Long ago, the wicked dragon Keela terrorized the land. His reign ended when a mighty wizard sealed him away in a magical painting. Now, that seal has weakened and Keela is about to be revived. Luckily, the wizard left a legacy in the form of his descendants, the Worzen family. Musclebound Xemn, sorceress Meyna, their children Lyll and Roas, and the adorable pet monster Pochi have joined forces to do gramps proud. Only by scouring the seemingly endless dungeon beneath their homestead and gathering four hidden crowns can they obtain the mythic Dragon Slayer sword, the sole weapon capable of destroying Keela permanently.
It won’t be easy. Nihon Falcom’s Legacy of the Wizard (aka Dragon Slayer IV: Drasle Family in Japan) has a well-deserved reputation as the Mount Everest of NES action-adventure games. If you’ve already conquered both Zeldas, Metroid, Castlevania II, Rygar, and the rest of the usual suspects, then congratulations: You’ve completed your basic training for Legacy of the Wizard. Welcome to the big leagues.
If it sounds like I’m trying to scare you away from this one, I’m really not. Quite the opposite, in fact. Legacy’s tough-as-nails nature isn’t the result of sketchy design. Rather, it’s the logical result of presenting the player with a labyrinthine 256 screen game world and five very different characters to canvass it with. Is a work of this scope a good starting point if you’re new to exploratory action games? Hell, no. If you’re a seasoned veteran, however, it’ll strain your brain in the best possible way. I found myself positively mesmerized as it siphoned away hour after hour of my free time.
You start your quest in the Worzen living room, where you’re free to select any one of the playable family members to venture forth with. This screen is also where you receive and input the passwords used to continue between sessions. You can return here any time to switch characters or simply to record your progress, as dying in the dungeon will revert everything to the way it was the last time you visited home.
The Worzens are a diverse lot indeed. Burly woodcutter Zemn has tremendous strength at the cost of abysmal attack range and jump height. His signature ability is moving heavy blocks with a magic glove. His wife Meyna relies on a variety of magic items to do things like fly and pass theough locked doors without using keys. Daughter Lyll is arguably the superstar of the bunch, with superb jumping ability and solid attacks. You’ll probably find yourself wishing you could use her all the time. Pochi isn’t very good at combat or platforming. He is a monster, though, which means other monsters (with the exception of bosses) don’t see him as a threat and deal no damage whatsoever to him. Son Roas has no particular merits apart from his ability to acquire the Dragon Slayer late in the game and wield it against Keela.
The biggest hurdle most players will encounter in Legacy of the Wizard is getting the ball rolling in the first place. Which character is best to use at the outset? How do you know where to begin hunting for the crowns? The best advice I can give is to think of the dungeon as four distinct zone arranged around a central hub. In this case, the hub is the large room near the beginning that holds the imprisoned dragon. Each of the four areas branching off from it is intended to be tackled by a specific family member. You’ll know you’ve transitioned to a new one when the background music changes. Pochi is great to start out with. He’s immune to most damage and that makes his crown (located in the lower right quadrant) one of the least stressful to track down. Another reason to choose Pochi first is that he’s pretty poor at combat. Every time you find one of the crowns, you have to defeat a boss to actually claim it. You always confront this increasingly tough sequence of bosses in the same order, regardless of which order you pick up the crowns in. Thus, it’s in your best interest to have Pochi take on the easiest of the four and leave later ones to powerhouses like Zemn and Meyna.
Make it through Pochi’s area and you should have a pretty good grasp of how the game works. The remaining 3/4 of the quest will still be a fierce struggle, of course, just a slightly less overwhelming one. Almost all of Legacy’s challenge stems from the convoluted maze layouts themselves. They represent the very apex of the “probe every square inch for hidden passages” design philosophy. Finding any of the four crowns requires you to be observant, clever, and, above all, thorough.
What about those monsters? Well, baddies are everywhere and can eventually end you if you’re not careful. That said, their threat is undercut by your ample health bar and by the abundance of inns and healing items throughout the dungeon. In the grand scheme of things, figuring out where to go in the first place is almost always a much taller order than making it there in one piece.
I found Legacy of the Wizard a joy to complete for the most part. Coming to grips with each character’s strengths and weaknesses as I slowly puzzled my way through one of the most complex environments in any NES game was consistently absorbing. The graphics are simple, yet clean, with small sprites well-suited to negotiating the intricate level layouts. The music by industry legends Yuzo Koshiro (ActRaiser, Streets of Rage) and Mieko Ishikawa (Ys) is as a catchy as you’d expect. This really is a total package for the experienced adventure gamer.
I did take issue with a few things here and there. I didn’t like how your regular attacks always requires an expenditure of magic points. It’s possible it run out of the magic needed to power key items like Meyna’s wings and Lyll’s jump shoes merely because you opted to fight too many enemies. Your character is helpless in these situations and you usually have no choice but to retreat to the nearest inn. There’s also the poison problem. In addition to helpful things like health and and magic refills, defeated enemies frequently drop bottles of poison which remove a decent chunk of your life when collected. Assuming you can avoid picking them up by accident as soon as they appear, poison vials have the potential to block narrow corridors and take far too long to vanish on their own. Even in more open areas, some characters like Xemn and Pochi can’t jump well enough to clear a poison pickup without touching it, and that means either more damage or more waiting. This poison mechanic adds nothing worthwhile to the game and should have been omitted. Oh, and I have to call out the finicky controls for Xemn’s glove. You can use it to shove blocks in eight directions and usually need to be precise when doing so. Good luck with that. The blocks seem more inclined to treat your directional inputs as polite suggestions than commands.
Bothersome as they are, these are hardly fatal flaws. Legacy of the Wizard may be a little rough around the edges and aimed squarely at hardcore adventure nuts, but I feel its long-established status as an NES cult classic is entirely warranted. After all, the family that slays together stays together.