("by level 36, you need at least movement speed X to outrun enemy Y, and at least N lives to suicide-bomb all the glass knights"), but then again, it would take today's players probably a week to figure it all out.

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    1. I wonder how that sort of thing should be balanced. Back before internet access and online communities were so ubiquitous you could probably make reasonable assumptions on how much group knowledge players would wind up with access to, but nowadays unless you happen to be part of a community for such a game when it's new, 'group knowledge' tends towards complete solutions. How do you design the experience so it's engaging for communities to figure it out while not alienating players who want to figure things out themselves - or were late to the party and now only have the option of complete spoilers for community knowledge?

      I was playing TUNIC near the start of the year and while I was having an absolute blast exploring and taking detailed notes to figure everything out (multiple text files on my computer, screenshots cropped and mixed together, and a notepad on my desk with pages and pages of notes that couldn't be computerised well), I became stuck right near the very end. It's been months and I've had no new ideas, so ideally I'd want a very specific hint (on which of my several avenues of thought I should be pursuing), but there's no way for me to delve into community knowledge to get that hint without being bombarded with spoilers on all sides.

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    2. I've played through TUNIC. Great game! I'd be happy to low-spoiler nudge you in the right direction.

      Sometimes for these types of games low-spoiler guides get made that you can search for online where the author offers increasingly less vague hints to give away as little as possible. I actually see one for TUNIC.

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  2. It seems like, at that time in Japan, any topdown game in a fantasy setting was refered to as an RPG. And it kind of sticks to this day.

    This is a common annoyance when it comes to classifying games. A new term will pop up and people start associating it with different elements of a game, and before long the term ends up muddled.

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    1. The 1983 proto-RTS "Bokosuka Wars" is often mis-classified as an RPG as well, even though it plays more like "SimAnt" than anything else, and doesn't have any RPG elements.

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    2. Bokosuka Wars was covered on this blog!

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  3. "isn't every arcade action game an exercise in such failure, frustration, and learning?" => no, really not. This game relies heavily on what tvtropes calls GuideDangIt (i.e. hidden information that a player is highly unlikely to figure out on his own) and most games don't do that, because many players consider it unfair gameplay.

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    1. ...no, it relies on what people in general call "working together with others and comparing notes"... which is part of what made the game such a big hit. Guides didn't exist outside of what players themselves had figured out.

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    2. Don't mistake the NAME of a trope ("Guide dang it") with the MEANING of the the trope (i.e. hidden information that a player is highly unlikely to figure out on his own). Trope names aren't meant to be taken literally.

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    3. But again, the game was never MEANT to be figured out by a single player on his own, and that's the main reason it became such a mega success. Many MANY players considered that to be extremely compelling gameplay.

      (also, TV Tropes' standards for what "a player is highly unlikely to figure out on his own" sure don't hold their readers' intelligence in particularly high regard, but that's another topic entirely)

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    4. Well, you're both correct. The game was hugely popular _in 1980s Japan_ because it's so obtusely difficult.

      And at the same time, most arcade action games are _not_ an exercise in such frustration because (outside of 1980s Japan) most players don't like games that are so obtusely difficult.

      Case in point, the Wii version of this game was poorly received (says Wikipedia) and the game rates poorly on Mobygames. While the game clearly has its legacy, popularizing obtuse difficulty is not that legacy.

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    6. The "Tower of Druaga" that these reviewers played was not the same "Tower of Druaga" that became such a success. The community aspect of the game was its bread and butter, and the difficulty that required an entire community to work together was the entire reason that experience existed. It's not the kind of game you just can't really have a valid opinion on by just playing it on your own many years later, it's like reviewing a dead MMORPG by playing it completely solo and complaining about how unreasonably difficult it is when played that way.

      The game wasn't popular because of its obtuse difficulty in and of itself, it was popular because the obtuse difficulty in a game that was impossible to play in a non-public setting created a unique community experience for its players. If you're just rating it on its value as a single player experience today in order to warn people that never touched it before then sure, but that doesn't change the fact that the people that experienced it the way it was meant to be experienced back when it was possible to experience it that way absolute loved it.

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  4. Still banging my discourse that "most games of the era are basically maze games, that is why the borders between arcade, rpg, adventure etc are so fuzzy"

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  5. Two things I'd say:
    1. In case you're skeptical, Druaga is absolutely a major influence on all those games you listed, which includes both action RPGs and action adventure games. It's a hugely influential game in Japan. Heck, the wizard enemies you mentioned are mostly ripped off later by Zelda.

    2. There are some arcade games with leveling and equipment. For example, I'd point to Cadash.

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    1. Ok but at this point Pacman can be considered a huge influence in Ultima Underworld. Hence my discourse.

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    2. Yeah, I have to agree that Cadash fits the bill better than any other arcade game I've ever seen. If it came out today, when RPG elements have proliferated into every genre imaginable, I think it would be leaning more toward action-adventure; but its combination of items, equipment, levels, and rudimentary quests places it firmly in RPG territory by the standards of 1990.

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    3. Wonder Boy 2 is up there as well, with a score counter that doubles as an experience counter and increases your hit points when you reach certain amounts, an in-game economy with individually upgradable equipment, a spell system, townspeople to interact with for clues, puzzles to solve and even a semi-hidden optional quest.

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    4. The second Zelda game arguably fits Chet's criteria for an RPG, and it has both lives and hit points.

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    5. I actually had WB in Monsterland written out, but I figured it was slightly more questionable than Cadash, especially since you don't really have experience levels. The +hearts on score threshold system is close, but I figured I had a better example anyway.

      There are also some beat em ups with RPG elements, like Shadow Over Mystara.

      @Radiant I agree, and I don't think it's uncommon to give Z2 some level of RPG status. But it's not an arcade game.

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    6. Came to comments to post Cadash. It also has character classes, spells, and towns with NPCs you can talk to. You can even theoretically grind for gold and XP in it although they may have tweaked the time mechanics to make that counterproductive.

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  6. I wouldn't consider Druaga an RPG, but it does have RPG elements. The powerups you collect throughout the game are more than Pac-Man power pills; they're permanent upgrades to your character's ability, which I am certain influenced Zelda (also RPG-adjacent) directly. You are not the same character at the end of the game that you are at the beginning of it.

    The game definitely satisfies requirement #1 of your RPG definition, and I'd argue that it only fails #2 on aesthetics. Suppose that killing three slimes just makes you innately able to break walls (which makes just as much sense as it triggering the appearance of a pickaxe); the gameplay hasn't changed, but your power is no longer represented by inventory item. Requirement #4 flat out fails, though - the character advancement path is fixed, and if you miss one you're probably not going to win. Everyone who reaches the end of the game will basically be the the same as anyone else who does.

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  7. A couple major points of notes to explain just what made Druaga such an absolute sensation:

    A) In 1984, computers were mostly limited to adults and university students in Japan, and home consoles were just barely beginning to be a thing (and primarily offered arcade game ports and arcade game-inspired original games), so the core audience for this game would be relatively unfamiliar with video games that weren't about chasing a hi score. Tower of Druaga offered an actual quest with an actual ending and actual character progression. Very new and exciting at the time.

    B: Endoh's previous smash success of a game was Xevious, a game that, if it didn't necessarily pioneer, at least popularized the concept of "hidden characters", hidden collectable objects that could be uncovered by doing something specific and not necessarily obvious. Xevious' hidden flags and towers were a big part of that game's success due to players getting really into figuring out exactly where they were located and how to find them, and a lot of games from the mid to late 80s would include increasingly obscure and difficult-to-find hidden characters, teasing their existence in manuals and marketing and challenging players to find them. Tower of Druaga is a game all ABOUT challenging players to discover its secret objects.

    As for the entire "RPG elements" thing... I think it's just that the term got applied a bit differently back in the day, when your average Japanese person's idea of an RPG was just DnD, Ultima and Wizardry at MOST, and more commonly not even that. Druaga's innovations WERE elements the creator took from DnD, after all.

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    1. Thanks, Adamant. That does add a lot of additional context.

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  8. In 2004, Namco released a Roguelike entry in the Druaga/Ishtar series called "Nightmare of Druaga", which I bought but could not get far in because I lack the skills to play them very well. In fact, the only Roguelikes I've ever done well with have been Dungeons of Dredmor and the upcoming Castle Of The Winds, both of which I'd say are on the lighter ends of the Roguelike scale.

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  9. I like how The Return of Werdna is considered too over-the-top by the same company that released this game.

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