Showing posts with label Dragon Slayer. Show all posts
Showing posts with label Dragon Slayer. Show all posts

Wednesday, June 24, 2015

Game 192: Dragon Slayer (1984)


Dragon Slayer
Nihon Falcom (developer and publisher)
Released 1984 for PC-88 and FM-7; 1985 for MSX and Sharp X1; 1986 for Epoch Super Cassette Vision; 1990 for Game Boy
Date Started: 23 June 2015
Date Ended: 23 June 2015
Total Hours: 5
Reload Count: 8 characters; 7 reloads with final character
Difficulty: Moderate (3/5)
Final Rating: 11
Ranking at Time of Posting: 13/190 (7%)

You'd think it would be hard to play things out of order if they all occurred in the same year, but I seem to have done so. Hydlide, which I covered earlier this month, appears to be the last of the three Japanese, top-down, arcade-like, bash-headlong-into-creatures-to-fight-them games released in 1984. The first, an actual arcade game, was The Tower of Druaga. It doesn't appear on my list because it makes no pretense to RPG elements. The character doesn't get stronger as he collects treasure and fights enemies; he just achieves a higher score. Nonetheless, it was enormously popular, was translated to several Japanese PCs, and influenced both Dragon Slayer and Hydlide.

A screenshot from the FM-7 version of The Tower of Druaga, courtesy of MobyGames.

Dragon Slayer was the second of the two games, and its debt to Druaga is obvious, including the arrangement of the screen and the use of a maze-like dungeon as the game world. The difference is a broader series of statistics on the right-hand side of the screen. Instead of lives, time, and a high score, we get hit points, strength, experience, gold, magic power, and crowns (the last one is important only at the end of the game). The introduction of these elements is the only thing that gives this game some slight RPG credentials that Druaga didn't have. It's still not really an RPG under my rules, given the lack of a traditional RPG inventory.


Hydlide is arguably the best of the three games, offering outdoor areas to explore in addition to indoor mazes, featuring a greater selection of inventory items to acquire, and not being as obnoxious on the mechanisms of carrying things. Did Hydlide take inspiration from Dragon Slayer, or was it independently influenced by Druaga? It's hard to say. The inclusion of your enemy's hit point level in the lower-right corner is something that both later games have and Druaga doesn't, which provides some suggestion that Hydlide owes its lineage to both previous games. On the other hand, the combat mechanism is a bit different.

A comparable shot from Hydlide.

Like Hydlide, Dragon Slayer is mysteriously in English. Unlike Hydlide, it lacks any kind of introductory screen that explains what you're doing in the dungeon. Presumably, you're there to slay a dragon, but there's no back story in the game itself. I don't know if it came with a manual that offered anything more specific.

The player starts outside a house, presumably the character's (living in a dungeon must suck), and he can return to it at any time to get hit points restored to the same number as his current experience (until his experience exceeds 1,000, the restoration is to 1,000). He starts with no weapons, meaning he can only damage enemies to the tune of 10 hit points--and the lowest-leveled enemy starts with 1,500. Finding a sword is top priority. One nearby, but behind a wall, is no help.

The beginning of the game. I could really use that stuff.

You're a bit faster than the monsters, but they can move diagonally and you can't (at least, not at the beginning). They can also gang up on you and trap you. Overall, the game is horribly, frustratingly difficult in the beginning stages. Most of my characters died before they ever even got a sword. It seems to have been designed with an arcade dynamic in mind--kill the player fast so he puts in more quarters.

My player literally one second before death.

As you explore, you watch out for the following items:

  • Gold coins, which, when returned to your house, give you 500 extra hit points above your maximum.
  • Rings, which, when equipped, let you push wall blocks around as long as they have a free space to go.

Pushing a block around after picking up a ring. One of three "warp" locations, which teleport you to other areas of the level, is to my left.


  • Bottles, which store magic power, needed for the various navigation spells.
  • Crosses, which prevent you from taking or dealing damage while equipped (enemies can still trap you and leave you nowhere to go)
  • Keys, which unlock chests.
  • Power stones, which, when returned to your house, increase your strength.
  • Warp portals, which take you to other areas of the dungeon or dungeon levels.

Enemies line up to attack, but they can't hurt me with my cross. Of course, I can't hurt them, either.

The particularly annoying thing is that, with the exception of gold coins and magic power potions, you can only carry one item at a time. If you want to grab that power stone to take back to the house, you have to drop the cross first. And since ghosts fly through the dungeon randomly redistributing things, you might not be able to get it back.

Once you have a sword, you can deal normal damage to enemies and start killing them for experience. Whether the enemy is attacking you or you're attacking the enemy, the damage dealt is the difference between the attacker's strength and the defender's experience. (This is tempered for the PC, however, who never loses more than half his hit points in a single attack.) If the attacker's strength is lower than the defender's experience, the attacker does only 10 damage, which essentially makes it impossible to win a combat because it takes too long.

Fighting a foot while some bucktoothed head with sunglasses waits to attack next. Since I have 84,000 strength to his 11,000 experience, I'll kill him in a single blow. His 13,000 strength against my 19,400 experience means he's not really capable of hurting me.

This system horribly unbalances the game. At the beginning, with your starting 200 experience and 1,000 hit points, you're vulnerable to every enemy in the dungeon, since they start with between 300 and a couple thousand experience. But once you kill just a few of them and tip the scales the other way, they only do 10 damage per attack. Once you start finding power stones, each one gives you a 2,500 strength boost (from a starting strength of 1,500), more than enough to kill the first few levels of enemies nearly instantly. Basically, every time you meet an enemy in the game, you either don't stand a chance against him or you slaughter him instantly.

Returning to my abode with a power stone, some fuzzy monster hot on my tail.

The other weird quirk of the game is that killing an enemy causes another enemy of the next level to respawn at one of the game's many tombstones. The enemies don't have names, but the first three levels of foes seemed to be skeletons, some kind of bird, and dinosaurs. All were present in the dungeon at the beginning. As I killed the skeletons and birds, dinosaurs replaced them. As I killed the dinosaurs, they were replaced by some insectoid-looking creature. I lost count, but there ended up being several dozen "levels" of creature in the game.

As I said, most of my characters were lucky if they managed to get a sword. Eventually, I found that a teleporter near the entrance took me to a sword (and two rings). If I loaded up on coins near the entrance, jacked up my hit points, and dragged a cross along with me, I could usually make it to the teleporter. I then picked up the sword, grabbed the cross again, and made it back to the house. But by then, the dungeon was swarming with enemies, and any time I dropped the cross to grab a ring or a power stone, I usually died.

Just as I was about to give up in disgust, the game got strangely easy. It turns out that once your strength exceeds theirs, enemies start to run from you. (At least, they did for a while. I'm frankly not sure how this works, because they stopped running at some point during the game even when I was well above their levels.) At that point, I was able to explore without getting swarmed. A bizarre strategy emerged: study the patterns of enemies as they appear, so you know their relative levels. Then study who's currently fleeing from you, and only attack enemies of a level below the highest enemy who's running away from you. That way, no enemy who's willing to attack you will ever spawn.

Late in the game. Monsters include a fuzzy guy with a spear, a foot, a deer, and some kind of ninja dude.

As I said, eventually everyone started attacking again, so I'm not sure what the actual rules were, but even the brief respite was enough. I found enough power stones to jack my character's strength way up, then killed enough enemies that my experience kept me from taking too much damage. As I amassed potions, safety was as easy as a "Return" spell, but I hardly ever even needed one of those.

The dungeon is about 80 squares east-west and 108 squares north-south. It wraps on itself on the east-west axis but not the north-south one. Early in the game, navigation is hard because you can't move diagonally and you have no way to get past walls. Eventually, when you hit 30,000 experience points, you can use diagonal movement. Spells become available at various experience levels (I generally missed exactly when), plus one ability that lets you smash a wall to pieces. Eventually, navigation is trivial because you can just blast your way wherever you want to go.

The "Map" spell helps a little with navigation.

The hardest part of the game is keeping hold of one of the very small number of keys. I think there might only be 3 or 4 in the entire game. When you have one, you can open chests, but if you stop to pick up some of the treasure, or leave the key behind while you run back to the house with a power stone, there's a decent chance that a ghost will come along, steal the key, and drag it somewhere else in the dungeon.

Note the house at the bottom of the screen. I moved it to take advantage of these chests.

The middle section of the game was extremely boring. I found the enemies unchallenging, and the biggest difficulty was opening all the chests and dragging all the power stones back to the house, one by one. Eventually, I realized that the ring would allow me to push my house as well as a wall, so I started dragging the house with me to major treasure chest areas, making it much easier to return "home" with my loot.

Some of the chests held skeletons that would immediately start following me around. They would ditch me when I got back to my house, but if I walked into an adjacent square, they started following me again. I never figured out what they were supposed to do. They didn't seem to protect me or do any extra damage. Because they prevented "Return" from working, they were mostly an annoyance. But I'd love to hear from anyone who knows what they were supposed to accomplish.

An area full of loot. Fortunately, I have a key. An unwelcome skeleton follows me.

Enemies cycled through fuzzy things, disembodied feet, records, disembodied heads wearing sunglasses, penguins, aliens, floppy disks, deer, reapers, vampires, and maybe a few others before reaching some kind of cross between an alligator and a boot. This guy was so much more difficult than the previous enemies that I assumed it must be a dragon, and killing him would end the game. I spent a lot of time building up my strength and experience before I could defeat him. When I did, it turned out he was just another generic enemy and there were still many levels above him.

The creature that I amusingly thought was the dragon.

Some of the enemies are capable of special attacks, such as stealing gold, stealing magic, or (worst of all) stealing strength. Fortunately, only the vampire-looking creatures do that, and I learned to attack first and finish them in one blow before they had a chance to hit me.

Enemies finally culminated in some kind of armored character who, I'm convinced, is impossible to beat. There simply aren't enough power stones in the game to get your strength high enough. The highest strength I achieved, after opening every chest in the game and finding every stone (albeit with a few drains from vampires) was 445,000. The warriors have an experience level of 520,000. Unless I missed 32 power stones, the only way to defeat them would be to whittle them down 10 hit points at a time. Since they start with 650,000 hit points, I estimate that would take over 9 hours at 2 hits a second. And for all I know, there's an even tougher creature above that.

Gingerly approaching the dragon. Note all the potions. You don't need THAT much magic in the game.

The real dragon turned out to be nestled within a maze in the southern part of the dungeon. He had three heads. If I approached from the tail, his tail flicked and knocked me back to the starting area. Each of the heads could breathe fire. Oddly, they only had 10 hit points, but with a strength of 600,000, I'd need at least that many experience points to avoid taking catastrophic damage.

After a long period of grinding, I finally achieved that level, returned to the dragon, and killed its three heads. At that point, three treasure chests that surrounded him burst open, revealing four crowns, which immediately scattered to points unknown throughout the dungeon.

Slicing off the dragon's three heads.

My house was returned to its starting location and was surrounded by spawning gravestones. The character icon never lost his "charred" look after having suffered dragon fire. The "Return" spell stopped working.

About this time, I noticed that I started taking heavy damage from every foe again. I realized that after 650,000 experience points, my total had rolled over to 0 again! Not willing to just suck that up, I reloaded an earlier save and made sure not to kill any more creatures.

"Fly" temporarily transforms you to a bird. There's the crown!
     
Finding the crowns wasn't hard. I used the "Fly" spell to quickly traverse the dungeon, find the crowns, and manually schlep them back. After I had returned all four, the game noted "Phase 1 Clear!!"

Until I got this, I had forgotten that the game started by saying something about "Phase 1."
      
At that point, I was taken to a new dungeon, with all my hit points, strength, experience, and other stats returned to their starting points, and given a screen that said "Phase 2 start!"

As it had taken almost 5 hours to get through Phase 1, I wasn't particularly eager to start all over with a new "phase." I don't know how many phases are in the game, but I'm going to count this a "win" for getting through the first one.

I won't tell you what I screamed here, but it ended in "....THAT!"
       
The game does poorly in a GIMLET, mostly because it's not a good example of an RPG. It scores an 11, nothing scoring higher than a 2, and with 0s in "game world" and "NPCs." (If anyone can demonstrate that the game came with a true back story, I'll bump it up a point or two in the former.) But of course a game doesn't have to be good to be influential. Nihon Falcom eventually published a couple dozen titles in the Dragon Slayer line, starting with Xanadu: Dragon Slayer II (1985), which judging by screenshots appears to be an entirely different type of game. MobyGames claims that the series goes all the way through 2007, with The Legend of Heroes III: Song of the Ocean, but I'm a bit confused as to how all the games it lists as part of the "Dragon Slayer series" are actually related to Dragon Slayer at all.


I have to thank Marc "Lord Karnov" Campbell for providing me the PC-88 version of the game. He actually provided several versions, and I'm not entirely sure about the history of their release. I played the original, 1.1. Version 2.0 looks exactly the same to me, including the layout of the dungeon. Another pair of disks marked "re-release" offer a different dungeon and character icon; it actually looks more primitive than the original.

The opening stage of the "re-release" doesn't look appreciably different except for the character icon, which looks worse.

Kurt Kalata has a good article on the game at Hardcore Gaming 101, from almost 10 years ago. It's worth checking out for the variety of screen shots across different platforms.

I'm sure I'll hear from plenty of people who loved Dragon Slayer in its day, or who want to defend it as a game, if not necessarily an RPG. For me, neither side of the Pacific is impressing me much in 1984. A Spectrum game called Out of the Shadows is unlikely to turn that around, but maybe Questron will after that. For now, let's get back to 1991 and see if we can finish Elvira II.