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Dragon Lord
also known as Dragons Breath
Dragon Lord - Double Barrel Screenshot
Information Review Manual Cheatcode 3 weblinks
8 screenshots Boxscan Diskscan Miscshot 1 conversion Gamemap
Year of the first release1990LicenseCommercial
Number of disks (or CD)2PublisherSpotlight (Cinemaware) - USA
Number max of players3Budget publisher
Simultaneous max players1DeveloperOutlaw
ArtistsCoder : Andrew E. Bailey
Graphician : Simon Hunter
Musician : David M. Hanlon (Dave Hanlon)
Misc : Andrew E. Bailey
Misc : David M. Hanlon (Dave Hanlon)
Language in manualEnglish
Amiga original gameunknown
Have cheatcodeyes
Have SPS releaseyes
WHD installyesWHD information
Updated  2022-11-20 21:11:56
HD installnoHD notes
CategoryAction Strategy
SubcategoryAction Strategy - Turn-based
ScrolltypeScrolling - Multi-directional
ThemeFantasy - Dungeons & Dragons (D&D)
ViewpointFirst Person
ViewpointTop Down
Conversion hardwareAtari ST/E
Tandy PC/IBM PCjr
Conversion notes

PC versions: Hercules, CGA, EGA, VGA, Tandy

Classic compilation
Page views: 4518 - Last update: 11th February 2018
Rarity: Rare RareRareRare

[1] Original game concept by Andrew Bailey; story work & spell system by Dave Hanlon. Coding by Andrew Bailey. Graphics & icon design by Simon Hunter. Music/sound FX by Dave Hanlon.

[2] Released earlier in 1990 in Europe as DRAGONS BREATH.

TRIVIA  In an overview of DRAGON LORD on his website, coder Andrew Bailey had these memories to share about the game in looking back on its development:

'The game almost didn't make it because of hardware (hard disk) failure. The game was developed on an Amiga 2000 with a PC-XT bridge board providing the hard disk support. One day, after much time had passed since a backup, the hard disk just failed and many hours of rebooting didn't bring it back up. So I went on a long walk and resigned myself to a long session re-coding. When I got home, I powered up the Amiga once more and the hard disk magically whirled into action. I quickly went and bought 50 floppy disks and backed up the hard disk. The hard disk didn't fail again, but I learnt my lesson and have been a backup fanatic ever since.

Because the game was developed on the Amiga, the artwork was developed with its capabilites in mind. This meant each screen could not use more than 32 colours, so the artist had to design a palette for each screen. However, the palette of 32 colours could be changed at any point on the screen, so the menu icons on the bottom had their own set of 32 colours. The arcade section could only use 16 colours as the shadow effect used a bitplane trick, with half the palette being a dimmed version of the other half.
[Source: Andrew Bailey (coder), via his website]

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