Difference between revisions of "Dragon's Lair (NES)"
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{{sda run|http://speeddemosarchive.com/DragonsLairNES.html}} | {{sda run|http://speeddemosarchive.com/DragonsLairNES.html}} | ||
= Versions = | = Versions = | ||
− | There are three versions of the game with significant differences that make them difficult to compare: | + | There are three versions of the game with significant differences that make them difficult to compare. They behave more like ports of a game to different platforms than regional versions of the same platform. Below is a (non-exhaustive) list of noticeable differences: |
* NTSC-U | * NTSC-U | ||
: - Runs at 12 fps. | : - Runs at 12 fps. | ||
* NTSC-J | * NTSC-J | ||
− | : - Runs at 20 fps. | + | : - Runs at 20 fps. |
+ | : - Different movement/animation speed compared to enemies and the environment, resulting in different approaches being possible than in the NTSC-U version. | ||
+ | : - Some enemies have different behaviors. | ||
+ | : - Possible to skip the third serpent in level 1. | ||
+ | : - When arriving at the bosses of level 2, the screen continues scrolling until the end, making the second mine troll spawn (and possible to hit) earlier. | ||
: - The layout of the boss area in level 3 is different. | : - The layout of the boss area in level 3 is different. | ||
: - Singe can be skipped in this version if the Lizard King is spawned at the end. | : - Singe can be skipped in this version if the Lizard King is spawned at the end. | ||
* PAL | * PAL | ||
: - The game mechanics are similar to NTSC-J (but slowed down to the usual 5/6 speed due to running at 50 Hz iso 60 Hz). | : - The game mechanics are similar to NTSC-J (but slowed down to the usual 5/6 speed due to running at 50 Hz iso 60 Hz). | ||
+ | : - New enemies and enemy positions in level 1 and 2. | ||
: - Level 1 boss has been changed from 8 serpents to one big serpent. | : - Level 1 boss has been changed from 8 serpents to one big serpent. | ||
− | : - The boss | + | : - The boss areas of level 2 and 3 are the same as NTSC-J. |
− | : - Some of the level designs are different. E.g. falling rocks in the elevator sections, dragons flying across the top of the screen dropping stones. | + | : - Some of the level designs are different. E.g. falling rocks in the elevator sections, dragons flying across the top of the screen in level 4 dropping stones, no Lizard King in level 4. |
: - Splash screens add around 2 seconds before each level begins. | : - Splash screens add around 2 seconds before each level begins. | ||
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= Additional Information = | = Additional Information = | ||
− | [[Dragon's Lair (NES)/Game Mechanics(ntscu)|Game Mechanics (NTSC-U)]] - Some general explanations about how the game works in the NTSC-U version. | + | [[Dragon's Lair (NES)/Game Mechanics(ntscu)|Game Mechanics (NTSC-U)]] - Some general explanations about how the game works in the NTSC-U version.<br /> |
+ | [[Dragon's Lair (NES)/Additional Resources|Additional Resources]] - Links to other helpful resources about the game. |
Latest revision as of 16:21, 12 November 2022
This game has a run page on SDA!
Versions
There are three versions of the game with significant differences that make them difficult to compare. They behave more like ports of a game to different platforms than regional versions of the same platform. Below is a (non-exhaustive) list of noticeable differences:
- NTSC-U
- - Runs at 12 fps.
- NTSC-J
- - Runs at 20 fps.
- - Different movement/animation speed compared to enemies and the environment, resulting in different approaches being possible than in the NTSC-U version.
- - Some enemies have different behaviors.
- - Possible to skip the third serpent in level 1.
- - When arriving at the bosses of level 2, the screen continues scrolling until the end, making the second mine troll spawn (and possible to hit) earlier.
- - The layout of the boss area in level 3 is different.
- - Singe can be skipped in this version if the Lizard King is spawned at the end.
- PAL
- - The game mechanics are similar to NTSC-J (but slowed down to the usual 5/6 speed due to running at 50 Hz iso 60 Hz).
- - New enemies and enemy positions in level 1 and 2.
- - Level 1 boss has been changed from 8 serpents to one big serpent.
- - The boss areas of level 2 and 3 are the same as NTSC-J.
- - Some of the level designs are different. E.g. falling rocks in the elevator sections, dragons flying across the top of the screen in level 4 dropping stones, no Lizard King in level 4.
- - Splash screens add around 2 seconds before each level begins.
Speedrun routes
Additional Information
Game Mechanics (NTSC-U) - Some general explanations about how the game works in the NTSC-U version.
Additional Resources - Links to other helpful resources about the game.