Dragon's Lair

Dragon's Lair

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Adrei May 21, 2013 @ 2:44pm
Timing too harsh?
Just wondering, ive never played the original arcade release unfortunately of this game, but it seems to me playing it back even with move prompts on the screen, some of the button presses literally have a timing window thats so thin you HAVE to know it in advance, even after beating the game and playing it a second time, some rooms i died in because you have like 2 frames to hit the button in, and in some cases even die before the threat becomes apparent, is this normal? Because it seems to me surely there should be some footage of the threat developing (even if it is incredibly brief) before dying, as opposed to just dying for no apparent reason which you will only find out what it was when you eventually avoid it (of which you have a one in 5 chance of surviving after you know its coming...)

Is this actually accurate of the original game or is it just a problem with the port and pc's and lag on monitors?
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Showing 1-12 of 12 comments
LWRabbit May 21, 2013 @ 7:44pm 
It's accurate to the original game. I used to play this in arcades in the 80s - remember, it was designed to suck quarters. You were expected to play the game enough times (i.e. deposit enough of your monies inside) to memorize the different rooms and, yes, know what input would be required before it was required.

It was famous in arcades for being brutally hard. Few people ever beat it. In fact, back in the day, it was common to crowd around and watch someone play the game because:

1. It was the most awesome looking thing any of us had seen in arcades up to that point

and

2. Watching how the other person screwed up and died helped you learn a little bit of what to watch out for.
Aussiebeast May 21, 2013 @ 8:01pm 
Originally posted by Krispearman:
some of the button presses literally have a timing window thats so thin you HAVE to know it in advance

It's accurate. That's how it was. It was an incredibly unfair game.

I consider some scenes broken. Take the room with the pit and the chain. You have to move left to avoid the sliding floor before it changes, then use sword on the thing in the pit. However, if you don't move left before the next monster appears, you won't make it.

The Mud Men room has a up motion you have to do before the next frame even appears, or you won't make it. The player doesn't have time with the quicking cut to spatialy-orientate themselves, let alone recognise a threat and need for action.

The falling floor scene breaks the 180 degree rule of cinema: never cross the line.

I never once saw anyone successfully navigate the paddle room. I can't identify any visual or audio cues letting the player know when to move up. Can anyone tell me what it is?

It was a groundbreaking game, but honestly, it's terrible gameplay design all round.
LWRabbit May 21, 2013 @ 8:21pm 
Originally posted by Anonymous Bosch:

I never once saw anyone successfully navigate the paddle room. I can't identify any visual or audio cues letting the player know when to move up. Can anyone tell me what it is?
The animation actually shows a larger gap between the two spinning paddles when it is safe to press Up. It actually has a fairly forgiving little window of opportunity to do so, considering some of the other rooms in the game. You can actually stand and watch the paddles for a few seconds too. It is one of the few obstacles you can stop and observe for a brief time before giving input.

Also, I wouldn't swear to this, but I think there is an audio que in the "whooshing" noise of the paddles that also tells you when you can safely move up.

I play on Arcade on Hard with no move prompts, and I've actually gotten good enough at this room that 80% of the time I can get through unscathed for the above reasons.

EDIT: But, yes. The paddle room ended many a quarter-run back in the arcades.
Last edited by LWRabbit; May 21, 2013 @ 8:26pm
Adrei May 22, 2013 @ 10:54am 
ok point taken, the things that concerned me the most was the room with the falling floor then the pool then the spider then more falling floor, as theres no way of knowing which direction you have to run until literally after the window has disappeared (At least to my knowledge)
Gardhul May 22, 2013 @ 12:45pm 
The cruel reality of 80's laser games ;)
Wiked1 May 23, 2013 @ 4:11am 
it's very accurate, that's why i rage quited a few times
KALLE DER TRAKTOR May 23, 2013 @ 7:46am 
i think its very harsh, even on easy
mgaeta211 May 28, 2013 @ 10:03pm 
Just like some members said here, it is accurate! Trust me..LOL!
Zotlerg Jul 27, 2013 @ 12:10pm 
Well in the arcade near me they changed the DIP switches to make it ignore any previous correct button/movement. Basically it was set it to easy! You still had to repeatedly press the correct direction over the right time gap. I could complete it with just one coin! :)
If this wants to emulate the game properly then they should enable difficulty settings, otherwise it's really only half way finished!
RDR Jul 28, 2013 @ 9:14pm 
Originally posted by LWRabbit:
Originally posted by Anonymous Bosch:

I never once saw anyone successfully navigate the paddle room. I can't identify any visual or audio cues letting the player know when to move up. Can anyone tell me what it is?
The animation actually shows a larger gap between the two spinning paddles when it is safe to press Up. It actually has a fairly forgiving little window of opportunity to do so, considering some of the other rooms in the game. You can actually stand and watch the paddles for a few seconds too. It is one of the few obstacles you can stop and observe for a brief time before giving input.

Also, I wouldn't swear to this, but I think there is an audio que in the "whooshing" noise of the paddles that also tells you when you can safely move up.

I play on Arcade on Hard with no move prompts, and I've actually gotten good enough at this room that 80% of the time I can get through unscathed for the above reasons.

EDIT: But, yes. The paddle room ended many a quarter-run back in the arcades.

I thought you just waited until both paddles were synchronsed and then went. Thats what I do and it works pretty much 100% of the time.

You also get a huge number of points for getting through it !!! (Comparitive of course).
orbo Aug 4, 2013 @ 6:50pm 
Originally posted by Anonymous Bosch:
I never once saw anyone successfully navigate the paddle room. I can't identify any visual or audio cues letting the player know when to move up. Can anyone tell me what it is?

I've read that it's when both paddles cross the center at the same time. It seem's there's more than one chance to get it.

I remember from the arcade and Sega CD versions, hitting Up when Dirk puts his hand up in front of him with his fingers spread.

Now in the Steam version (Easy), I've found it works best for me when Dirk first makes a noise.


Originally posted by Krispearman:
ok point taken, the things that concerned me the most was the room with the falling floor then the pool then the spider then more falling floor, as theres no way of knowing which direction you have to run until literally after the window has disappeared (At least to my knowledge)

Your first move is in the drection of Dirk's sword (though you barely get to see it before you need to move on Hard). A very handy hint for reversible scenes.
SilentBoy741 Oct 1, 2014 @ 1:29am 
Originally posted by Anonymous Bosch:
I never once saw anyone successfully navigate the paddle room. I can't identify any visual or audio cues letting the player know when to move up. Can anyone tell me what it is?

Actually, there's a visual and an audio cue. You'll notice that when Dirk is waiting to run through the paddles, he kind of bobs up and down. If you watch closely, you'll see a couple of times when he bobs slightly lower (watch the position of his outstretched hands). When he's bobbing low, push "Up". Also, listen for a couple of times when you'll hear Dirk huff something like "hoo...whoo!". *Immediately* after he makes those sounds, push "Up". Listening for the audio cues (I run through after hearing the second "hoo...whoo!"), I hit it nearly every time.
Last edited by SilentBoy741; Oct 1, 2014 @ 1:32am
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