Jump to content

Dragon Slayer (series): Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
m Reverting possible vandalism by Maynard47 to version by Jagged 85. False positive? Report it. Thanks, ClueBot NG. (390180) (Bot)
Jagged 85 (talk | contribs)
Yuzo Koshiro
(8 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Redirect2|Dragon Slayer|Dragon slayer|the 1981 movie|Dragonslayer|other uses|Dragon slayer (disambiguation)}}
{{Redirect2|Dragon Slayer|Dragon slayer|the 1981 movie|Dragonslayer|other uses|Dragon slayer (disambiguation)}}
{{nihongo|'''''Dragon Slayer'''''|ドラゴンスレイヤー|Doragon Sureiyā}} is an early [[action role-playing game]] developed and published by [[Nihon Falcom]] in 1984 for the [[NEC PC-8801|NEC PC-88]] and [[Fujitsu FM-7]] computer systems, and ported by [[Square (company)|Square]] for the [[MSX]].<ref name=Dragon-Slayer/> The game gave rise to a series of sequels, most of them created by Falcom and a few by other companies. Many of the early titles in this series were released for the PC-88, [[NEC PC-9801|PC-98]], MSX and [[MSX2]] computers as well as other early Japanese PC platforms, while some were later ported to [[video game console]]s.
{{nihongo|'''''Dragon Slayer'''''|ドラゴンスレイヤー|Doragon Sureiyā}} is an early [[action role-playing game]] developed and published by [[Nihon Falcom]] in 1984 for the [[NEC PC-8801|NEC PC-88]] and [[Fujitsu FM-7]] computer systems, and ported by [[Square (company)|Square]] for the [[MSX]].<ref name=Dragon-Slayer/> Designed by Yoshio Kiya,<ref name="retro_3">{{cite web|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers3.htm|title=Retro Japanese Computers: Gaming's Final Frontier Retro Japanese Computers|page=3|author=John Szczepaniak|publisher=Hardcore Gaming 101|accessdate=2011-03-29}} Reprinted from {{citation|title=[[Retro Gamer]]''|issue=67|year=2009}}</ref> the game gave rise to a series of sequels, most of them created by Falcom and a few by other companies. Many of the early titles in this series were released for the PC-88, [[NEC PC-9801|PC-98]], MSX and [[MSX2]] computers as well as other early Japanese PC platforms, while some were later ported to [[video game console]]s. A number of early games in the series also featured [[video game music]] soundtracks composed by [[chiptune]] musician [[Yuzo Koshiro]].


==Overview==
==Overview==
Although commonly referred to as a series, the ''Dragon Slayer'' name is used to designate the body of work from producer Yoshio Kiya. There is no continuity in plot or even genre, but most of the games use [[Role-playing video game|role-playing game]] (RPG) elements and experiment with [[Real-time game|real-time]] [[action game]]play.<ref name=Gamasutra/> The original ''Dragon Slayer'' and its sequel ''Dragon Slayer II: Xanadu'' are credited for being the progenitors of the action RPG genre,<ref name=4Gamer-Retro>Kamada Shigeaki, [http://www.4gamer.net/specials/retro/retro01.html レトロゲーム配信サイトと配信タイトルのピックアップ紹介記事「懐かし (Retro)] ([http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://www.4gamer.net/specials/retro/retro01.html Translation]), 4Gamer.net</ref> abandoning the command-oriented [[turn-based]] battles of previous RPGs in favour of real-time [[hack and slash]] combat that requires direct input from the player, alongside [[Puzzle game|puzzle-solving]] elements.<ref name=1UP-Kat>{{cite web|title=Hack and Slash: What Makes a Good Action RPG?|author=Kat Bailey|publisher=[[1UP.com]]|date=May 18, 2010|url=http://www.1up.com/do/blogEntry?bId=9030743|accessdate=2011-03-02}}</ref> These games went on to influence later series such as ''[[The Legend of Zelda]]'',<ref name=4Gamer-Retro/><ref name=Dragon-Slayer/> ''[[Hydlide]]'', and ''[[Ys (series)|Ys]]''.<ref name=Dragon-Slayer>{{cite web|author=Kurt Kalata|url=http://www.hardcoregaming101.net/dragonslayer/dragonslayer.htm|title=Dragon Slayer|publisher=Hardcore Gaming 101|accessdate=2011-03-02}}</ref> The way the ''Dragon Slayer'' series reworked the entire game system of each installment is also considered an influence on Square's ''[[Final Fantasy]]'', which would do the same for each of its installments.<ref name=Gamasutra>{{cite web|url=http://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpgs.php?page=13|author=John Harris|title=Game Design Essentials: 20 RPGs - Dragon Slayer|publisher=[[Gamasutra]]|page=13|date=July 2, 2009|accessdate=2011-03-02}}</ref>
Although commonly referred to as a series, the ''Dragon Slayer'' name is used to designate the body of work from producer Yoshio Kiya. There is no continuity in plot or even genre, but most of the games use [[Role-playing video game|role-playing game]] (RPG) elements and experiment with [[Real-time game|real-time]] [[action game]]play.<ref name=Gamasutra/> The original ''Dragon Slayer'' and its sequel ''Dragon Slayer II: Xanadu'' are credited for being the progenitors of the action RPG genre,<ref name=4Gamer-Retro>Kamada Shigeaki, [http://www.4gamer.net/specials/retro/retro01.html レトロゲーム配信サイトと配信タイトルのピックアップ紹介記事「懐かし (Retro)] ([http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://www.4gamer.net/specials/retro/retro01.html Translation]), 4Gamer.net</ref> abandoning the command-oriented [[turn-based]] battles of previous RPGs in favour of real-time [[hack and slash]] combat that requires direct input from the player, alongside [[Puzzle game|puzzle-solving]] elements.<ref name=1UP-Kat>{{cite web|title=Hack and Slash: What Makes a Good Action RPG?|author=Kat Bailey|publisher=[[1UP.com]]|date=May 18, 2010|url=http://www.1up.com/do/blogEntry?bId=9030743|accessdate=2011-03-02}}</ref> These games went on to influence later series such as ''[[The Legend of Zelda]]'',<ref name=4Gamer-Retro/><ref name=Dragon-Slayer/> ''[[Hydlide]]'', and ''[[Ys (series)|Ys]]''.<ref name=Dragon-Slayer>{{cite web|author=Kurt Kalata|url=http://www.hardcoregaming101.net/dragonslayer/dragonslayer.htm|title=Dragon Slayer|publisher=Hardcore Gaming 101|accessdate=2011-03-02}}</ref> The way the ''Dragon Slayer'' series reworked the entire game system of each installment is also considered an influence on Square's ''[[Final Fantasy]]'', which would do the same for each of its installments.<ref name=Gamasutra>{{cite web|url=http://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpgs.php?page=13|author=John Harris|title=Game Design Essentials: 20 RPGs - Dragon Slayer|publisher=[[Gamasutra]]|page=13|date=July 2, 2009|accessdate=2011-03-02}}</ref>


The original ''[[Dragon Slayer (video game)|Dragon Slayer]]'', released for the PC-88 in 1984,<ref name=Dragon-Slayer/> is considered to be the first action-RPG. In contrast to earlier turn-based [[roguelike]]s, ''Dragon Slayer'' was a [[dungeon crawl]] RPG that was entirely real-time with action-oriented combat.<ref name=GameSetWatch>{{cite web|url=http://www.gamesetwatch.com/2006/07/column_compilation_catalog_fal_1.php|title=Falcom Classics|publisher=GameSetWatch|date=July 12, 2006|accessdate=2011-03-18}}</ref> ''Dragon Slayer'' also featured an [[Mini-map|in-game map]] to help with the dungeon-crawling, required [[Item (gaming)|item]] management due to the inventory being limited to one item at a time,<ref name=Dragon-Slayer/> and introduced the use of item-based puzzles which later influenced ''The Legend of Zelda''.<ref name=4Gamer-Retro/> ''Dragon Slayer's'' [[Overhead perspective|overhead]] action-RPG formula was used in many later games.<ref name=Xanadu/> The game's MSX port was also one of the first titles to be published by [[Square (company)|Square]].<ref name=Dragon-Slayer/>
The original ''[[Dragon Slayer (video game)|Dragon Slayer]]'', released for the PC-88 in 1984,<ref name=Dragon-Slayer/> is considered to be the first action-RPG. In contrast to earlier turn-based [[roguelike]]s, ''Dragon Slayer'' was a [[dungeon crawl]] RPG that was entirely real-time with action-oriented combat.<ref name=GameSetWatch>{{cite web|url=http://www.gamesetwatch.com/2006/07/column_compilation_catalog_fal_1.php|title=Falcom Classics|publisher=GameSetWatch|date=July 12, 2006|accessdate=2011-03-18}}</ref> ''Dragon Slayer'' also featured an [[Mini-map|in-game map]] to help with the dungeon-crawling, required [[Item (gaming)|item]] management due to the inventory being limited to one item at a time,<ref name=Dragon-Slayer/> and introduced the use of item-based puzzles which later influenced ''The Legend of Zelda''.<ref name=4Gamer-Retro/> ''Dragon Slayer'' was a major success in Japan, where its [[Overhead perspective|overhead]] action-RPG formula was used in many later games.<ref name=Xanadu/> The game's MSX port was also one of the first titles to be published by [[Square (company)|Square]].<ref name=Dragon-Slayer/>


The sequel ''[[Dragon Slayer II: Xanadu]]'', released in 1985, was a fully-fledged action RPG with many [[Statistic (role-playing games)|character statistics]] and a large quest.<ref name=GameSetWatch/><ref name=Falcom-Xanadu/> ''Xanadu'' incorporated a [[Side-scrolling video game|side-scrolling]] view during exploration and an overhead view during battle,<ref name=Xanadu>Kurt Kalata, [http://www.hardcoregaming101.net/xanadu/xanadu.htm Xanadu], Hardcore Gaming 101</ref> though some rooms were also explored using an overhead view. The game also allowed the player to visit towns, which have training facilities that can improve statistics, and shops that sell items, equipment that change the [[player character]]'s visible appearance, and food that is consumed slowly over time and is essential for keeping the player character alive. It also introduced gameplay mechanics such as [[Platform game|platform]] jumping, magic that can be used to attack enemies from a distance,<ref name=GameSetWatch/> an early Karma morality system where the character's Karma meter will rise if he commits sin which in turn affects the temple's reaction to him,<ref name=GameSetWatch/><ref name=Falcom-Xanadu/> a heavier emphasis on puzzle-solving,<ref name=1UP-Kat/> and individual experience for equipped items. The game gained immense popularity in Japan, setting records for PC game sales, selling more than 400,000 copies.<ref name=Falcom-Xanadu>{{cite web |url=http://www.falcom.co.jp/xanadu_next/xanadu/xanadu.html|title=Xanadu Next home page|accessdate=2008-09-08 |format=HTML}} ([http://translate.google.co.uk/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.falcom.co.jp%2Fxanadu_next%2Fxanadu%2Fxanadu.html Translation])</ref> ''Xanadu Scenario II'', released the following year, was also an early example of an [[expansion pack]].<ref name=Xanadu/>
The sequel ''[[Dragon Slayer II: Xanadu]]'', released in 1985, was a fully-fledged action RPG with many [[Statistic (role-playing games)|character statistics]] and a large quest.<ref name=GameSetWatch/><ref name=Falcom-Xanadu/> ''Xanadu'' incorporated a [[Side-scrolling video game|side-scrolling]] view during exploration and an overhead view during battle,<ref name=Xanadu>Kurt Kalata, [http://www.hardcoregaming101.net/xanadu/xanadu.htm Xanadu], Hardcore Gaming 101</ref> though some rooms were also explored using an overhead view. The game also allowed the player to visit towns, which have training facilities that can improve statistics, and shops that sell items, equipment that change the [[player character]]'s visible appearance, and food that is consumed slowly over time and is essential for keeping the player character alive. It also introduced gameplay mechanics such as [[Platform game|platform]] jumping, magic that can be used to attack enemies from a distance,<ref name=GameSetWatch/> an early [[Karma]] morality system where the character's Karma meter will rise if he commits sin which in turn affects the temple's reaction to him,<ref name=GameSetWatch/><ref name=Falcom-Xanadu/> a heavier emphasis on puzzle-solving,<ref name=1UP-Kat/> and individual experience for equipped items.<ref name=Falcom-Xanadu/> It is also considered a "proto-[[Metroidvania]]" game,<ref name="1up_metroidvania">{{cite web|author=Jeremy Parish|title=Metroidvania|work=Metroidvania.com|work=GameSpite.net|url=http://www.gamespite.net/toastywiki/index.php/Games/Metroidvania|accessdate=2011-03-25}}</ref> due to being an "RPG turned on its side" that allowed players to run, jump, collect, and explore.<ref>{{cite web|title=8-Bit Cafe: The Shadow Complex Origin Story|author=Jeremy Parish|date=August 18, 2009|publisher=[[1UP.com]]|url=http://www.1up.com/do/blogEntry?bId=9001783|accessdate=2011-03-25}}</ref> The game gained immense popularity in Japan, setting records for PC game sales, selling more than 400,000 copies.<ref name=Falcom-Xanadu>{{cite web |url=http://www.falcom.co.jp/xanadu_next/xanadu/xanadu.html|title=Xanadu Next home page|accessdate=2008-09-08 |format=HTML}} ([http://translate.google.co.uk/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.falcom.co.jp%2Fxanadu_next%2Fxanadu%2Fxanadu.html Translation])</ref> ''Xanadu Scenario II'', released the following year, was also an early example of an [[expansion pack]].<ref name=Xanadu/>


In 1986, ''[[Romancia]]'' simplified the RPG mechanics of ''Xanadu'', such as removing the character customization and simplifying the numerical statistics into icons, and emphasized faster-paced platform action, with a strict time limit and taking place entirely in a side-scrolling view rather than switching to a separate overhead combat screen like its predecessor, making ''Romancia'' more like a side-scrolling [[action-adventure game]].<ref name=Gamasutra/><ref name=Romancia/> In 1987, ''[[Legacy of the Wizard|Dragon Slayer IV: Drasle Family]]'' returned to the deeper action-RPG mechanics of ''Xanadu'' while maintaining the fully side-scrolling view of ''Romancia''.<ref name=Romancia>Kurt Kalata, [http://www.hardcoregaming101.net/romancia/romancia.htm Romancia], Hardcore Gaming 101</ref> The game also introduced an [[open world]] and [[nonlinear gameplay]] similar to "[[Metroidvania]]" platform-adventures, making ''Drasle Family'' an early example of a non-linear, open-world action RPG.<ref name=gsutra_20games>{{cite web | last = Harris | first = John | title = Game Design Essentials: 20 Open World Games - Dragon Slayer | publisher = [[Gamasutra]] | date = September 26, 2007 | url = http://www.gamasutra.com/view/feature/1902/game_design_essentials_20_open_.php?page=11 | accessdate = 2008-07-25}}</ref> That same year also saw the release of ''Xanadu's'' spin-off ''[[Faxanadu]]'', a side-scrolling platform-action RPG.<ref name=Xanadu/> Later that year, the fifth entry ''[[Sorcerian]]'' was released. It was a party-based action RPG, with the player controlling a party of four characters at the same time in a side-scrolling view. The game also featured character creation, highly customizable characters, class-based puzzles, and a new scenario system, allowing players to choose which of 15 scenarios to play through in the order of their choice. It was also an [[episodic video game]], with expansion disks released soon after offering more scenarios.<ref name=GameCola>[http://gamecola.net/2010/10/sorcerian-pc/ Sorcerian (PC)], ''GameCola.net'', October 30, 2010</ref>
In 1986, ''[[Romancia]]'' simplified the RPG mechanics of ''Xanadu'', such as removing the character customization and simplifying the numerical statistics into icons, and emphasized faster-paced platform action, with a strict time limit and taking place entirely in a side-scrolling view rather than switching to a separate overhead combat screen like its predecessor, making ''Romancia'' more like a side-scrolling [[action-adventure game]].<ref name=Gamasutra/><ref name=Romancia/> In 1987, ''[[Legacy of the Wizard|Dragon Slayer IV: Drasle Family]]'' returned to the deeper action-RPG mechanics of ''Xanadu'' while maintaining the fully side-scrolling view of ''Romancia''.<ref name=Romancia>Kurt Kalata, [http://www.hardcoregaming101.net/romancia/romancia.htm Romancia], Hardcore Gaming 101</ref> The game also introduced an [[open world]] and [[nonlinear gameplay]] similar to "[[Metroidvania]]" platform-adventures, making ''Drasle Family'' an early example of a non-linear, open-world action RPG.<ref name=gsutra_20games>{{cite web | last = Harris | first = John | title = Game Design Essentials: 20 Open World Games - Dragon Slayer | publisher = [[Gamasutra]] | date = September 26, 2007 | url = http://www.gamasutra.com/view/feature/1902/game_design_essentials_20_open_.php?page=11 | accessdate = 2008-07-25}}</ref> That same year also saw the release of ''Xanadu's'' spin-off ''[[Faxanadu]]'', a side-scrolling platform-action RPG.<ref name=Xanadu/> Later that year, the fifth entry ''[[Sorcerian]]'' was released. It was a party-based action RPG, with the player controlling a party of four characters at the same time in a side-scrolling view. The game also featured character creation, highly customizable characters, class-based puzzles, and a new scenario system, allowing players to choose which of 15 scenarios to play through in the order of their choice. It was also an [[episodic video game]], with expansion disks released soon after offering more scenarios.<ref name=GameCola>[http://gamecola.net/2010/10/sorcerian-pc/ Sorcerian (PC)], ''GameCola.net'', October 30, 2010</ref>
Line 16: Line 16:
The games in the series include:
The games in the series include:
*1.1 ''[[Dragon Slayer (video game)|Dragon Slayer]]'' (1984)
*1.1 ''[[Dragon Slayer (video game)|Dragon Slayer]]'' (1984)
*2.1 ''[[Dragon Slayer II: Xanadu|Xanadu]]'' (1985)
*2.1 ''[[Dragon Slayer II: Xanadu]]'' (1985)
*2.2 ''[[Xanadu Scenario II]]'' (1986)
**2.2 ''[[Dragon Slayer II: Xanadu#Sequels|Xanadu Scenario II]]'' (1986)
*2.3 ''[[Faxanadu]]'' (Nov 16, 1987)
**2.3 ''[[Faxanadu]]'' (November 16, 1987)
*3.1 ''[[Romancia|Dragon Slayer Jr.: Romancia]]'' (1986, Famicom: October 30, 1987)
*3.1 ''[[Romancia|Dragon Slayer Jr.: Romancia]]'' (1986, Famicom: October 30, 1987)
*4.1 ''[[Legacy of the Wizard|Dragon Slayer IV: Drasle Family]]'' (''Legacy of the Wizard'') (Jul 17, 1987)
*4.1 ''[[Legacy of the Wizard|Dragon Slayer IV: Drasle Family]]'' (''Legacy of the Wizard'') (July 17, 1987)
*5.1 ''[[Sorcerian]]'' (1987)
*5.1 ''[[Sorcerian]]'' (1987)
*5.2 ''[[Sorcerian Additional Scenario Vol. 1]]'' (1988)
**5.2 ''[[Sorcerian#Add-ons|Sorcerian Additional Scenario Vol. 1]]'' (1988)
*5.3 ''[[Sorcerian Additional Scenario Vol. 2: Sengoku Sorcerian]]'' (1988)
**5.3 ''[[Sorcerian#Add-ons|Sorcerian Additional Scenario Vol. 2: Sengoku Sorcerian]]'' (1988)
*5.4 ''[[Sorcerian Additional Scenario Vol. 3: Pyramid Sorcerian]]'' (1988)
**5.4 ''[[Sorcerian#Add-ons|Sorcerian Additional Scenario Vol. 3: Pyramid Sorcerian]]'' (1988)
*6.1 ''[[Dragon Slayer: The Legend of Heroes]]'' (1989)
*6.1 ''[[Dragon Slayer: The Legend of Heroes]]'' (1989)
*6.2 ''[[Dragon Slayer: The Legend of Heroes II]]'' (1992)
**6.2 ''[[Dragon Slayer: The Legend of Heroes II]]'' (1992)
*7.1 ''[[Lord Monarch]]'' (1991)
*7.1 ''[[Lord Monarch]]'' (1991)
*7.2 ''[[Advanced Lord Monarch]]'' (1991)
**7.2 ''[[Advanced Lord Monarch]]'' (1991)
*7.3 ''[[Monarch Monarch]]'' (1994)
**7.3 ''[[Monarch Monarch]]'' (1994)
*8.1 ''[[The Legend of Xanadu (video game)|The Legend of Xanadu]]'' (1994)
*8.1 ''[[The Legend of Xanadu (video game)|The Legend of Xanadu]]'' (1994)
*8.2 ''[[The Legend of Xanadu II]]'' (1995)
**8.2 ''[[The Legend of Xanadu II]]'' (1995)


==References==
==References==

Revision as of 04:54, 18 July 2011

Dragon Slayer (ドラゴンスレイヤー, Doragon Sureiyā) is an early action role-playing game developed and published by Nihon Falcom in 1984 for the NEC PC-88 and Fujitsu FM-7 computer systems, and ported by Square for the MSX.[1] Designed by Yoshio Kiya,[2] the game gave rise to a series of sequels, most of them created by Falcom and a few by other companies. Many of the early titles in this series were released for the PC-88, PC-98, MSX and MSX2 computers as well as other early Japanese PC platforms, while some were later ported to video game consoles. A number of early games in the series also featured video game music soundtracks composed by chiptune musician Yuzo Koshiro.

Overview

Although commonly referred to as a series, the Dragon Slayer name is used to designate the body of work from producer Yoshio Kiya. There is no continuity in plot or even genre, but most of the games use role-playing game (RPG) elements and experiment with real-time action gameplay.[3] The original Dragon Slayer and its sequel Dragon Slayer II: Xanadu are credited for being the progenitors of the action RPG genre,[4] abandoning the command-oriented turn-based battles of previous RPGs in favour of real-time hack and slash combat that requires direct input from the player, alongside puzzle-solving elements.[5] These games went on to influence later series such as The Legend of Zelda,[4][1] Hydlide, and Ys.[1] The way the Dragon Slayer series reworked the entire game system of each installment is also considered an influence on Square's Final Fantasy, which would do the same for each of its installments.[3]

The original Dragon Slayer, released for the PC-88 in 1984,[1] is considered to be the first action-RPG. In contrast to earlier turn-based roguelikes, Dragon Slayer was a dungeon crawl RPG that was entirely real-time with action-oriented combat.[6] Dragon Slayer also featured an in-game map to help with the dungeon-crawling, required item management due to the inventory being limited to one item at a time,[1] and introduced the use of item-based puzzles which later influenced The Legend of Zelda.[4] Dragon Slayer was a major success in Japan, where its overhead action-RPG formula was used in many later games.[7] The game's MSX port was also one of the first titles to be published by Square.[1]

The sequel Dragon Slayer II: Xanadu, released in 1985, was a fully-fledged action RPG with many character statistics and a large quest.[6][8] Xanadu incorporated a side-scrolling view during exploration and an overhead view during battle,[7] though some rooms were also explored using an overhead view. The game also allowed the player to visit towns, which have training facilities that can improve statistics, and shops that sell items, equipment that change the player character's visible appearance, and food that is consumed slowly over time and is essential for keeping the player character alive. It also introduced gameplay mechanics such as platform jumping, magic that can be used to attack enemies from a distance,[6] an early Karma morality system where the character's Karma meter will rise if he commits sin which in turn affects the temple's reaction to him,[6][8] a heavier emphasis on puzzle-solving,[5] and individual experience for equipped items.[8] It is also considered a "proto-Metroidvania" game,[9] due to being an "RPG turned on its side" that allowed players to run, jump, collect, and explore.[10] The game gained immense popularity in Japan, setting records for PC game sales, selling more than 400,000 copies.[8] Xanadu Scenario II, released the following year, was also an early example of an expansion pack.[7]

In 1986, Romancia simplified the RPG mechanics of Xanadu, such as removing the character customization and simplifying the numerical statistics into icons, and emphasized faster-paced platform action, with a strict time limit and taking place entirely in a side-scrolling view rather than switching to a separate overhead combat screen like its predecessor, making Romancia more like a side-scrolling action-adventure game.[3][11] In 1987, Dragon Slayer IV: Drasle Family returned to the deeper action-RPG mechanics of Xanadu while maintaining the fully side-scrolling view of Romancia.[11] The game also introduced an open world and nonlinear gameplay similar to "Metroidvania" platform-adventures, making Drasle Family an early example of a non-linear, open-world action RPG.[12] That same year also saw the release of Xanadu's spin-off Faxanadu, a side-scrolling platform-action RPG.[7] Later that year, the fifth entry Sorcerian was released. It was a party-based action RPG, with the player controlling a party of four characters at the same time in a side-scrolling view. The game also featured character creation, highly customizable characters, class-based puzzles, and a new scenario system, allowing players to choose which of 15 scenarios to play through in the order of their choice. It was also an episodic video game, with expansion disks released soon after offering more scenarios.[13]

Two of the games released for the Nintendo Famicom, Dragon Slayer IV: Drasle Family and the spin-off of Xanadu known as Faxanadu, were released on the Nintendo Entertainment System in North America. The former was renamed Legacy of the Wizard. The second of the three games released for the Nintendo Famicom, Romancia, has never been released in North America for any platform. An English fan translation of the Famicom version of Romancia was released on April 23, 2008, by DvD Translations. An English version of Sorcerian was released in North America for MS-DOS. An English version of Dragon Slayer: The Legend of Heroes was released for the TurboGrafx-CD in 1991, and is usually known as simply Dragon Slayer. Subsequent Legend of Heroes games dropped their association with the Dragon Slayer series. In contrast to the action-oriented gameplay of the main Dragon Slayer titles, the Legend of Heroes titles use turn-based combat.

Games

The games in the series include:

References

  1. ^ a b c d e f Kurt Kalata. "Dragon Slayer". Hardcore Gaming 101. Retrieved 2011-03-02.
  2. ^ John Szczepaniak. "Retro Japanese Computers: Gaming's Final Frontier Retro Japanese Computers". Hardcore Gaming 101. p. 3. Retrieved 2011-03-29. Reprinted from Retro Gamer, 2009
  3. ^ a b c John Harris (July 2, 2009). "Game Design Essentials: 20 RPGs - Dragon Slayer". Gamasutra. p. 13. Retrieved 2011-03-02.
  4. ^ a b c Kamada Shigeaki, レトロゲーム配信サイトと配信タイトルのピックアップ紹介記事「懐かし (Retro) (Translation), 4Gamer.net
  5. ^ a b Kat Bailey (May 18, 2010). "Hack and Slash: What Makes a Good Action RPG?". 1UP.com. Retrieved 2011-03-02.
  6. ^ a b c d "Falcom Classics". GameSetWatch. July 12, 2006. Retrieved 2011-03-18.
  7. ^ a b c d Kurt Kalata, Xanadu, Hardcore Gaming 101
  8. ^ a b c d "Xanadu Next home page" (HTML). Retrieved 2008-09-08. (Translation)
  9. ^ Jeremy Parish. "Metroidvania". GameSpite.net. Retrieved 2011-03-25.
  10. ^ Jeremy Parish (August 18, 2009). "8-Bit Cafe: The Shadow Complex Origin Story". 1UP.com. Retrieved 2011-03-25.
  11. ^ a b Kurt Kalata, Romancia, Hardcore Gaming 101
  12. ^ Harris, John (September 26, 2007). "Game Design Essentials: 20 Open World Games - Dragon Slayer". Gamasutra. Retrieved 2008-07-25.
  13. ^ Sorcerian (PC), GameCola.net, October 30, 2010