Dragon Breed (1989)

Irem

Amiga · Amstrad CPC · Arcade · Atari ST/STE · Commodore C64/128/MAX · ZX Spectrum

3.00 from 6 ratings

23 members have it in their collection · 9 backlogged · 3 wish listed

How long? Main story 1h (from 1 logged playthrough)

The player's character is a human who rides a large, green, flying Chinese-style dragon. The dragon is invincible, capable of blocking most enemy projectiles and damaging enemies on contact; the human, however, is not, but is armed with a forward-firing crossbow. The dragon's body is flexible and responds to the player's movement, enabling the player to use the dragon as … Read more
The player's character is a human who rides a large, green, flying Chinese-style dragon. The dragon is invincible, capable of blocking most enemy projectiles and damaging enemies on contact; the human, however, is not, but is armed with a forward-firing crossbow. The dragon's body is flexible and responds to the player's movement, enabling the player to use the dragon as a mobile shield or as a whip-like weapon. You can also circle the tail around a group of enemies to kill them. The tail of the yellow or blue dragon can be coiled around the player to offer almost complete invulnerability for a limited time. The dragon can also spit fireballs. By holding the fire button down, the dragon will build up fire in its mouth; the longer the button is held down, the more powerful the fireball will be. There are four levels of fireball power; at its strongest, the fireball resembles a dragon's head. The game also contains some platforming elements - the human is able to dismount on horizontal platforms. Power-ups can be acquired by shooting small green dragons that appear intermittently throughout the levels, or they can be collected from the ground on foot. There are four different power-ups, each of which provides a different weapon to the dragon. Collecting multiple power-ups of the same colour makes that weapon more powerful. The dragon changes colour depending upon which power-up has been collected. Red enables the dragon to breathe a flame. The flame gets longer if more power-ups are collected. Yellow enables the dragon's body to fire crescents in all directions. White enables the dragon to produce up to four miniature dragons, which home in on enemies. Blue enables the dragon to fire downward bolts of electricity from its underside. Read less
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Details

Developers
Irem
Publishers
Activision
Genres
Arcade, Shooter
Themes
Action, Science fiction

Release dates

  • 1989 (Worldwide) Amstrad CPC, Arcade, Atari ST/STE, Commodore C64/128/MAX, ZX Spectrum
  • 1990 (Worldwide) Amiga

Related

Bundled in

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Rating distribution

5 stars
0
4 stars
1
3 stars
4
2 stars
1
1 star
0
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Community All Reviews Statuses

scoopings

Review scoopings 4/5 · Aug 6, 2024

Good Shmup, Bolstered By Epic Look And Sound

Preliminary: Nothing spectacular, but good tunes neat power-ups able to shoot away some of the enemy projectiles and the usual addictive shmup pull. Like I mentioned when I playtested it, I wish you could shoot backwards, but I understand 89/90 shmups better now and better control the dragon as a weapon that allows for hitting backward like a lot of …

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Preliminary: Nothing spectacular, but good tunes neat power-ups able to shoot away some of the enemy projectiles and the usual addictive shmup pull. Like I mentioned when I playtested it, I wish you could shoot backwards, but I understand 89/90 shmups better now and better control the dragon as a weapon that allows for hitting backward like a lot of other shmups from this era had a power-up for that. One-hit deaths are never great, but thank goodness for savestates :-p First stage of 6 done, here goes nothing.

Good thing for the cool Look and Sound, and that there are only 6 stages. Without savestates/infinite credits I'd probly burn out. It's not obnoxiously hard (yet) but the one-hit deaths definitely add up and it's of that era where they clearly built arcade games to eat up coins.

Pro-tip: you can do this neat little thing where you sorta I dunno swing the joystick from upper left to upper right or something, and it makes the dragon wrap around you and seems to even increase its current power-up for a moment. I started to just repeatedly do that Stage 4 and on :-p It seems to cover you from projectiles too

Stage 5 started getting to that un-fun level of difficulty, but I mean it is the second-to-last level and the mechanics were reasonable just frustrating. The regular enemies basically blocked your path and wound up in some frustrating situations (PUT IN ANOTHER COIN, right? lol) But the Look and Sound continue to be unique each level and cool.

It had that R-type gory/body horror look but with a cool dude riding a dragon shooting from a bow \m/ And most the bosses were intuitive, I didn't have to look any up for strategy, tho I did die plenty.

Nice a beautiful ending with great calming music after such an obnoxiously hard final boss. I always appreciate Golden Hour colors at the end of a game. enter image description here enter image description here enter image description here

Look: 8.5/10 It was hard to get screenshots but yea a definite highlight.

Sound: 8.5/10 Nothing spectacular but consistently good and with a great ending calming tune.

Play: 7.5/10 One-hit deaths will always bog down a good shmup. But this is one of the best 89/90 shmups despite its flaws/coin-eating antics like most of its contemporaries.

Feel: 8/10 It all culminates to an epitomally 89/90 fantasy shmup

Attachment: 8/10 Since we have this on arcade machine I surely will be returning to it. If only it were more forgiving so my family members and friends could enjoy it without getting frustrated with the one-hit deaths.

Overall: 8.1/10

Completion: All 6 unique stages and saw ending (glad they normalize having an ending sequence, even if levels re-cycle)

Playtime: ~45 mins

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