Difference between revisions of "Dragon's Lair (NES)"

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(Versions)
(Versions)
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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 were developed by different companies and they behave more like ports of a game to different platforms than regional versions of the same platform. Below is list of noticeable (but likely not exhaustive) 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.
 
: - 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.

Revision as of 17:31, 10 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 were developed by different companies and they behave more like ports of a game to different platforms than regional versions of the same platform. Below is list of noticeable (but likely not exhaustive) 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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