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:
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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. The faster game speed brings along a number of in-game differences that require different approaches to many areas in the game.
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: - 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.
 
: - 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.
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* 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 areas of level 2 and 3 are the same as NTSC-J.
 
: - 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.
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: - 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.
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[[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

SDAlogo runner.png 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

Any% (NTSC-U)

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.

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