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NES box art for Advanced Dungeons and Dragons: Heroes of the Lance, the cover of NEStalgia episode 421

421 · Advanced Dungeons and Dragons: Heroes of the Lance

▶ Game info
VerdictSkip it
GenreRPG
ReleasedJanuary 1991
SeasonSeason 7
DeveloperNatsume
PublishersFCIPony Canyon
March 27, 2026 · 56 min · transcript available
About the game

Advanced Dungeons & Dragons: Heroes of the Lance is a video game released in 1988 for various home computer systems and consoles. The game is based on the first Dragonlance campaign module for the Dungeons & Dragons fantasy role-playing game, Dragons of Despair, and the first Dragonlance novel Dragons of Autumn Twilight.

From Wikipedia: Advanced Dungeons & Dragons: Heroes of the Lance (CC BY-SA 4.0)

Our verdict: Skip it

Our first game of 1991 is a Dragonlance tie-in, and Mike, Sean and Joe came to it hoping for the Dungeons & Dragons the NES had never delivered. What we got was a side-scrolling action game with eight premade heroes, a ruined sunken city to cross, and a black dragon named Khisanth at the end. It frustrated us from the first minute to the last.

Where it went wrong

  • No character creation. The best part of D&D, the part people finish before they ever skip a second session, is missing. You get eight heroes and you are expected to know them.
  • Controls that hide the rules. Attacks only seemed to work with some combination of direction and button, and getting through a door means holding the button for about three seconds. Hits miss constantly, which looked to us like hidden armor-class rolls, the way Morrowind does it, with no log to show it. Two characters just bop each other on screen.
  • A menu simulator. Picking up a dropped item means standing on the right pixel, choosing who grabs it, backing out, and then digging through the inventory to use it. The buttons for confirm, back and exit seemed to change at every layer, and it is one of the ugliest menus we have seen.
  • The manual. The first-five-minutes walkthrough is two pages of plain text, and it tells you to equip each hero with a weapon each already carries. The staff spell page reads like a first draft: the crystal staff holds 200 charges.
  • Nothing to discover. The dungeon is mostly empty rooms and passive traps. Our wanderings turned up a crane that killed a character, a goddess statue that vanished after the staff was used on it, and a fork where north and south lead to the same fight. No feedback told us what any of it meant.

What it half-gets right

  • Death matters. A fallen hero is gone for good, and losing Goldmoon means losing every spell. Row order also decides who takes the punishment. On paper, we liked that.
  • A dragon at the end. At least the box promise is kept.

Beyond the game

A full run by someone who knows the game takes only 23 minutes, and they lean on one or two characters while spells fire from the menu. We tipped our hats to whoever had to learn that. We also previewed what's coming: Dragons of Flame, the sequel (55,711 copies sold, we heard), Dragon Strike, a dragon flight sim, and Pool of Radiance.

The bottom line

Skip it. Sean went first, as he will for 1991, and said no: not Essential, with no feedback and no flavor. Joe called it a skip it and theorized the developer, US Gold, made a game to hate the player. We agreed too, since it weakened our view of D&D video games, so nobody voted it onto the list. It did not stop us being curious about Dragon Strike.

Written from our conversation in this episode.

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