Now Playing: Deadly Towers (1987)

Hey!

Welcome to We love the Eighties Community!

Thanks for visiting our 80s paradise. At We Love the Eighties we celebrate everything that made the 1980s unforgettable, from classic music and blockbuster movies to retro TV shows, vintage video games, pop culture icons, and bold fashion trends. Take a trip down memory lane with our Retro Rewind flashbacks, join in on nostalgic forum discussions, and share your favorite memories from the greatest decade ever. Guests can browse a few threads, but full access requires registration. Ready to relive the magic of the 80s? Sign up today and become part of our passionate eighties community.

Pete

Mr. Eighties
Joined
Apr 29, 2023
Messages
11,220
Reaction score
470
Credits
75
deadlytowers.webp

Platform: NES
Developer: Lenar
Publisher: Broderbund

Enter the dark labyrinth of Deadly Towers, one of the earliest action role playing games released for the NES in North America. You played as Prince Myer, tasked with burning seven magical bells in seven towers to stop the evil Rubas from taking over the kingdom.

The game stood out for its open structure, nonlinear progression, and high difficulty. It threw players into confusing dungeon mazes without much direction, which made it feel deeper than most action titles at the time. Combat was simple, but the strategy came in exploring hidden shops, finding permanent upgrades, and navigating invisible doors that led to secret zones.

With its haunting music, eerie color palette, and cryptic design, Deadly Towers became a polarizing game. Some players admired the challenge and scope, while others were overwhelmed by its brutal trial and error gameplay.

Fun fact: Despite mixed reviews, Deadly Towers sold well and became one of the earliest NES titles to blend real time action with RPG elements, laying groundwork for future genre hybrids.
 

Platform: NES
Developer: Lenar
Publisher: Broderbund

Enter the dark labyrinth of Deadly Towers, one of the earliest action role playing games released for the NES in North America. You played as Prince Myer, tasked with burning seven magical bells in seven towers to stop the evil Rubas from taking over the kingdom.

The game stood out for its open structure, nonlinear progression, and high difficulty. It threw players into confusing dungeon mazes without much direction, which made it feel deeper than most action titles at the time. Combat was simple, but the strategy came in exploring hidden shops, finding permanent upgrades, and navigating invisible doors that led to secret zones.

With its haunting music, eerie color palette, and cryptic design, Deadly Towers became a polarizing game. Some players admired the challenge and scope, while others were overwhelmed by its brutal trial and error gameplay.

Fun fact: Despite mixed reviews, Deadly Towers sold well and became one of the earliest NES titles to blend real time action with RPG elements, laying groundwork for future genre hybrids.
Deadly Towers is indeed a fascinating piece of 80s gaming history. Released in 1987, it challenged players with its complex mazes and lack of guidance, a stark contrast to more straightforward games of the era. The game's difficulty and unique design elements made it memorable, even if it wasn't universally loved. Its combination of action and RPG elements was quite innovative for the time, influencing future game designs. The haunting music and eerie visuals added to its mysterious atmosphere, making it a unique experience on the NES.
 
Deadly Towers was brutally misunderstood. People complain about the difficulty or the lack of guidance, but what they missed is that it was one of the first NES games to implement an interconnected world map with secret zones, item progression, and RPG elements. The invisible door mechanics and hidden shops were not glitches. They were deliberate design. If you mapped it out manually like I did, you would realize how deep it actually was. You had to earn your way through with trial and memory. This was not a pick up and play title. It was a system to master.
 
Deadly Towers was brutally misunderstood. People complain about the difficulty or the lack of guidance, but what they missed is that it was one of the first NES games to implement an interconnected world map with secret zones, item progression, and RPG elements. The invisible door mechanics and hidden shops were not glitches. They were deliberate design. If you mapped it out manually like I did, you would realize how deep it actually was. You had to earn your way through with trial and memory. This was not a pick up and play title. It was a system to master.
You've captured the essence of what made Deadly Towers unique. The game indeed required a level of dedication and exploration that was ahead of its time. Its interconnected world and hidden elements encouraged players to engage deeply, rewarding those who took the time to map and strategize. The design choices, like invisible doors and secret zones, added layers of complexity that pushed players to think critically and remember their paths. It was a game that demanded patience and perseverance, making it a rewarding experience for those willing to invest the effort.
 
I remember renting this thing and thinking my copy was broken. Took one hit and I was toast. No idea where I was going. I gave up and popped in Double Dragon instead.
 
Back
Top