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/vr/ - Retro Games


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File: 20 KB, 512x448, Valkrie no Bouken (Namco, Famicom 1986).png [View same] [iqdb] [saucenao] [google]
10359780 No.10359780 [Reply] [Original]

Valkrie no Bouken, Namco's attempt at a Dragon Quest clone that however suffers some because it's a pretty early Famicom release when they didn't have the ROM or mapper capability to really pull this format off.

>> No.10359798

>>10359780
>Valkrie no Bouken
>DQ clone
OP is unbelievably retarded. Shockingly stupid. And quite possibly gay.

>> No.10359807

>>10359798
>retarded
>stupid
>gay
The old cursed trinity. The modern version has troon instead of gay.

>> No.10359851
File: 79 KB, 768x1200, Valkyrie No Bouken Toki No Kagi Densetsu (Valkyrie's Adventure - Legend of the Time Key).png [View same] [iqdb] [saucenao] [google]
10359851

It has more to do with Zelda than DQ. It's basically Zelda with experience points and levels.

The game is really good but there are some really cryptic mechanics and item puzzles.

Probably the first JRPG with a boat and sea exploration even though the way it's handled is a little weird

>> No.10359859

>>10359851
Intersting thread. Visuals look barren as fuk compared to Ys or Phantasy Star, but I don't mind that much. Is it enjoyable to play?

>> No.10359870

>>10359798
>>10359851
It's a little of both games in fact.

>>10359859
>Is it enjoyable to play?
Not really, it's very janky and lacks the polish of LOZ or DQ1. The difficulty is also absurdly high and imbalanced. The game was definitely influential at the time (for example DQ2 cribbed the idea of sailing around in a ship) but if you played it you could understand why it never got released outside Japan.

>> No.10359881

>>10359870
Quality has nothing to do with it, and if quality was a factor, it should have released over some other titles.
It came in 86, very early in the NES's lifespan in the west. Publishers did not really have a foothold outside of Japan at that point, especially Namco, who failed to establish itself in the west (outside of perhaps in the arcade), even though it's hailed as one of the most major and influencial company in Japan, rightfully so.

>> No.10359886

>>10359870
Thanks for the info, might just check it out anyways when I have time since I like hard games and it's cool to see how they did some things back in the day. What was the result of this game, did they try for another title or just move on altogether?

>> No.10359897

>>10359881
>it should have released over some other titles
If it were me I would have rather seen this localized than M.U.S.C.L.E. or City Connection, but...

>> No.10359908

>>10359897
M.U.S.C.L.E. at least had a point of sorts to it (wrestling games would appeal to normies) but I never could figure out why anyone believed Americans would go for CC.

>> No.10359925

>>10359780
>Namco
acktually they spelled it Namcot on the title screen

>> No.10359930
File: 36 KB, 512x448, Valkrie no Densetsu (Namco, PC Engine 1990).png [View same] [iqdb] [saucenao] [google]
10359930

>>10359886
>What was the result of this game, did they try for another title or just move on altogether?
It got an arcade sequel Valkryie no Densetsu, which was ported to PC Engine.

>> No.10360163

>>10359780
Acsually the game used the Namco 118 mapper which was closer to MMC3 in its functionality although it doesn't support additional PRG RAM or IRQs.

>> No.10360206

>>10360163
I haven't checked but I am fairly certain the game loads new background graphics on the fly as the player moves around, which would be really fucking impressive and novel for a 1986 Famicom game

>> No.10360315

>>10360206
This mapper lets you do the 1k CHR banking and 8k PRG banking of MMC3 but is much more limited otherwise, as noted above, no IRQs, much smaller max ROM capacity, no PRG RAM, and it cannot do soft mirroring, the mirroring is still hard wired in one direction. I believe it does switch in graphics sets on the fly and has a quite large diversity of environments for the small ROM size.

>> No.10360428

>>10359780
>Non-linear action RPG
>has day/night cycle
King.

>> No.10360451

>>10360428
so did Super Monkey Daibouken but nobody wants to go there

>> No.10360468

>>10359780
given that this game came out August '86, LOZ came out in February, and DQ1 in May that's some quick work.

>> No.10360480

>>10360468
Famicom games in that time had dev cycles of just a few months. It could very well have started as a Zelda clone, and at the last moment added in the RPG elements (stats, lvls, etc) when they saw DQ's success

>> No.10360485

>>10360468
Game design cycles in the 8-bit era were quick. Stuff was small and it didn't take long to do the programming or art assets.

>> No.10360493

>>10360485
I know Metal Gear was ported in three months.

>> No.10360749

>>10360480
>Zelda this, DQ that
Literally a meme made up by weebs in the 90s. Every japanese programmer was drowning in computer RPGs already. Miyamoto and Horii both have stated that they were just trying to make their own version of Ultima 2 that would work on a console. They weren't some genius pioneers that the rest of the industry sat around waiting for.

>> No.10360784

>>10359780
This game is pretty jank and the programming is not as good as LOZ's is. It's also horribly imbalanced.

>enemies gang up on you
>enemies knock out like 1/3rd of your health per hit
>healing at inns is so fucking expensive
>enemies also don't drop any goodies like in LOZ

>> No.10360885
File: 11 KB, 225x225, chibivalkyrie.jpg [View same] [iqdb] [saucenao] [google]
10360885

Valkyries are cute and more games should use them as protagonists

>> No.10361703

>>10360749
and yet it plays exactly like Zelda, with simple stat system like DQ; and plays nothing like Ultima 2

>>10360784
Sounds like you started the game with the wrong zodiac sign

>> No.10361748

>>10359780
That seems more like a hyde-em-lide-em especially considering the year.

>> No.10361805

>>10360749
I dunno about genius, but they were pioneers. Your work doesn't have to be the first ever in everyway to be important

>> No.10361817

>>10360749
I don't disagree with the fact that they weren't the very first ones but most devs cite Zelda and DQ as influences not fucking, I don't know, Adventure for the Atari 2600

>> No.10361881

>>10359886
look up Whirlo

>> No.10361886

>>10360885
agreed

>> No.10362304

>>10360480
Honestly I don't think that makes a lot of sense in terms of the DQ influence because you have to account for the cart manufacturing lag of at least a month or two between completion of the code and release, so any impact that game had on development was probably only near the very end. Also, the way RPG elements are implemented in this game doesn't have much to do with DQ's impact. The reason DQ is important in game design history is that it translated RPG elements into a format that was accessible and intuitive for console players, but RPG elements in Japanese games had been around for a long while and were bound to show up on the Famicom as the carts became more able to incorporate that sort of stuff (though I can't deny that DQ2 selling a million billion copies REALLY helped popularize that sort of stuff). I do believe this game was heavily inspired by Zelda though, especially with how the combat and items work, and I mean, it isn't very surprising that Namco would want to imitate THE action adventure game at the time.

>> No.10362681

this game is way too fucking hard