
Developed/Published by: Namco
Released: 06/1986
Completed: 23/11/2021
Completion: Got all the required chests and beat it.
Trophies / Achievements: n/a
Wizardry: Proving Grounds of the Mad Overlord is one of the most important games in Japanese RPG history (despite not being Japanese itself), and here’s the other side of the coin: arguably the most important game to the action RPG genre: The Tower of Druaga.
The Tower of Druaga is known for a couple of things. One, that it’s built around the player performing obtuse, un-explained behaviors to make chests appear that without which the player cannot complete the game; and two, that although it was a smash-hit in Japan (second top grossing machine of 1984) it never received a wide release in US or European arcades and so goes almost completely unknown in the west.
(I’d actually be fascinated to find any articles or information about The Tower of Druaga being released in the west—there’s very little to google for in English about it, so it would require proper digging. That’s how unsuccessful it was here.)
That said, Namco has a dedication to making “fetch” (The Tower of Druaga fandom) happen, because it keeps sticking it on every collection it does and you get weird things like how in Pac-Man 99 there’s The Tower of Druaga DLC and that. This probably seems weird, but it’s a side-effect of the fact that “fetch” happened in Japan and it would be a waste of time to remove The Tower of Druaga ROMs or references from western releases plus people would obviously complain even if they’ll never play it.
Anyway. Should you play it? I didn’t come away recommending Wizardry, though I found it very educational to play. And Tower of Druaga has an obvious influence on The Legend of Zelda, Ys, and so on, so you can feel its DNA in some respects coursing through practically everything we play nowadays. It’s similarly educational, then, but holy lord do not touch this with a fucking bargepole.
I’ll give props to the team who put Namco Museum together, though. On the Switch version, you’re a mere push of the X button away from seeing what idiotic thing you have to do to find the next chest, and it even informs you if you need it or not (well, that said, it accidentally claims one of the Balance items is a trap. It isn’t, you 100% need it.) This turns the game from “a completely impossible treasure hunt” into “a nigh impossible puzzle.”
I think I imagined this would play… better? I know it’s from 1984 and that, but I just assumed it would have a Pac-Manny sort of responsiveness. No such luck, as the game locks improvements behind treasure chests and at the start of the game you control a pitifully slow hero who swings his weapon lethargically and is killed by touching anything. At the end of the game you control a slow hero who swings his weapon… still pretty slowly, to be honest? who dies after touching nearly everything.

This might be fine, except within a few levels you are navigating a maze where wizards near-randomly teleport and can fire spells at you through walls that kill you immediately unless you make sure you’re facing the spell with your shield. They’re supposed to not spawn any closer than two squares from you, but if you’re moving it doesn’t update that so you can easily walk into them as they spawn in, too, which is amazing. And if two guys shoot a spell at you from different directions? Sucks to be you I guess. Oh and when you stab them you’ll not get any feedback that they’re dead. Again, sucks to be you.
I’m fascinated by the idea that in 1984 Japanese arcades were awash with people who were pumping in 100 yen coins into this and enjoying it. That’s a lot of money for 1984! Famously, the game encouraged a communal aspect, where players worked out how to make the (brutally necessary) treasure chests appear, and I imagine that in arcades across the land there had to be notepads lying out where players jotted down their discoveries. However, this blows me away because the game is just so unrelentingly brutal, with several “gotcha” levels where it feels like wizards are upon you immediately, requiring you move instantly and specifically or die, and requirements that I genuinely can’t imagine working out or performing with any success in arcade conditions.
I mean this game, near the end, requires you defeat six enemies on one level in a specific order… and then do it again on the next? Enemies that move faster and massively outpower you? It’s not so much that I can’t imagine anyone working these kind of things out–it’s that I can’t imagine players reaching the level of virtuosity where they could, for example, get to level 30 enough times that walking around the level and surviving they’d eventually work out that you needed to walk on a specific square three times. Players must have maddened themselves touching every wall, standing in place, spinning in circles—all things you need to do to progress, while just surviving.
I beat this by saving every level—I couldn’t save during any levels, because I was worried I’d fuck up somehow and Namco Museum only allows a single save–and this took me literal hours. The final level is an exercise in brutality as you cannot defeat Druaga if you’ve taken a spell hit before he appears, and yet the game gives you such poor feedback you can easily take a spell hit you don’t notice while fighting a wizard who attacks you from four directions at once.
I’d love to see a master of Tower of Druaga play this. While playing it, the hardest levels quickly devolved to become Pac-Man like memorisation strategies—I knew that if at the start of the level I moved in a particular way, I’d spawn enemies here and there and could therefore survive, but if I ever died I’d have to reload because on my next life I’d not be able to make the same thing happen. Did people’s guides, or do official guides, show you how to navigate the maps a bit like How To Win At Pac-Man? It’s the only way I can imagine seeing this through to level 60 on a single credit.
I am, to be honest, baffled by Tower of Druaga. The mania that surrounded it you’d expect to have dissipated when people realised how insane the requirements were, but the game had multiple successful home conversions in Japan (I believe the Famicom version was a massive hit) and people love it so much that many of the conversions include even harder, more obtuse dungeons to play though! I had hoped that playing with solution in hand this would be a fun arcade title that felt good to play and I just had to puzzle out how to complete a level, not what to do but no such luck. This is a miserable exercise in dying and reloading and I wouldn’t wish it on anyone.
Will I ever play it again? I’ll be taking a quick look at the Famicom version as part of Namco Museum Archives on the Switch, but I find it massively unlikely I’ll play it more than a couple of times.
Final Thought: Something else wild about the Tower of Druaga: the hero (Gil) actually has a health bar, but it’s hidden from the player. And the bad version of important pick-ups look exactly the same as the good versions! The game goes out of its way to make you not know what’s going on. How. Did. Japanese. Players. Like. This.

