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| Legacy of the Wizard | |
|---|---|
North American NES box art | |
| Developer(s) | Nihon Falcom |
| Publisher(s) | Nihon Falcom NES |
| Designer(s) | Yoshio Kiya[1] |
| Composer(s) | Yuzo Koshiro Mieko Ishikawa |
| Series | Dragon Slayer |
| Platform(s) | MSX2, NES |
| Release | MSX2
|
| Genre(s) | Action role-playing, platform |
| Mode(s) | Single-player |
Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). released outside Japan as Legacy of the Wizard, is a 1987 action role-playing platform video game developed and published by Nihon Falcom for the MSX2. A port for the Nintendo Entertainment System was released in Japan in July 1987 by Namco and internationally in 1989 by Broderbund.[1] It is the fourth installment of the Dragon Slayer series, and one of only five Dragon Slayer games that were localized outside Japan. The game was an early example of an open-world, non-linear action RPG, combining action-RPG gameplay with what would later be called "Metroidvania"-style action-adventure elements.[4]
The game chronicles the story of the Drasle family (an abbreviation for "Dragon Slayer", though the characters are given the last name "Worzen" in the credits) and their attempt to destroy an ancient dragon named Keela that is magically entrapped in a painting within an underground labyrinth. To accomplish this goal, they must find the "Dragon Slayer", a magical sword that is protected by four hidden crowns. The player must use the unique abilities of each member of the family to regain possession of the crowns and destroy the evil Keela.[5] Like many games of its era, the story of Legacy of the Wizard is explained almost entirely in the game's instruction manual.
The Drasle family consists of six members of three generations, plus the family pet, which resembles a small dinosaur. The player takes control of the members of the Drasles and their pet, sending them one at a time into the vast cavern filled with traps, puzzles and monsters, in search of the four crowns, while periodically returning to the family household on the surface to change characters and to obtain a password. Each member of the family, which consists of the father, mother, son, daughter, and the pet, has different strengths and weaknesses to contribute to this goal. Some characters have seemingly powerful strengths, but each is offset by proportionate limitations. For example, the father has the strongest attack power, but cannot jump as high as the rest of the family. The mother of the family has relatively weak attributes, but is the only one who can use specific magical items required to find one of the crowns. By discovering and utilizing each character's strengths, the player travels through the extensive dungeon, eventually fighting four bosses to gain the crowns.
The game's vast labyrinth has five major sections, four of which contain a boss who guards one of the crowns, and the fifth which contains the final boss. Each section has noticeably different characteristics and different background music, and was designed with one particular playable character in mind. The crowns cannot be acquired without the player utilizing the family members' specific skills to get through the sections of the dungeon. Therefore, each playable character must be used at some point in order to complete the game. For example, one section may be blocked with bricks that can only be destroyed by the mattock, so the player must use the character who can use the mattock to get through such an area. After all four crowns have been acquired, the family's young boy can use the magic of the crowns to find the Dragon Slayer, and then use the magical sword to slay the evil Keela.
The player will encounter an endless supply of monsters while running through convoluted passageways. Each character can fire shots of varying strength to defeat these monsters, but attacking uses up the character's magic power. Most of these monsters drop items when defeated, such as keys which can be used to open locked doors and treasure chests, bread which restores the player's health, potions which restore magic power, and sometimes poison which harms the player. Money can also be collected from defeated monsters, and then spent in shops and inns located throughout the dungeon.
The characters in Legacy of the Wizard must utilize several magical items in their quest. These can be acquired from chests or bought in shops that are sometimes located in very impractical locations. Item effects include restoring the character's health and magic power, boosting attack power or range, or environmental effects like enabling the character to fly or move special bricks. Some items can only be used by certain characters, and since accomplishing the goals requires the use of these items, it is up to the player to determine which character must be used to regain each crown. Acquiring these items and finding how to properly use them is the essence of Legacy of the Wizard.
Dragon Slayer IV: The Drasle Family was first released for the MSX2 home computer on July 10, 1987, developed and published by Nihon Falcom.[8] The game is sometimes misattributed to Quintet due to a reference in the game's ending credits, but composer Yuzo Koshiro has confirmed this is pure coincidence, since the company wasn't formed until two years later.[9]
It was ported to the Famicom and released on July 17, a week after the MSX2 version.[10] Based on the staff from the ending credits, the Famicom port was developed internally by Falcom. It was published in Japan by Namco and released two years later for the NES in North America by Broderbund.[11]
In 2008, the game was released for mobile phones in Japan.[12]
In 2020, Bandai Namco Entertainment released the NES version on the international version of Namcot Collection.[13]
1up.com called it a "hidden gem" for the NES.[14]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
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MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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