Difference between revisions of "Dragon's Lair (NES)"
From SDA Knowledge Base
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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. | + | [[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. |
Revision as of 15:31, 7 January 2018
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:
- NTSC-U
- - Runs at 12 fps.
- 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.
- - 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).
- - 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.
- - 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.