It's Bimonthly bonus blog time again! and this is going to be exciting as recently I've gotten an emulator working that I've been trying to get operational for years, Literally, YEARS! Ive finally managed to get it working. All to play an special early 80s arcade game that I've admired for years, And that game is Dragon's Lair.
Released by Cinematronics in 1983, It was a game that was way ahead of its time. With its high quality animation and its unique gameplay, It managed to become a stand out hit in the final years of the arcade boom.
But in order to understand what made this game so special and why its allued me for so long, we need to look at the story behind it. The story of Dragon's Lair begins with the man who made its hardware possible, a Californian engineer named Rick Dyer
He had a passion for engineering at a young age. As a kid, he built a cuckoo clock that not only talks the time, it spouts a plethora of famous quotes from prominent philosophers and as a teen he designed and rigged a computer into his car that asked his dates by name their preferences of radio stations. As an adult, He became the first non-degreed engineer at the Hughes Research Laboratories in Malibu, California, The research center that invented the first working laser.
After graduating from California Polytechnic University in Pomona, He joined Mattel after they saw a prototype of a electronic horse racing game he made. At Mattel, He designed some of the company's hand-held games , as well as the Intellivision. On the side, he also developed the AES system, which would use flat-panel LCD screens in the back of airplane seats to entertain flyers. He formed his own company, Advanced Microcomputer Systems, in 1978 to experiment with interactive movie concepts.
Inspired by the game Colossal Caves that he played at Hughes Research Laboratories, he created a prototype device that used a rudimentary computer to roll scrolls of hand drawn images and text on strips of paper in his garage.
He then transferred these to a system using computer controlled filmstrips and then to a cassette-based set-up. He called his device "The Fantasy Machine" and began peddling the system out to various toy companies to market his invention.
Unfortunately, no one was interested, In fact, supposedly a representative from Ideal toys walked out in the middle of one presentation.
He realized that still images with narration were insufficient to capture the toy market, If he wanted to get people interested, animation was the way to go. So he began looking for a new storage medium to do just that.
Enter the Laserdisc. Created by Phillips in 1978, this was an early optical media format that stored analog video on a disc. The result was video that was much sharper than VHS and Betamax, much more durrable, and had the ability to jump from track to track.
While Laserdisc was designed as a home video format, it was way too expensive to be successful in that field, However it did find success later with videophiles as well as for niche applications. And after seeing Sega's Astron Belt at the AMOA show in 1982, Dyer decided to use laser discs for his system.
He also redesigned the system to be more of an advanced home computer, with a keyboard and speech recognition capability. Dyer renamed the system "The Halcyon" after the HAL 9000 from 2001: A Space Odyssey.
However it needed more money to be developed into a comercial product, so in the meantime, he designed a version of the system that could be used in arcades. He also already had a game concept ready to go called "The Secrets of the Lost Woods", a sword and sorcery epic inspired by the J.R. Tolkien’s Lord of the Rings books and Adventure.
Meanwhile an animation legend was struggling with his own ideas in the market, His name, Don Bluth.
Born in El Paso, Texas in 1937, Bluth loved drawing an animation from a young age. When He was 6 he saw Disney's Snow White, leaving a big impact on him, and often sketched Disney characters from books and comics. After graduating from high school in 1955, he traveled to California to work as an inbetweener for Disney's Sleeping Beauty before leaving to enroll at Brigham Young University as an English major but continued working summers at Disney. After graduating in 1967, he then moved to working for Filmation Studios as a layout artist, working on shows like The Archie Show, Sabrina the Teenage Witch, and Will the Real Jerry Lewis Please Sit Down, as well as animation layout work on the 1968 psychedelic, counter-culture film Yellow Submarine. In 1971 he returned to Disney to work on films like Robin Hood , The Rescuers and Pete’s Dragon.
Bluth left the company again in 1979 after noticing the company's cheapening animation quality. He formed his animation studio, Don Bluth Productions, along with 11 former Disney animators to work on independent short films like Banjo the Woodpile Cat, and contract work, such as one of the animated segments of Xanadu. By 1982, they released their first feature-length film, The Secret of NIMH.
While the film was a hit with critics for its animation, story and characters, It did poorly in the box office, mainly because it was overshadowed by Steven Spielberg’s E.T. The Extra-Terrestrial. But when Bluth did research he found out that Arcade industry was generating more than the movie industry, he realized that that was where the money was and thought it would be something that could help the animation industry grow.
As luck would have it, Dyer happened to see The Secret of NIMH in theaters and was blown away by the animation as everyone else. Thinking the animation would be perfect for his game, He contacted Bluth and asked if he would be interested in doing the animation work for his game. Realizing the opportunity, Bluth agreed and together they began working on the game. But since the project couldn't afford the animator’s costs, Bluth accepted a deal where his company would gain 1/3 interest in a new company set up for the project called Starcom, with Dyer owning another third.
Around the same time, An arcade game manufacturer was looking for something to solve their own problem, That company was called Cinematronics.
They were founded in 1975 and had previously found success pioneering arcade games using vector graphics such as Space Wars, Rip Off, and Armor Attack.
The Trouble was, Cinematronics was going bankrupt. Thinking the laserdisc based game can get them out of bankruptcy, they agree to to manufacture and market the new game while making up the final third of the partnership. Since each partner had to come up with the money for their part, Bluth and company seeked out capital from an investor willing to put up $300,000.
After another couple of months of development, the game was renamed Dragon's Lair, and was released on July 3rd 1983 and despite being expensive to play at ¢50 cents a game, was an instant success, Earning a maximum of $1,400 a week! The Plot is quite simple. You play as Dirk the Daring, a knight on an adventure to rescue Princess Daphne from the evil dragon Singe who has locked her in the castle of an evil wizard. Along the way Dirk runs into monsters, obstacles, and other hazards that will kill him in gruesome ways. with the goal being to safely beat these hazards to defeat Singe and rescue Daphne.
So how did the game work? Inside the cabinet, was a laser disc player (A Pioneer LD-V1000 or PR-7820 to be precise) that played a disc containing the animation. When the player uses the controls, The games logic board would send a signal to the player telling it to jump to another video track. So first you watch the scene play, and when an obstacle appears, you need to push the right button at the right time and if you do it right you move on to the next level, but if you do it wrong, you die, Lose all 3 lives and the game is over. It also doesn't display the score, High Score, lives and credits on the screen like most games of the time, Instead relying on a numerical LCD display on the top of the cabinet that dispayed the information kinda like a pinball machine.
It was the first mass market commercially successful video game to be stored on optical media, use full motion video and high quality animation rather than computer based sprites. It could also arguably be the first video game to use quick time events, But this is defiantly a story for another time.
When I first learned about Dragon's Lair, I was enamored with its concept and gameplay. Sure its not much today as it was barely interactive to begin with, But its game design and concepts are something that still resonate with me even today!
However, Despite my admiration, I was never actually able to play it that much! The Pioneer laser discs that they ran were often faulty and unreliable and the discs have often gone bad due to heavy use resulting in what's known as Disc Rot, which can eventually make them unplayable. While there are solutions to get around this, as a result of these flaws machines are hard to come by. There were only 2 Dragon's Lair machines I was able to play, One at the famed Funspot Arcade in Laconia New Hampshire, and one at the Pinball Hall Of Fame in Las Vegas, Nevada. The Funspot machine used to be in a row of laser disc games in the far right back of the classic games section of ACAM (The American Classic Arcade Museum). Unfortunately that machine had joystick issues and all the laser disc games were eventually removed and today, the Exidy game row is now in that spot.
The Pinball Hall Of Fame machine has the 20th anniversary version game released it 2003 by Ultracade which had Dragons Lair, The sequel Dragons Lair 2 Time Warp, and the spin off game Space Ace. However that one also had joystick problems, or at least it seemed to, and I was only able to play it one time during a family Christmas trip 2 years ago.
My only chance of playing the game properly was to play it at home, and for a while, accurate ports of Dragon's Lair were hard to come by. The first home port was for the Coleco ADAM released in 1984.
The Coleco port has two different gameplay styles, one were the player controls Dirk directly, maneuvering him through obstacles with the joystick and buttons much like a standard arcade game and another where the player needs to move in the right direction or use your sword at the right time, which is much closer to the gameplay of the original. The timed scenes don’t use animation, but sprites on tiled backgrounds like most games of the time. Despite this limitation, the game actually looks quite detailed and colorful for the time. Despite the limitations, its still a pretty good home version of the game.
Originally Coleco planned to make this version available on a laser disc based version of their planned Super Game Module. Originally announced in 1983 and shown off at the Toy Fair in February of that year, this was designed to enhance the ColecoVision console's performance to make it closer to the actual arcade games of the day, adding 30 KB of RAM, more detailed graphics, and allowing to add extra features like cutscenes. There where 10 games that were to launch for the add on, Super Donkey Kong, Super Donkey Kong Jr., Super Front Line, Super Gorf, Super Smurf, Super Zaxxon, Super Time Pilot, Super Turbo, Super Subroc and Super Buck Rogers, with the add on set to be released in 1984.
However, There was a problem, they could never find a storage media that could make it financially feasible. At first, it used a High Speed Wafer Tape Drive, for the initial prototype demonstrated, but the drives were faulty and unreliable.
They then decided to swap the wafer drive for RCA CED format and include Dragon's Lair as a title for it, But the CED format couldn't access tracks fast enough and RCA stopped manufacturing their CED players before Coleco could market it
Coleco considered making a version that used Laser Disc, But ultimately decided to scrap the project and the Super Game Module was never released.
They also considered porting the game to a cartridge for the Colecovision, but memory issues prevented this from happening.
There was even a sequel titled Dragon’s Lair: Escape from Singe’s Castle, Developed and published by Software Projects in 1987. The game was only released in Europe, and was released for the Commodore 64, Amstrad CPC, Sinclair ZX Spectrum. The plot goes that after rescuing Daphne, Dirk has returned to the castle to gather treasure. While the graphics and sound are pretty good, The level design is insanely difficult almost to the point of making it impossible.
Things weren't much better in the console arena either. In 1990, a 2D sidescrolling version of Dragons lair was released for the NES developed by MovieTime and published by Sony CSG Imagesoft. While the graphics are pretty good for the time and had decent music and sound effects, what kills it is the controls. They are so delayed and stiff it makes the game almost unplayable and so difficult you'll barely be able to make it past the first screen of the game.
The European and Japanese versions are slightly more polished as the framerate is smoother, there are splash screens between most of the stages and there’s an extra death animation for when you get squished, as well as some extra enemies in the Entrance Hall level, plus projectiles that need to be dodged in the elevator area. There’s also a 30 lives cheat code, making the game slightly easier, but not making it any better. Its flaws have made it live in infamy and to this day its considered one of the worst NES games ever made.
There was also a version for the GameBoy titled Dragon's Lair: The Legend Once again developed by MovieTime and published by Ubisoft in 1991. Its a slight improvement over the NES version but not by much. In fact originally it wasn't a Dragon's Lair game at all, it was a conversion of a ZX Spectrum game called Roller Coaster by Elite Systems published in 1985.
The game is an exploration platformer, where you run and jump across different screens, collecting the pieces of the Life Stone, and avoid obstacles. The problems are you do not have a sword with which to kill enemies, the jumping is on the wonk, and the platforming is infuriating due to overuse of fast and/or erratically moving platforms placed over hazards. On top of that, If fall too far you die, making the game infuriating to play.
Much .like the NES version its just not great at all and is not worth seeking out in any shape or form at all.
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The SNES version isn't much better, It was also developed by MovieTime and published by Data East in 1992. Again the Graphics and sound are decent, but the controls are so slippery, it makes it seem like Dirks on ice. The sword does little damage, the ropes are difficult to climb, and the music is just bland.
While its certainly an improvement, Its ultimately just not worth it today, especially if your looking for a home port.
There wouldn't be a home version of Dragon's Lair true to the arcade until 1989, witht the release of a conversion of the game for the Commodore Amiga. developed by Visionary Design Technologies and published by ReadySoft. The game was programmed by Randy Linden (who would later be known for creating the Playstation emulator Bleem!). By using rotoscoping to separate the characters from the backgrounds, and then redrawing both to work within the graphical limitations of the Amiga, Linden and his team managed to squeeze several rooms of the game onto six 3.5” floppy disks, a massive technical achievement for the time. Despite its long loading times and finicky controls, it was the best home version available at the time by a wide margin. The game also has some historical significance as it was what inspired French designer Éric Chahi to create the 1991 Amiga game Another World (Or Out of This World as it's known as in North America).
It was also available on MS-DOS and the Atari ST, but the Amiga version is by far the best but not worth the hassle today because of the constant disk swapping.
By the time CD-ROM Consoles Showed up in the early 90's There were finally accurate versions for home consoles, including the Sega CD, 3DO, and CD-i.
The Sega CD version is the worst of the bunch due to the low resolution, a lot of cut animation, and laggy controls. The 3DO version is better with much cleaner video and more responsive controls, but the loading time is very slow making it more difficult.. The CD-i Version Is actually probably the best out of all of these early CD ports, as it features the best video quality, the control as right on the dime wit accuracy, and it even features some extra levels. My only complaint is that the audio is pitched down for some reason, but its only a minor thing. In fact, its so good, it may even be the best game on the CD-I, and that's really saying something, since its considered one of the worst video game systems ever made.
There was also a GameBoy Color port, developed by Digital Eclipse, and published by Capcom in 2000. This version is surprising pretty good, it manages to keep many of the rooms are intact, albeit with simpler animation and sound, and it controls great.
You would think this port would suck, but it does not suck, and that's great! It’s definitely worth a look if your curious, and hey, Dragon's Lair on the go, That's pretty neat!
While I've had fun with the Gameboy color version through online emulators over the years, It just wasn't a substitute for the original game. So I tried getting an emulator for one of the older CD-ROM console versions (Even The Sega CD version) with no luck. There isn't even any Laser Disc game support in MAME.
I knew if I wanted to Play the Original Dragon's Lair, I needed to get the Daphne emulator working. Originally created Matt Ownby In 1999, This is the Go-To emulator for Laser Disc arcade games. However, I was never able to get it to work because it required a special official DVD copy from Digital Leisure (The current owners of Dragon's Lair) in order to play it. And since I don't want to spend the money just so I can play a 30 to 40 year old arcade game, I ended up just not getting it and finding a way to make it work.
It wasn't until last weekend when I ran across a special modified ready to run version on Archive.org that I was finally able to have success. At first when I installed it and got it running when I attempted to load it up this happened.
At first I thought it was broken, because when i hit the keys on the keyboard it didnt work. But when I eventually pressed Enter, Then it boot up properly and the game worked.
Finally I was able to play Dragon's Lair and I couldent have been Happier! Although i made a slight mistake before i could make anything for this blog, I tried updating it with a more modern version of Daphne but keeped the old setting files in tact but it ultematly ended up messing it up so it needed the Dragon's Lair disc Again, But luckily a quick swap with files from a back up fixed it right up.
So now I can finally show off the original game and its gameplay properly. So without further ado, Lets do it shall we?
Well I didnt do great in this playthrough (It doesn't help the fact that i was doing it for my blog since playing a game foor footage always seems to make you do worse doesn't it), but i played enough so you can get the idea.
Overall im glad I was able to get Daphne working and while Im only using it to play Dragon's Lair now, I think I will be using it to play more Laser Disc games in the future.
But Until then I hope you enjoyed my post about my adventure to play Dragon's Lair, But, and as always, Thanks for reading! see you next time!