Deadly Towers

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Deadly Towers
Deadly Towers boxart.png
North American cover art
Developer(s) Lenar
Designer(s) Junichi Mizutari
R. Nagasu
Composer(s) Yoshinobu Kasukawa
Platform(s) NES
  • JP: December 15, 1986
  • NA: September 1987
Genre(s) Action role-playing
Mode(s) Single-player

Deadly Towers is an action role-playing video game developed by Lenar and exclusively-licensed by Irem as a software title for the Nintendo Entertainment System (NES). It was released in Japan on December 15, 1986, and in North America in September of the following year. One of the earliest published role-playing video games for the NES in North America,[1] Deadly Towers was a best-selling title in 1987.[2]

In Japan, Deadly Towers was titled Mashō (魔鐘), literally meaning "Evil Bell". It is a pun of the word mashō (魔性), meaning "devilishness", and in keeping with this theme, the Japanese cartridge contained a red LED at the top which illuminated when turned on.[3] Irem intended the game's English-language title to be Hell's Bells, but Nintendo of America refused to issue the game a Nintendo Seal of Quality unless Brøderbund changed the name.[4]


On the moonlit eve of his coronation ceremony, pensive Prince Myer sits at the lakeside to ponder the future of the kingdom. Suddenly, a shadowy kami called Khan rises from the lake and coalesces into the form of a man. Although he doesn't identify himself, the figure greets Prince Myer by name, and informs him that Rubas, the "Devil of Darkness", is preparing to overtake Willner Kingdom by using seven magic bells capable of summoning an army of monsters. To ensure peace, Khan says, Prince Myer must travel to the northern mountain to burn the Seven Bells in the sacred flame, burn down the seven bell towers in Rubas' magic palace and, ultimately, defeat Rubas himself.


Prince Myer stands outside Rubas' palace in the first screen of Deadly Towers

Rubas' palace is presented in one-point perspective expansive nonlinear world, similar to The Legend of Zelda[5]. The screen scrolls sideways only, except in bell towers, where the screen scrolls vertically. Prince Myer can walk in eight directions, and attacks by throwing a sword. The player earns coins (a currency called ludder) by killing monsters, and can trade ludder at shops in the dungeons for new equipment. The shops are in fixed locations throughout the dungeons, but their inventories may change.

The palace has the main castle areas, the area where the entrance to each tower is where the sacred flame is located and ten vast, labyrinthine dungeons of rooms. The first dungeon-maze has 167 screens, and the tenth has 235. The entrances to the labyrinths are invisible and it is not possible to simply walk out the way you come in- a specific exit room must be found. There are 7 bell towers, at the top of which are bosses. The game's objective is to defeat the boss in each tower, collect the bell from each and destroy the bell collected (which destroys the tower as well) in the sacred flame in order to open the way to fight the final battle with Rubas.

Hidden throughout the towers are invisible portals to a secret areas called the Parallel Zones which resemble the towers, but are an alternate version, as well as secret rooms, both of which where the player can find equipment superior to that available in the shops.


Brøderbund's relationship with Lenar was facilitated by Scott (Kenji) Tsumura, who worked for Irem and eventually worked for Brøderbund to form the Kyodai Software division. Alan Weiss, the Nintendo Producer at Brøderbund, managed all product development and worked with Lenar to translate the text of the game. Weiss kept the strange name, Prince Myer, to try to make faithful conversions and not "Americanize" it. The name, "Deadly Towers," came from Ed Bernstein of Brøderbund. In response to the difficulty level of the game, Weiss stated: "We did a lot of testing of the game and we didn't actually find it that difficult at Brøderbund, and I think we wanted something more challenging than previously published titles to round out our portfolio."[6]


When released in 1987, the game became a best-selling title in North America.[2] As one of the first Japanese action role-playing games to be published in North America (alongside Rygar), Computer Gaming World described it as a new kind of role-playing game that differed from both the console action-adventure games (such as Castlevania, Trojan, and Wizards & Warriors) and American computer role-playing games (such as Wizardry, Ultima, and Might & Magic) that American gamers were previously more familiar with at the time. Deadly Towers was particularly notable for its permanent power-up mechanic, which at the time blurred the line between the power-ups used in action-adventures and the experience points used in RPGs.[1] The game is very difficult at first as Prince Myer starts out extremely weak, able to throw only one sword at a time, and some enemies at first can take 8 or more hits to defeat.[7]

Despite the game's commercial success in its time,[2] however, the game has received a more mixed reception from retrospective critiques. Sean Reiley, writing in 2001 for his comedy website, dismissed it as the worst Nintendo game of all time.[4] Joystiq suggested the game be released to the Virtual Console, despite that "Deadly Towers is the most frustrating game on the NES. It may be the most frustrating game of all time."[8]


  1. ^ a b Adams, Roe R. (November 1990), "Westward Ho! (Toward Japan, That Is): An Overview of the Evolution of CRPGs on Dedicated Game Machines", Computer Gaming World (76), pp. 83–84, While America has been concentrating on yet another Wizardry, Ultima, or Might & Magic, each bigger and more complex than the one before it, the Japanese have slowly carved out a completely new niche in the realm of CRPG. The first CRPG entries were Rygar and Deadly Towers on the NES. These differed considerably from the "action adventure" games that had drawn quite a following on the machines beforehand. Action adventures were basically arcade games done in a fantasy setting such as Castlevania, Trojan, and Wizards & Warriors. The new CRPGs had some of the trappings of regular CRPGs. The character could get stronger over time and gain extras which were not merely a result of a short-term "Power-Up." There were specific items that could be acquired which boosted fighting or defense on a permanent basis. Primitive stores were introduced with the concept that a player could buy something to aid him on his journey. 
  2. ^ a b c Katz, Arnie; Kunkel, Bill; Worley, Joyce (August 1988), "Video Gaming World", Computer Gaming World (50), p. 44, Designed by the same crew that produced the best-selling Deadly Towers. 
  3. ^ Ciprian, Jason (4 September 2009). "Deadly Towers Famicom Flashback: Let There Be Light!". MTV Networks. Retrieved 7 March 2011. 
  4. ^ a b Reiley, Sean (2001). "The Worst Nintendo Game #1 - Deadly Towers". Retrieved 7 March 2011. 
  5. ^ Fletcher, JC (August 2, 2007). "Virtually Overlooked: Deadly Towers". Engadget. Weblogs, Inc. Retrieved December 9, 2017. 
  6. ^ Tieryas, Peter (8 January 2014). "Talking Deadly Towers NES with Broderbund's Producer, Alan Weiss". Kotaku. 
  7. ^
  8. ^ Fletcher, JC (August 2, 2007). Virtually Overlooked: Deadly Towers. Joystiq. Accessed from May 13, 2013.


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