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NES box art for Flying Dragon: The Secret Scroll, the cover of NEStalgia episode 208

208 · Flying Dragon: The Secret Scroll

▶ Game info
VerdictSkip it
GenreAction
ReleasedAugust 1989
SeasonSeason 5
DeveloperCulture Brain
PublisherCulture Brain
February 11, 2022 · 46 min · transcript available

Set off on a journey to complete the mystical Mandara Seal and activate its magical powers. Face tough challengers, and use six different types of fighting techniques to your advantage. Work your way to the World Tournament, and defend the world from the legions of darkness! 

SHOW NOTES

NES Longplay

Kid Niki Radical Ninja

Shanghai Kid

Flying Warriors

Hiryū no Ken III: Go-nin no Dragon

Ultimate Fighter

Hiryuu no Ken S - Golden Fighter

Flying Dragon (N64)

Our verdict: Skip it

Culture Brain made and published this in 1989, and it is two games on one cartridge: Kid Niki-style side-scrolling stages and one-on-one tournament fights. It fits the 1989 trend of games that can't be just one thing. We liked the presentation more than the substance, and we never did get around to the story.

What works

  • A real tutorial. Before the first fight, a controller appears on screen and teaches you the inputs. It stops the action, but it beats a poorly worded manual entry.
  • Fights that feel like martial arts. Targets appear on your body and your opponent's, marking where to strike and where to block. At first it is a dance, and you get into a rhythm.
  • Variety in the arenas. The city, the forest, a wrestling ring with boxers as opponents. It is not one location in different colors.

What doesn't

  • The game plays you. The dots decide which buttons you press, so we were reacting, not choosing. Sean called it Simon Says. Punch-Out!! is also pattern recognition, but its tells are animation, not a dot.
  • Window dressing. The tournament bracket and the flying kick change nothing. Every match is elimination, and you can only use a move when the dot calls for it.
  • The pause trick. Pause, and the next dot stays on screen. A GameFAQs strategy says to exploit this. It is tedious and not fun, and almost an invincibility code.
  • The side-scrolling stages. Short loops, like a treadmill. Kill five enemies in a row and a boss shows up. Do that five times, then find the door. The bosses are enemies with more health, and soda or milk bottles refill your energy. Jump is up on the D-pad, and moving right while jumping didn't register. Nothing you collect carries into the tournament, so it feels tacked on.

Worth knowing

Beat it and you replay the whole game to find four crystal balls. As we understand it, little changes except how much health comes off. We compared that to Ghosts 'n Goblins. Super Mario Galaxy unlocks Luigi after you've won and never says you didn't beat it. We would have given everybody the ending and unlocked a harder mode. Not enough carrot, too much stick.

Later games in the series dropped the dot system once Street Fighter arrived. We debated whether that was copying or the genre codifying.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Sean found it unique, a proto fighting game, but with too much flab. The fighting held our interest at first, then asked for more battles than the idea could carry.

Written from our conversation in this episode.

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