I’ve always wanted to see the original cabinet of this game. Like, it feels like it was designed for home consoles the way it plays, but then they decided to make it a coin-op at the last second, hence why the game seems a little unfinished and why certain mechanics are a bit weird. You have to cycle through weapons using the joystick rather than having an “item swap” key, you have experience and magic points but they’re never actually shown, the “show status” option does nothing but make the level timer visible, and the way death works in the game is a little strange (Princess Ki dies in one hit but has ranged attacks that can be spammed, while Gilgamesh functions the same way he did in The Tower of Druaga except now he’s weaker because every enemy takes away his strength when he fights them instead of just the stronger ones, and to my knowledge he doesn’t have access to upgrades like in the original). Though...... at least the continue feature is not hidden anymore like it was in Druaga, I guess.....?
A little late, but to add to that, Gil in the original TOD can actually poke enemies with the tip of the sword and back away to not take damage, it's easier to see this in the PC-Engine remake since your health is visible, but in ROI Gil HAS to take damage no matter what which is weird.
It's not nearly as complex in nature as it's prequel, Tower of Druaga, that game alone can twist a gamer in knots trying to remember how to get certain chests, and which ones to avoid like the plague.
Maybe Gil was tired from fighting for 59 floors in Druaga, and Ki took over fighting duties on the way back down the tower. Gil would still help in his own way. Seems Namco geared this game towards Ki, like they did for the Druaga prequel, Quest of Ki.
I Love The Return Of Ishtar it Is a Very Cool 😎😎😎 Game Released in 1986
This looks like one of those titles that, had they implemented just a *bit* more polish and mechanics, could have been a classic -if not a smash hit.
I’ve always wanted to see the original cabinet of this game. Like, it feels like it was designed for home consoles the way it plays, but then they decided to make it a coin-op at the last second, hence why the game seems a little unfinished and why certain mechanics are a bit weird. You have to cycle through weapons using the joystick rather than having an “item swap” key, you have experience and magic points but they’re never actually shown, the “show status” option does nothing but make the level timer visible, and the way death works in the game is a little strange (Princess Ki dies in one hit but has ranged attacks that can be spammed, while Gilgamesh functions the same way he did in The Tower of Druaga except now he’s weaker because every enemy takes away his strength when he fights them instead of just the stronger ones, and to my knowledge he doesn’t have access to upgrades like in the original). Though...... at least the continue feature is not hidden anymore like it was in Druaga, I guess.....?
A little late, but to add to that, Gil in the original TOD can actually poke enemies with the tip of the sword and back away to not take damage, it's easier to see this in the PC-Engine remake since your health is visible, but in ROI Gil HAS to take damage no matter what which is weird.
And you have to die for level ups to take affect too, and to gain new spells for ki, and more hp for gil.
当時の雑誌上では「2コインは難しいが、3コインなら可能」なんてことが言われてましたが、本当に2コインクリア出来るんだ!流石に後半はバリアがないと厳しいか。
一度死なないと経験値が反映されなかったので、必ずコンティニューが必要だったのが今にしてみれば残念なところですね。
(プレステ版のナムコミュージアムの裏面はリアルタイムで反映されますが)
あと、2コインクリアは最終面のバグ使用が前提なので、もしこれが無かったら一体何コインが最高なのかというのは見てみたい気もします。当時のベーマガとかでも見た覚えはなかったので。
正攻法でアキンドナイトを全滅させてクリアするなら3コインなら可能かも
ゲーセンで当時何千円も使ってもクリアできなかった。そのエンディングがこれか‥たしかにドルアーガーの塔もそんな感じだったか。
当時、家から遠方で置いていたゲーセン見つけたけど、遠くてあまり行けなかったし、サンダーボルトを使えるようになるまで育てた頃に撤去された
後にプレイステーションでナムコミュージアム4が発売された時に本体とナムコミュージアム4を買ってクリアして当時の悔しさを晴らした
Wow I’m missing out on a lot of Namco stuff I have been focusing on Atari lately I really did not know they had another tower of druaga game!😃
They have 2 others, Quest of Ki for Famicom, which is the prequel to Druaga, and Blue Crystal Rod for the Super Famicom, which finishes the series.
At first I misread "CALL GIL" as "CALL GIRL"! 😄
This game looks cool
I think you need an encyclopedia and a few maps to beat this game.
It's not nearly as complex in nature as it's prequel, Tower of Druaga, that game alone can twist a gamer in knots trying to remember how to get certain chests, and which ones to avoid like the plague.
超うめえ。。。。under the moatコースでheat body使わん人いるんだな。
But the audio looks like the Sega Genesis/Mega Drive
Both used FM Synthesis, but the arcade FM Synth sounds far, far better due to more expensive hardware.
敵を避けて迷路を進んでギルという荷物を運ぶだけのゲーム
Not a load
ドルアーガの塔は好きだったけど このゲームは皆 ギル使わないし 意味がわからんかった
Maybe Gil was tired from fighting for 59 floors in Druaga, and Ki took over fighting duties on the way back down the tower. Gil would still help in his own way. Seems Namco geared this game towards Ki, like they did for the Druaga prequel, Quest of Ki.
そうなんですよね、ドルアーガには思い入れが強くて遊んでみましたが正直ゲーセン向きのゲームではなかったですね;100円で経験値稼ぐために何回も同じ場所を繰り返すプレイも見られましたし。そもそも100円で粘られたらお店側輪はきついですよね。意欲的な実験作品で残念ながら後には続きませんでした。
0:42: Stage Clear
23:53: All Clear and Ending
0:16: Game Start
このゲーム
アーケードでもナムコミュウジアムでもクリア出来なかった( TДT)
26:13: Game Over
14:13-14:14-14:15
当時"石田さんの復活"ってネタにして
"石田さんって誰だよ!?"って言われてましたっけ…。
1986-1992 NAMCO
LICENSED BY SEGA ENTREPRISSES LTD
Stop with this Sega shit, a Druaga game never graced a Sega system, at any point.
HOW DO YOU FIND THE SWORD OF POWER IN THE DUNGEON OF DOOM???
Ki>Gilgamesh
Well she does know magic, so that can let her attack from a distance, but there are some monsters her magic cannot kill.
ギルはアレか? 燃え尽き症候群か?
何かせえっちゅうねん。
A