Ah, yes - the Eighties. This issue’s theme
conjures up so much for me, personally - it made me browse through
memories of junior high and high school, and the horrific photos I’m now
trying desperately to lose of my “Madonna” phase - I think I still have my
big “cross” earrings and dozens of black rubber bracelets! I remember
spending my afternoons with friends at the mall, buying 45’s (“Mommy, what
are those big black CDs for?”) and, on occasion, being treated to a few
hours at the local arcade. Oh, sure, we had our video game systems at
home, but there was something almost sinful in the excitement generated
when my parents agreed to take us to spend a few dollars playing games at
The Arcade. It felt like some sort of meeting place for a secret society
- an arcade SO cool it was at the mall, but could only be entered from the
outside - I wish I could remember the name - “Aladdin’s Castle”, or some
other such exotic title.
Quarter after quarter pumped into these
machines, alternating between playing the games ourselves and cheering our
friends on, hanging over their shoulders to watch them as they annihilated
those annoying ghosts or shot down those missiles, thereby saving the
world - or so it seemed for those few minutes. My parents never
understood the attraction - I think they tried, but to them, the games
were over so quickly, the demands for quarters never ceasing (“Please,
mom, just ONE more!”), therefore a repeat visit was hardly ever in the
cards for quite a while. I think that in this respect, my kids are pretty
lucky - yes, they have to fight mom and dad for video game time here at
home, but it’s a shared passion - and to this day, the visit to the arcade
generates as much excitement for us as it does for them, so their visits
are a bit more frequent, and last a LOT longer than mine ever did.
Flashback to one visit in the early eighties -
a group of kids standing around a bright and shiny new machine. The
excitement was palpable, it sucked us over and we melded with that group,
standing on tiptoes to see what was behind all this - and got our first
glimpse of the latest video game, Dragon’s Lair. It was simply
astounding - a video game that actually WAS “a video“, a cartoon under
your direct control, how cool was THAT. The temptation to play was
overwhelming, as evidenced by the line of people that always seemed to be
waiting for their turn to play. It was a cruel game, though, tempting us
to sacrifice both our limited arcade time and our seemingly meager
collection of quarters, as we waited for our turn to spend TWICE what
other games cost - a shocking .50 - only to die in a matter of moments -
or at least that’s what always happened to me. See, Dragon’s Lair was all
about reflexes. You didn’t control the character so much as you made snap
decisions at predetermined moments in the game. The basic storyline, for
those who don’t know, was that you were Dirk the Daring, a bumbling
so-called knight, and you had to rescue the beautiful, and therefore
OBVIOUSLY scantily clad, Princess Daphne, who was captured by an evil
wizard and a rather grumpy dragon. You’d watch scenes of Dirk running
through the castle, and then get to a point where a portion of the screen
flashed, at which point the pressure was on. Do you jiggle the joystick
up, down, left or right? Do you hit the attack button now? Yes, I’ll
grudgingly admit that hand/eye coordination has never been a strongpoint
for me, so maybe this wasn’t the game I should have focused on, but I
wanted - no I NEEDED - proof that valiant knights still braved dire
situations for their damsels. Problem was, my mom quickly dubbed this
game as “a waste of time and money”, so sadly I never got the proof I
sought.
Fast forward a decade or so, and I had my own
apartment, my own PC, and lo and behold, my own copy of Dragon’s Lair,
which limped along on my sad little 386. The graphics were definitely NOT
in the same league, after all, the graphics cards of the early 90s could
not compete with the crisp laser-disk delivered graphics of the arcade
machine, but who cared, it was Dragon’s Lair! I had a second chance!
Guess what - I never made it past the entrance to the castle. I’d run,
the blocks would flash, I’d try to direct Dirk in the manner which he
deserved... and every time he’d fall through, meeting yet another grisly
death at my hands. I almost began to feel guilty, and eventually the game
joined several others at the bottom of a box - now that I think about it,
I probably still have it in my basement somewhere. Dragon’s Lair became a
fond memory for me, as I never bought any of the other incarnations - I do
remember seeing the Game Boy Color version on the shelves at one time, and
trying to share my excitement with my kids, but they were never captured
by it.
Two years or so passes between that trip to
the toy store where the kids were more interested in Pokemon than Dirk,
and we’re browsing the video game selections, and there it is again,
peeking out at us from behind a variety of fighting, racing and sports
games – Dragon’s Lair 3D for the GameCube. By this time, the good
folks here at DP had already decided on the 80’s as the next theme, so the
frugal (a.k.a. CHEAP) side of me - you know, the one that says “We don’t
NEED another game right now!” - was quickly overridden by the hidden kid
inside me who STILL wants to see the end of this game - and guess what!
This time I had an EXCUSE! “But wait! I NEED this game, to do *ahem*
research for my next column!”. We snapped it up, completely surprised by
the price - at least $10 cheaper than any of the other new games out. To
be honest, I worried that this did not bode well for the quality of the
game - only crappy games are cheap, right?
I’m here to say that my worries were
unfounded. Dragon’s Lair 3D - Return to the Lair is truly a pleasure to
play and to watch. Because many of the members of the original design
team were part of this new version, the story premise is the same, however
it’s been revamped a bit to make it longer. The environment and the
characters have gone completely 3D, other than the opening scene, which is
presented in the original 2D animation, a new movie hand animated by Don
Bluth. The graphics are still the beautiful animation we’ve come to
expect, with the popular cel shading technique adding a more modern touch
to the overall atmosphere of the game. The movement of the characters is
incredibly fluid - Dirk has 150 animated sequences, which flow seamlessly,
adding to the overall feeling of playing a cartoon. The full control of
Dirk is the biggest and most noticeable change - every move is determined
by the player, in a somewhat complex set of controls, allowing Dirk to
walk, run, somersault, scale ladders, swing from ropes, view things in
first person view, use a variety of weapons and magic, and, of course, die
several different sorts of ghastly but humorous deaths (or is that just
when *I* play?). It does take a while to get used to the controls - I
can’t tell you the number of times I’ve forgotten to put my sword away,
only to jump and fall because Dirk wouldn’t grab the rope I NEEDED him to
grab, his hands too busy holding on to the stupid sword! Combat is not
the only focus of the game, however - there are a great deal of puzzles to
challenge the mind, combined with my all time favorite (oh wait, you can’t
hear the sarcasm here, can you...), lots of jumping. I hate jumping. How
is it possible that my lack of grace can translate into how I play video
games? Ah well...moving on...camera controls are easy and acceptable, and
the voice acting is fun and very close to the original. The game has
several extras as well, including support for Dolby (tm) Surround Sound,
widescreen ratio, video clips showing the history of the game and
interviews with the creators, as well as original music pieces.
But the best part of this game, other than the
fact you get unlimited lives for a one-time payment of $29.95 as opposed
to three for .50 a piece? It has to be the way it is 100%, no questions
asked, absolutely, positively GUARANTEED to make me giggle when Dirk walks
into a wall and bumps his head. Ah, physical humor...you can’t beat it.
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