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Dragons Breath
ECS/OCS
also known as Dragon Lord
Dragons Breath - Double Barrel Screenshot
Information 20 reviews 2 manuals Cheatcode 8 weblinks
100 screenshots 2 boxscans 1 diskscan 1 miscshot Conversion Gamemap
Information
Year of the first release1990LicenseCommercial
Number of disks (or CD)2PublisherPalace - Rest of the World
Number max of players3Budget publisher
Simultaneous max players1DeveloperOutlaw
LanguageEnglish
French
German
Italian
Turkish
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
French
German
Italian
Turkish
HardwareECS
OCS
Amiga original gameyes
Have cheatcodeno
Have SPS releaseyes
WHD installyesWHD information
AuthorGalahad
Updated  2018-02-09 22:48:20
HD installnoHD notes
Genre
CategoryAction Strategy
SubcategoryAction Strategy - Turn-based
Dimension2D
ScrolltypeScrolling - Multi Directional
ThemeFantasy - Dungeons & Dragons (D&D)
ViewpointFirst Person
ViewpointSideways
ViewpointTop Down
Conversion hardwareAtari ST/E
Conversion notes
Classic compilationMagic Worlds
Relationship
Page views: 5603 - Last update: 11th February 2018
Rarity: One version is common, at least one other version is rare One version is common, at least one other version is rareOne version is common, at least one other version is rare
Notes:  

[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] Initially released in Europe, DRAGONS BREATH was released later in 1990 in the U.S. as DRAGON LORD.

[3] Distributed in Australia by Mindscape.

[4] The little-known Turkish and Italian releases are extremely hard to find and receive a rarity rating of 4 stars.

Last known release: V1.0 (1990)


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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