Video Game / Deadly Towers

http://static.tvtropes.org/pmwiki/pub/images/deadly_towers_jp_box.jpg
Deadly Towers is an Action-Adventure game for the Nintendo Entertainment System, developed by Lenar and released in Japan by Irem in 1986 and in the U.S. by Brøderbund Software in 1987. It was originally to be titled Hell's Bells to match with its Japanese title Masho (trans. "evil bell"), but executives at Nintendo of America insisted that the title be changednote .

In the game, Prince Myer, on the eve of his coronation, is informed that a wizard named Rubas plans to overthrow Myer's kingdom by summoning an army of demons with seven magic bells. To ensure that his kingdom stays peaceful, Myer is charged with traveling to Rubas' castle, burning down the seven bells and destroying the bell tower, before ultimately confronting Rubas himself.

The game has a notoriously obtuse navigational structure, as to proceed through the game, you will sometimes find yourself entering rooms with no clearly marked entry or exit point. In addition, the rooms in some of the dungeons look the same, with only a difference in color palette setting them apart.

Deadly Towers uses the following tropes:

  • American Kirby Is Hardcore: Compare the Japanese Famicom box art above to the ripped, Rated M for Manly Prince Myer on the American box art.
  • Another Dimension: The dungeons and "Parallel Zones", which are the most annoying thing about the game in that just walking on the wrong floor tile instantly sends you to them, typically far from the exit. Just look at how big the very first one is. Note specifically that the entrance and exit are on opposite sides.
  • Blob Monster: These often make an appearance.
  • Bottomless Pits: If you get knocked off a clearly-marked ledge by anything, you'll die instantly.
  • Depth Perplexion: A consequence of the Isometric Projection, hitboxes surrounding entire sprites and some sprites being taller than they are wide (including the player's).
  • Diagonal Speed Boost: Played straight in the first place, but there is also an item (called the Hyper Shoes) that increases your move speed...but only if you're moving diagonally.
  • Early Game Hell: Myer starts with horrible offense and defense and there's no indication of where to go to even find better equipment.
  • Evil Sorcerer: Rubas.
  • Gotta Catch Them All
  • Guide Dang It!: The lack of an in-game mapping system is incredibly cruel, especially since there are entrances that lead to other rooms in another part of the dungeon, some of which are invisible.
  • Heart Container
  • Isometric Projection
  • Knockback: Oh yes.
  • Let's Play: By DeceasedCrab and Madamluna.
  • Lost Forever: The towers permanently seal off after you defeat their bosses and retrieve the bells, so any items hidden in their secret rooms and parallel zones are gone for good if you don't get them before completing them.
  • Mercy Invincibility: It's there, but it's so short that it actually wears off BEFORE damage knockback. It's possible to get knocked around and chip-damaged to death by many a Goddamned Bat.
  • Nintendo Hard
  • One Sword At A Time
    • Possible to avert with two powerups — one that lets you throw a second sword after the first, and one that lets you throw two simultaneously.
  • Opening Scroll: One of the longest ones in video game history.
  • Respawning Enemies: When you enter and leave a room, the enemies will be right at the same positions they were when you first entered it. This can lead to an unfortunate situation in one instance when you can accidentally reenter a room on top of a dragon. And since there's no Mercy Invincibility...
  • RPG Elements
  • Sequel Hook: The ending alludes to the return of evil to the kingdom in 1000 years during the Iron Age. The credits end with "See you next time!"
  • Speedrun: Tool-assisted and regular runs are available. Shockingly, both of these are improvements on previous runs.
  • Throwing Your Sword Always Works: Myer's main method of attack is to lob his sword at foes. However, he can't stab with it, which leaves him defenseless until the sword he's already thrown hits something. Even the manual says that "you have no confidence in this sword."
  • Treasure Is Bigger in Fiction: However, due to protagonist's Hyperspace Arsenal, lots of ludder coins can be carried around despite them being very large.
  • Trial-and-Error Gameplay: Several items give no indication of whether they are working or not; this is especially bad with any that are not potions, and the red necklace's purpose is still unknown to this day. Also, the game never tells you that you need a complete set of helmet, armor and shield in order to get any appreciable effect on your defense.
  • Useless Useful Spell:
    • The green crystal freezes all enemies in their tracks, but also leaves you unable to attack.
    • The red scroll destroys every enemy in a room, but only in dungeons.
    • The magic key prevents two knights from blocking a single doorway in the castle, one you never even need to pass through.
  • Videogame Cruelty Punishment: Kill the prisoners in the tower? You lose all your ludder.
  • With This Herring: Myers goes into Rubas's demon-infested castle with only a short sword, no shield, no items, and what appears to be crappy leather armor. He at least has the sense to bring 50 ludder coins.

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DeadlyTowers