The Making Of: Dragon’s Lair’s “Impossible” Game Boy Color Port

“We were really proud of how much we pushed the hardware, but it really didn’t sell that well”.

When Dragon’s Lair was originally released in the arcades back in 1983, it was one of the most visually impressive and technologically advanced titles available. Utilizing the latest in LaserDisc technology, the game was capable of streaming and presenting a series of high-quality animated sequences (created by the expert animators at Don Bluth Productions) to tell an interactive story about the courageous knight Dirk the Daring and his mission to save the Princess Daphne from the lair of an evil Dragon named Singe.

For players visiting the arcade in the early ’80s, it was unlike any arcade game they had ever seen before and was considered to be a million miles ahead of its competition in terms of its graphics and animation, featuring fully animated characters as opposed to pixel-based sprites. So, when it came to the process of porting it to other less powerful machines, it created a pretty huge problem for those who had been asked to convert it. Namely, how do you create something that emulates the same experience but on a platform that has far greater memory constraints and a lot more graphical limitations to contend with?

Read the full article on timeextension.com

“We were really proud of how much we pushed the hardware, but it really didn’t sell that well”.

When Dragon’s Lair was originally released in the arcades back in 1983, it was one of the most visually impressive and technologically advanced titles available. Utilizing the latest in LaserDisc technology, the game was capable of streaming and presenting a series of high-quality animated sequences (created by the expert animators at Don Bluth Productions) to tell an interactive story about the courageous knight Dirk the Daring and his mission to save the Princess Daphne from the lair of an evil Dragon named Singe.

For players visiting the arcade in the early ’80s, it was unlike any arcade game they had ever seen before and was considered to be a million miles ahead of its competition in terms of its graphics and animation, featuring fully animated characters as opposed to pixel-based sprites. So, when it came to the process of porting it to other less powerful machines, it created a pretty huge problem for those who had been asked to convert it. Namely, how do you create something that emulates the same experience but on a platform that has far greater memory constraints and a lot more graphical limitations to contend with?

Read the full article on timeextension.com

 

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