Baarogue the Destroyer is ravaging the peaceful kingdom of Deezar. He’s kidnapped Princess Sarasa and spirited her off to his lair in Castle Cadash, where he plans to conduct a magic ritual to join with her and gain ultimate power. The king of Deerzar summons four heroes and implores them to rescue his daughter before all is lost. Fighter, mage, priestess, and ninja brace themselves for the trials ahead as they set off for Cadash.
If you think this sounds like the most generic setup for a fantasy epic imaginable, you’re not wrong. What made this 1989 release from Taito remarkable wasn’t its stock plot or equally conventional side-scrolling gameplay, but rather its format: Cadash was an action RPG for the arcades! Your adventurers explored dungeons, racked up experience points to level up, spent money at inns and shops, the works. Some dual screen cabinet configurations even allowed you to do all this with up to three friends at once. It stood out in a sea of spaceship shooters and Double Dragon style beat-’em-ups, that’s for sure.
This 1991 home conversion for the PC Engine/TurboGrafx-16 was the game’s first. It’s also widely considered to be its best, seeing as the later Genesis edition omits two of the four playable characters for some reason. Commendable as this arcade accuracy is, however, it doesn’t quite make up for the TG-16 port’s lack of substance relative to most of its console native contemporaries. Cadash is ludicrously short by genre standards. Its five interconnected dungeons can be conquered in about a hour, give or take. For this reason, it’s a rare example of an RPG with no form of save feature. There’s simply no need.
What little longevity Cadash has is derived from its four mechanically distinct heroes. The fighter and ninja are your close and long-range physical combatants, respectively. The fighter’s heavy armor and shields theoretically compensate for all the extra hits he’ll be taking. Personally, I found the ninja’s “hang back and lob shuriken” approach much more pragmatic and fun. The mage and priestess are both given magic to offset their relative lack of weapon proficiency. In true Dungeons & Dragons fashion, the priestess specializes in healing and protection spells while the mage prefers to wreck fools with fireballs and lightning bolts. Pity the controls make playing as the two spellcasters unnecessarily frustrating. You select a spell by holding the attack button down as a series of icons slowly cycle by. Releasing the button when the icon corresponding to the spell you want is displayed triggers that spell. Good luck managing this while a humongous boss monster is whaling on you! I can’t help but feel a more elegant approach was possible, especially since the Select button goes wholly unused.
A curious aspect of this iteration of Cadash is its total lack of extra lives or continues in single-player. If a lone hero runs out of hit points, the game is over. Contrast this with the co-op mode, where either player can spend gold to revive a fallen partner. This gave me considerable pause at first, since it seemed like it would make a solo playthrough one hellishly difficult ordeal. Imagine my surprise when the exact opposite turned out to be true. I completed Cadash twice with two different characters (the ninja and priestess) and never once died. My secret? Grinding, baby! The arcade Cadash forces you to cope with some very strict time limits. It makes sense there. What arcade owner wants some punk hogging a machine for hours on a single quarter? The home versions ditch the timer, so you’re free to cut down droves of easy enemies at the start of a dungeon and power your character up well beyond the point of common decency. Sporting? Not at all. Effective? Hell, yes.
As an undistinguished action RPG with a blink-and-you’ll-miss-it runtime better suited to the arcade than the home, Cadash doesn’t have a whole lot going for it. On the plus side, the graphics are crisp and colorful, the music is decent, and any kind of two-player simultaneous functionality is always a rare boon in a game like this. One final thing I enjoyed was the text by Working Designs. For those unacquainted with the company, they handled English language translation and localization duties on behalf of numerous Japanese game publishers between 1991 and 2004. Their work is controversial within the classic gaming community due to their tendency to insert absurd gags and anachronistic pop culture references into their scripts at every opportunity. Some find this relentless goofiness compromises authenticity and dulls the impact of serious moments. Others get a kick of out of filthy innuendo and fossilized O.J. Simpson jokes. Depending on the game, I could go either way. I think it works in this context. Cadash has so little story to begin with, and what is present is pure cliché. Having the villain name check Carl Sagan in his pre-fight monologue may be ridiculous, but you can’t accuse Working Designs of undermining great drama here.
Ultimately, I can recommend this one for a quick burst of casual monster bashing, particularly if you can rope a second player into it. It’s likely too brief and basic to hold your attention for long, though, and it’s hardly worth the mad sums authentic copies command on the secondary market these days. Keep those expectations in check and you should be fine. Cadash is here for a good time, not a long time.