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NES box art for Dragon's Lair, the cover of NEStalgia episode 408

408 · Dragon's Lair

▶ Game info
VerdictSkip it
SeasonSeason 6
DeveloperMotiveTime
PublisherCSG Imagesoft
December 19, 2025 · 1 hr 1 min · transcript available

The NES version for Dragon's Lair brings Dirk the Daring in a side-scrolling game, different from the interactive movie gameplay common to the other games under the same license. Support NEStalgia directly by becoming a member of our Patreon at https://www.patreon.com/Nestalgia  Members at the $5 and above level get access to our brand new show NEStalgia Bytes. A look at the famicom games you can play without any Japanese knowledge! For More NEStalgia, visit www.NEStalgiacast.com

Our verdict: Skip it

This is not the Dragon's Lair people remember. The arcade game was a Laserdisc cartoon where you hit the right direction at the right instant. The NES version, developed by Motivetime, is a platformer that retells the movie, and it is merciless. Mike, Sean and Joe were on this one. Between the title screen that restarts if you try to skip it and the dying, we ended up talking about Sprite.

What went wrong

  • A drawbridge that eats you. You can die to the dragon, to the bridge, or by touching the door. Beating the dragon means getting into one spot, ducking, and throwing knives that drop on the way. It took us 10 to 15 minutes, and on the first day we couldn't get past the first five steps. The correct move looks like a cheese, and the whole game works that way.
  • That jump. Dirk commits and can do nothing in the air, like a T-pose. We guessed it was deliberate, so that every move feels like a trap, but it is still the worst jump in recent memory.
  • Memorize, then repeat. Almost everything kills in one hit, so you learn each room by dying. Snakes burst from the walls like the Kool-Aid man, and respawning bats nickel and dime you. Mostly you park away from enemies and cheap-shot them, rinse and repeat. You can't get better at it, only remember it.
  • Punishment. Six lives, no continues, no passwords and no saves. A game over sends you back to the drawbridge, and dying sends you to the start of the level. Pickups are letter blocks (E for energy, L for lives, and a G where a gold coin should be).

What it has

It does look like the movie, with smooth, rotoscoped animation, and the stiff, flowy motion makes it feel like a video. We compared it to a handheld Bloodborne redone as a JRPG: it keeps the name and loses everything people came for. We never found a moment of joy. The back of the box says "Now was the time for heroes," which only made sense once we read the whole paragraph.

Beyond the game

The family is odd. A 1991 Game Boy platformer has you collect 194 fragments of the Lifestone, and a 2001 Game Boy Color version that does the FMV after all began as a tech demo for Tarzan. The Super Nintendo version is another stiff platformer with smoother motion. The 3D one from 2002 is cel-shaded. The strangest is Frankie, Joe, and Dirk on the Tiles, a Game Boy slide puzzle from 1993.

The bottom line

Skip it. We all voted no on the Essential Games List, and it was not close. The first vote put it among the worst games played, with no joy in it. Sean said any merit shows up only next to the arcade original, and that he'd never play it again. Joe called it a lesser spin-off that is only appreciated historically. We'd happily try the arcade cabinet at a barcade, but not this.

Written from our conversation in this episode.

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