Some of these are much easier to see than others, while the more formidable telltale signs would either set out to trick you or flat out force you to blindly guess the correct outcome. However, rather than have a button or directional input quickly flashing on screen to react to, Dragon’s Lair would require the player to react solely on environmental clues. Visually, the price for play would certainly have been tempting enough, but the difficulty was so high, you would have to be as wealthy as a Leprechaun to actually beat it.ĭespite Shenmue creator Yu Suzuki being credited for the term “Quick Time Event” (QTE), it could be argued that Dragon’s Lair was the very first title to fully represent the gameplay mechanic to the masses. ![]() It was one of the very first cabinets to utilize the laserdisc format and was so hungry for coins it chewed up two quarters at a time. He was a knight on a quest to save the playboy pin-up-inspired damsel in distress, Princess Daphne. The game would see the player execute simple directional inputs and a single attack command to decide the fate of the hapless, but brave, Dirk the Daring. One that would push aside simple pixels and vectors in favor of a fully-animated adventure. Dragon’s Lair was one of those answers, and by golly it was gorgeous.ĭragon’s Lair was a new type of arcade game. ![]() ![]() Something groundbreaking to entice punters into exchanging their change for a digital fix. The industry was in desperate need for something new. While it was more the home console market that was taking a beating thanks to over-saturation and a slew of poor quality products and ports, the arcade scene was also beginning to show some bruising. In 1983, during the year Bonnie Tyler was belting out Total Eclipse of the Heart, the gaming industry was falling deep into recession.
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