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Dragon's Lair (Arcade)

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Title Screen

Dragon's Lair

Developer: RDI Video Systems
Publishers: Cinematronics, Inc. (US), Atari Ireland (EU)
Platform: Arcade (Cinematronics Dragon's Lair/Space Ace hardware)
Released internationally: June 19, 1983

AreasIcon.png This game has unused areas.
MovieIcon.png This game has unused cinematics.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
To do:
Document the prototype version PROPERLY on a prerelease page, since the original ROM data is not available.

Dragon's Lair: The fantasy adventure where you become a valiant knight, on a quest to rescue the fair princess from the clutches of an evil dragon. Lead on adventurer, your quest awaits!

Regional Differences

There are a few unused scenes on the disc, like the drawbridge scene that every home port has included since then, that were only used in the European EEPROM board. The US ROM board never used these rooms, so America only got about 3/4ths of the bargain that Europe got. The cabinets differ as well. In the US cabinet, the score/lives P1/lives P2 is constantly displayed on an LED numerical display in the cabinet. The European cabinet from Atari moved this to a separate screen after each level. Mirrored levels also occur more often in the US board on the account of the unused scenes needing to be replaced.

Revisional Differences

In later releases of the game's EEPROM board, the US version would eventually get the drawbridge scene by revision E. Revisions A-D all lacked the drawbridge scene and started the game with Dirk entering the castle. Revision F had the scenes all in one set order to avoid LaserDisc players being ruined by the constant skipping needed for the game's random scene orders seen in earlier revisions. However, the unused rooms that eventually would become used by the PC-DVD port of Dragon's Lair in 1997 are still on the disc, but placed at the end to avoid the game skipping said unused scene before going to the next used one, making the game seem both fluent and constant.