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Posts with tag dragons-lair

2008's Biggest Blips: Part III


Over the past two weeks, we've previewed more DS games than you can shake a whole pack of sticks at, and we're not yet done. In the final part of our look at 2008's most interesting upcoming titles, we're going to zip through a few last intriguing titles. Some of them haven't settled on anything close to a release date, and for others, there's little information available, but for one reason or another, they're all exciting enough to get us to sit up and take notice.

Unfortunately, they're probably also going to have a serious impact on wallets everywhere. As though we weren't already faced with the prospect of buying tons of games! We've never been happier that DS games are at least cheap.

Continue reading 2008's Biggest Blips: Part III

Dragon's Lair becomes even more linear on the DS


United Coders sent out a press release aimed at soliciting publishers for the PSP version of Dragon's Lair, and revealed some details about the identical-in-gameplay DS version in so doing. Since we didn't know anything about the game other than that it's Dragon's Lair, we were happy to see some specifics.

The Director's Cut mode adds the drawbridge sequence that didn't make it into the original arcade game, but has been found in most home releases since then. It also removes the score counter from the game and increases the number of lives. But more interestingly, the Director's Cut changes the level structure of the game into a more linear one. The original Dragon's Lair levels were presented in a semi-random order, with each level selected from a small pool of potential choices. The Director's Cut follows a prescribed level order designed by Technical Producer Dave Hallock. There's also a scrolling display of your progress

In the NeoGAF discussion thread, we also found a link to videos taken by a beta tester on the game. Some HUD elements have been added since the last video. the Director's Cut is not shown, but the Arcade Mode footage looks fantastic, with the arcade-accurate LED score counter and everything. It is unknown whether the bizarre dual-screen view option is still around.

Check after the break for, oddly enough, the PSP press release.

Continue reading Dragon's Lair becomes even more linear on the DS

Dragon's Lair DS dares to display video


The news that Dragon's Lair would be making its way to the DS is either very exciting or very meh. Either way you slice it, the title is still one of the most revered in gaming and will surely find many consumers wishing to pick it up on the DS (that goes without saying that the game will find a brand new audience on the handheld, as well).

More than just Dragon's Lair coming to the DS


We all knew that Dragon's Lair was going to be making an appearance on the DS. Now, we know when. Dragon's Lair, along with its sequel Dragon's Lair II, will both be gracing the handheld come early 2008. Not only that, but Conspiracy Entertainment also scored the rights to publishing Space Ace (our preferred title out of the lot) on the handheld as well.

Nothing much on the Space Ace port and all of the features in Dragon's Lair were previously confirmed. So, be sure to keep an eye on DS Fanboy for future updates on these games.

DS Dragon's Lair makes a Daring choice


The laserdisc classic Dragon's Lair is back again, after appearances on basically every system ever built, either in its original form (PC, Sega CD, DVD, Blu-Ray, Game Boy Color) or in some kind of terrible adaptation (NES, SNES, PS2). This time, Digital Leisure is releasing it in more or less original form on the DS, with some ... interesting options.

Of particular interest is the ability to control the game via touch screen. We imagine this will involve tapping the appropriate side of the screen. There are also optional move indicators, voice control (?), rumble support, and multiple difficulty settings.

And then there's the big feature. You can choose to play the game on one screen, or stretched across both. This allows Dragon's Lair to benefit from the advanced view obstruction technology not available in the arcade version.

[Via NeoGAF]

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