Found Laying Around the Shop

Friday, January 18, 2008

I leveled it !


Wanting to fire up the teal GameBoyColor my little sister had willfully disowned, but only possessing her carts of Ms. Pac-man and (an nonfunctional) Super Mario World DX, I snagged the Dragon Warrior I + II comp for 10 bucks.

As I mentioned in passing last time, Dragon Warrior (I) was 1 of those rented-for-the-weekend NES system and 1-3 games experiences from the early 90s. For reasons I cannot remember I had in my possession a copy of Nintendo Power featuring a walkthru or a map or something for DW, and, thinking myself clever as these "D 'n' D" sort of matters, attempted to fetcheth myself the legendary hero (and blood relative) Erdrick's ("Loto" in this restored GBC version) legendary armor from the ruined village of Haukness.

'Course, as experience w/ Phantasy Star II has now thoroughly schooled me, the challenge of these reptilian RPGs lies exclusively in the LEVELING. Leveling for experience and leveling for cold hard cash.1 To further "challenge" (and frustrate), while the random encounters are somewhat frequent, the rewards tend to be low - enjoy wandering around for 3 hours!2

So... Dragon Warrior handed my ass to me on a platter when I was 14. I would gloat how the tables had turned this time around, but the GBC version's been tweaked so leveling's not quite so much the grind.

The result's that you can beated Dragon Warrior in prob 10-12 hours. There are only 2 dungeons and they too have been easy-fied.3 I even made significant progress with DW regulated to the video-game equilivent of bathroom reading. Next thing I know, I'm all like 'hey I have ALL the items & all the spells', and, with little else to do, I hit up the final dungeon.4

So, yeah, the world of Dragon Warrior is set to right. Despite the easiness, it was still more fun (and more difficult) than Lunar Legend.5

-d.d.


1 See also, Adventure Log, No. 3.
2 I will!
3 As I have learned from playing Phantasy Star II on the original Genesis cart, these old-school RPGs derive their difficulty from
(A) Random encounters that don't net you large EXP rewards in exchange for the time vested to run into these same encounters in the first place. Even moreso w/ Gold. The lack of monetary rewards is so slim and the cost of equipment so high that the acquiring of capital quickly becomes the central herculean task of the game, w/ leveling a convenient positive byproduct of income.
(B) HUGE dungeons that are not, like more modern RPGs, essentially rudimentary puzzles, but rather infuriating complex mazes akin to those paper placemats you colored on at the family restaurant as a kid. Littered w/ random encounters, the dungeon crawl becomes a death march - a slow calculated-risk slog to see if the party can reach the end of the dungeon w/o running out of healing spells or potions.
.In the easy-fied GBC version of DW1, random encounters net you either more exp or gold than usual, so leveling & income collection rewards come at less effort (or with less annoyance, depending on how you look at it).
4 DW1 has, like, 2 dungeons of any consequence in them. 1 of these is the final dungeon and the other one I sorta stumbled around 'til I found what I was looking for.
5 I Beated It!

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