Dungeons & Dragons: Tower of Doom
When Capcom combined its mastery of brawlers with the Dungeons & Dragons license in 1993, the result was Tower of Doom - a game that pushed the beat 'em up genre toward a real fantasy adventure. For players craving dice and dragons it was a gateway to the world of Mystara right there in the arcade.
Players choose from four classic classes - fighter, dwarf, cleric and elf - and set off on a quest through forests, caves and castles full of monsters straight out of the Dungeons & Dragons manual. Alongside the fighting, there is a role for inventory, potions, throwing weapons and, for the spellcasting characters, magic, while the game occasionally offers branching paths and simple decisions. That sets it apart from plain brawls and brings it closer to an interactive adventure.
Capcom used its powerful CPS hardware to render gorgeous, detailed fantasy graphics with large enemy sprites, from goblins through trolls to dragons. The atmosphere faithfully fits the licensed world and the game breathes love for its source, something confirmed by the later sequel.
Culturally, Tower of Doom showed just how deep an arcade brawler could reach when action merged with role-playing elements. It became the blueprint for the acclaimed sequel Shadow over Mystara, and both games later received a joint collector's re-release for modern platforms, letting a new generation of players enjoy them.
The combination of brisk action, varied classes, loot and a fantasy plot makes it one of the most ambitious brawlers of its era - a title worth discovering even today.
Why play: A fantasy brawler with role-playing elements and a faithful D&D license - an adventure with potions, spells and dragons in the finest Capcom form.
Game 58 of 258 for Arcade
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