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NES box art for Dungeon Magic: Sword of the Elements, the cover of NEStalgia episode 339

339 · Dungeon Magic: Sword of the Elements

▶ Game info
VerdictSkip it
GenreRPG
ReleasedJuly 1990
SeasonSeason 6
DeveloperNatsume
PublisherTaito
August 23, 2024 · 46 min · transcript available

Dungeon Magic is a first-person role-playing game similar to Dungeon Master and Might & Magic. As in the former, instead of the usual turn-based combat you fight your enemies in real time, parrying to avoid their blows and attacking physically or casting offensive magic to hurt them. As in the latter, you explore large outdoor areas, towns, and dungeons.

Our verdict: Skip it

Taito's Dungeon Magic promises a real-time, first-person RPG on the NES, and the box art and typeface practically say Dungeons & Dragons. Only Mike and Sean were on this one.

What impresses

  • The ambition. Where earlier games drop into first person only inside a dungeon, this does it for the whole world. A fast pitch sounds like Elder Scrolls Arena on an 8-bit console, and we admired that it even runs.
  • The HUD. The view window sits top center, with hit points on the left, enemy health on the right, and your portrait, a quick inventory and a menu for everything below. It is all on one screen, so you never navigate away from what you're doing. The little window has more color and texture than the wireframe hallways of Golgo 13 or The Goonies II.
  • Magic with ideas. There are five schools, fire, air, water, earth and fairy, with three runes each that combine into 243 spells. Fairy magic looked like the leftover element, yet its map and enemy-data spells are the ones strategy guides recommend. Leveling up means cashing in experience with a wise man of your school, which at least feels earned.

What sinks it

  • Getting lost. The world is 16 sections, each a 16 by 16 grid, which is 256 steps of nothing in a direction. Bricks look alike, the towns have no labels on the inn or shops, and "every town is basically Silent Hill." Even the compass is missable.
  • Boxed-in combat. You only see two squares ahead. Enemies attack from all four sides, and a boy in town will plant himself in front of you with no way around. We were reduced to dodging people, and damage lowers your own output, so you avoid fights you also need for grinding.
  • No payoff. The manual ends with a mini walkthrough, and without it we wouldn't have known what to do. We called it a reverse Shadowgate: a big space with nothing interesting in it. There's no reason to explore, just go to the next dungeon. The plot is a generic 500-years-ago villain who is back.
  • Odd choices. Spells drain HP, since there's no MP. You have to pick a school up front with no party to cover the others. And B confirms things, which we refuse to accept on any console, least of all while cobras are biting you.

Beyond the game

The 1994 Dungeon Magic is an isometric beat-em-up with nothing in common except the title. Famitsu ran a full-page ad in 1989 billing this one as a "VRPG," a visual role-playing game.

The bottom line

Skip it. We both voted no, so it stays off the Essential Games List. Our praise amounted to "cool, you did it," and it took 25 minutes to reach the first quest giver, even with no enemies in the castle. We think someone who loves hardcore dungeon crawlers might appreciate the restrictions,. As it stands, we wouldn't send anyone here.

Written from our conversation in this episode.

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