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NES box art for Legacy of the Wizard, the cover of NEStalgia episode 177

177 · Legacy of the Wizard

▶ Game info
VerdictSkip it
ReleasedApril 1989
SeasonSeason 5
DeveloperNihon Falcom
PublisherBrøderbund
July 2, 2021 · 58 min · transcript available

Long ago, an evil dragon named Keela was imprisoned inside a magical dungeon. However time has passed and the magic that sealed the dragon away is weakening. The Drasle family decides that it's time to destroy the dragon once and for all. However only one weapon is capable of doing this, the Dragon Slayer, which is itself sealed away by four magical crowns. The Drasle family decides to take on this quest, and will use every member of the family in order to accomplish it.

SHOW NOTES

NES Longplay

Dragon Slayer Franchise

Legacy of the Wizard Map

Our verdict: Skip it

Nihon Falcom made this for Brøderbund in 1989: a side-scrolling platformer and RPG hybrid set in one gigantic underground labyrinth, played as a family of six. It is also the fourth Dragon Slayer game, and the family's name, Drassel, is short for Dragon Slayer. We liked the ideas more than the execution.

What works

  • Pochi. He acts like a dog but is really a monster, so the other monsters leave him alone. That makes him an invincible scout who can explore the dungeon and fetch items, and it changes how you play. Most of the others are stat tweaks, apart from the father moving blocks once he has the gloves.
  • Chaining characters. Play as the dog, collect what the father needs, switch to him, and keep going. Without a guide it gave a feeling of discovery.

What doesn't

  • A maze, not a world. The areas look different and play the same, with no clues and no early aha moments, on a map that may be bigger than Zelda's. It is our Metroid complaint amplified ten times: enemies hand out keys freely, so you only learn you brought the wrong family member when a puzzle isn't for them.
  • Switching means starting over. Inns let you change items, not players. To swap characters, you go back to the beginning of the game. Finding out a long trek was for nothing is "kind of a spirit breaker."
  • Push every wall. There are hidden areas, blocks you can walk through, and pits that drop you somewhere you can't return from. Without a guide this could eat dozens of hours.
  • Physics that fight the layout. Jumping into one-tile spaces is a wrestling match.
  • Combat. Enemies mostly walk back and forth, and hit counts feel random. The bosses (four, then a final one) have no patterns. Heal at an inn first and a boss is a five-second detour.

Worth knowing

  • The life bar. Each red peg counts a full blue bar of life.
  • The health pickup looks like a pair of butt cheeks.
  • The story is in the manual. We argued over whether the wizard is your grandfather (the manual says he is). The overworld is just your house.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Joe still enjoyed the idea of characters who play differently, and Sean said the curious could give it a shot as an RPG-lite platformer. We agreed the problems outweigh the ideas, and this is a gigantic game with "very little reason to continue to push forward."

Written from our conversation in this episode.

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