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Game ranking: Rank 831/in 3,468 titles (Total 7.02/Deviation 49.14) Rank 830 <= => Rank 832
Game ranking of 1984: Rank 3/in 38 titles Rank 2 <= => Rank 4

Dragon buster(Game):Action_rpg


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Novel:Dragon Bastar
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Paperback:THE MYSTERY OF THE SPITEFUL LETTERS - A Five Find Outers and Buster the Dog Adventure
1974
()
Rank:232219
Toy:1/48 Ju88P-1 "Tank Buster"

Tag:$49
Rank:298300
Toy:Barney WWII USMC Bunker Buster 4th Marine Division Bazookaman Iwo Jima 1945

Toy:Matchbox MBX Metal Sky Busters Mini (4.5" W x 4.5" L x 1.5" H) Die Cast Plane # 11 of 24 -...
Information about this title

NAMCO
Arcade Nintendo Entertainment System PC-88 PC-98 ENIX Playstation Windows

Released:1984 in Japan
Sites about how to play the game
1. yumeyan.com
Statics of evaluation(The statics is updated once a day)
 AverageGameRankDeviation(Total)Evaluation points(Total)Best of the Best
Inside JapanGood(0.78)83149.147.02 

Statics of activity

Total ViewsCommentEvaluation
Inside Japan4,908109
Outside Japan17500

How others evaluated in Japan

BestVery GoodGoodNormalBadVery BadWorst
People0161100
Percentage0.0%11.1%66.7%11.1%11.1%0.0%0.0%
Added percentage0%11.1%77.8%88.9%100%100%100%
Summary77.8%11.1%11.1%
                                                                                                   

Views for recent 8 days
Total1110987654
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Novel:Dragon Bastar

The below reviews are translated automatically from Japanese ones. To post to English version, please click here.

2007/08/08 Good [Original Japanese review]
by Paワーesa Provider: 14103 Host:14416 Browser: 5234
Horizontal scroll action which rescues the princess whom the dragon kidnaped to the dragon aiming at 巣食う山 while becoming a swordsman and Clovis and capturing the solo fort and the cave.
Invigoration is in action which cuts and beats the enemy, carrying out the bunbun for the first time in time of the sword.
Although the attack means of hero Clovis is only 剣技 in principle, in a fort or a cave, attack means, such as magic attacks including a fire ball, can be acquired by there being a boss, while being called a small fish enemy etc.
"room gaadaa", and pushing it down.
However, an inside [ this ] boss is rather strong.
It is a punch line that series of battles will be in an impossible state even if physical strength is deleted only by colliding with in the twinkling of an eye and it can merely win from the front.
then, a jump be involved -- た剣技 "a helmet rate" and "the perpendicular end" are needed Although tips are very well needed for aiming and coming to give, the difficulty of this game is clearly different by the ability of this work to be done.
There was pleasure which studies work despite plainness.
The tie man match with the dragon which is in the last of each stage is quite [ for this time ] force.
As hetare, a hand did not appear in the dragon for which it presses while vomiting the large flame of the attack range easily.
In order to begin to roast a weak point, using the lamp which gives a damage uniformly by 火柱 dies in the flames in response to the direct hit of a flame after all, if it does not know that is a stock-in-trade, then attacks even if a weak point is known but approaches timidly...
Wasn't difficulty a considerable high game too?
Although it will think that there was also a way showy again of enjoying oneself if the kind and the rate of an appearance of an item of an attack means are increased more individually, since advance which adopted the life system is playing a role in relief of difficulty, and the battle with room gaadaa or a dragon rose very much and there was also an action element of professional liking even if it deducted it, suppose "It is good."
2007/05/12 Good [Original Japanese review]
by 消しゴム Provider: 50367 Host:50304 Browser: 5234
It is the purpose that this work breaks through the dungeon which is in the middle from a start point, and defeats a dragon in the mountain in which the dragon of the goal is present.
If the feature of this work and a dungeon beat an inside boss, a skeleton, a magician, etc.
with a sectional view type, since an exit will appear, an inside boss will be looked for while a player beats an enemy.
The kind had much sword with which the power of a sword doubles, crown with which rescue of the heroine is attained, seputaa, etc., and the item which does not come out of so much and which an inside boss drops also changed the flow of a game according to the item which appeared.
(If slow, keebushaaku will attack.) flying and bounding besides a dragon having one twice the size of a player, and vomiting a flame -- since it is sleeping -- an attack and a motion -- diversity -- it is -- that the position of a vital part is different on the stage at 毎 たり -- etc.
-- it was a fly in the ointment to repeat these processes for a long time in a double meaning, although it was troublesome (The bosom of a dragon is a dead angle.)
2006/07/13 Normal [Original Japanese review]
by お気楽お気楽 Provider: 8930 Host:8996 Browser: 7395
Although the arcade version is monotonous, graphics and its princess are wonderful.
the tower of dollar aaga of the arcade version -- although there is no difficulty of a like, it becomes difficult from about the 6th page If there is no super soodo, it cannot but depend for the dragon of the last side (surely 12th page ?) on a rotation fire ball.
It will become the display of "GIVEUP" if it exceeds it and the 100th page.
The 10 million arcade versions were taken.
Although just graphics are alike, since the break of each side is too early, this subtracts the puresute version (pleasure is taken).
Therefore, I want to evaluate by "it is common."
2006/06/11 Good [Original Japanese review]
by Morochi Provider: 40863 Host:40815 Browser: 4184
The title of game こ of the time when still various ideas looked new and it groped for various challenges too it would be influenced in the hit of a movie "Ghostbusters" - ...
(it is not related -- it is -- although -- w) On if it is a volcano, the dungeon (?) type stage set as the cave The idea free operativity in which that route selection was also possible for began from this game after the stage clearance in the game which progresses previously while beating the enemy prepared in each room by imaichi Since it was greatly rebounded after receiving the damage, when it thrust from the two-step jump which can be referred to as already indispensable, and the enemy was contacted, while also jumping the attack, it was as difficult action as unexpected in fact.
and the systematic bug to which it was flipped by the enemy and it stopped with the wall when the two step jump went wrong in the state where of it was back charged with the wall in the door in the room where the door was shut, and it was flipped by the enemy during fall again and the hereabouts neighborhood covered with stress also said hama ってしまう as balance adjustment by the semipermanent loop of ...
or which the shortness of test play time ruined -- can it be called the-like hamari state?
Boss kyara which invigoration has, must aim at a continuation success of the two-step jump which measures a suitable distance delicately intently, and is present in the last of World MAP further, [ little ] It cannot push down, unless it attacks the weak point of a hand, a tail, or the heads in a battle with various dragons.
increasingly -- the stress MAX state www -- it was still a new system those days -- it carries out and is considerably popular, and although he was also often playing, I think that the idea was just the "regrettable" work whose tsume was sweet saying
2006/06/09 Good [Original Japanese review]
by 捲追911 Provider: 7033 Host:7037 Browser: 4184
It is the kana which remembers having cleared completely only after things progressed uniquely and smoothly then although there was a time of playing this game in the face of a friend by chance [ although it has not cleared once while playing this game only alone personally, if a fruit is said, although it has memorized that was quite difficult for that time, when a friend gathers at a certain time ].
Kana which remembers such a thing about this game.
It is attached to the contents of a game.
then, but Although this game chooses a stage itself and rushes into the dungeon The way of a two-step jump, how to use a fine sword, etc.
have a fine portion by operativity as it is unexpected, and there is also no inside of a dungeon, if it is complicated in it being unexpected with vanity and it is easy to find an exit so that mostly [ one-track composition ] -- if it carries out and time moreover passes too much -- a shark -- since みたいな kyara comes out and HP of a player is taken compulsorily, it is made to harahara the neighborhood -- a seed Evaluation is "good."
2005/12/01 Good [Original Japanese review]
by 古典派の男 Provider: 40935 Host:41100 Browser: 3650
Since the arcade version has not been played, I will evaluate only with the FC version.
the FC version was smart in やたら [ the ROM cassette which shines with that gold ] -- coming out -- peevish -- w I feel considerably that it was real by great work intention, also including a production side for a game of FC of those days.
The battle with the dragon which comes out especially to each stage last had force remarkable for FC of those days.
I feel that this game experienced the game which is not the touch "it will clear if a button is merely hit repeatedly and attacked intently, it moves only in the width 1 direction and the goal is reached" and which was rich in diversity for the first time.
succession of PC engine etc.
-- if the game which does not have an attack means except shaking a sword considers that it was not new even if it becomes hard, I will feel that it was quite epoch-making that two or more attack methods in a sword were prepared for the dragon buster Although what it does not become precocious although two kinds of mortal work is user-friendly, and it tends [ very well ] to make an input mistake in was a difficulty, the perpendicular murder which it lets out from a two-step jump had quite good appearance, and unreasonableness of it was carried out and it was used very well.
Moreover, I also regard that an advance route can be chosen to some extent personally as it having been an interesting element.
Since difficulty is higher from the first, although the case where "2 It is difficult whichever it progresses although it is 択" is said is most, いちおう and a stage not to do can also be arrived to a dragon, without doing.
Although it is bad, and it is trouble since it becomes the panel of fighting with a dragon at the last of each stage each time if a dragon is not defeated by any means, two kinds, vomiting the bracelet of a flame and の which vomits the ball of fire, result, and a weak point is different, respectively or I consider [ having taken out all all out diversities in hard restrictions called FC, and ].
However, what is easy to become a missing child and is easy to become the pattern of "becoming time over, becoming the victim of a shark and finishing" was hard to be quite complicated [ the stage of the final stage / composition ].
Since are in a position which a regular route reaches with a grinding sound in a two-step jump, and made the mistake in it, or it became, and it became redo from the distant position, and the clearance became impossible almost certainly when the shark appeared, even if it did the unclearable stage how many times, it was useless.
Since the game of those days had well many works currently made from "doing"-feeling if clearable, although it may be a thing also with that unavoidable difficulty, once it got it blocked, it was the game in which a motivation does not occur easily.

2005/08/22 Good [Original Japanese review]
by 634 Provider: 19915 Host:19748 Browser: 5234
Strategy nature and operativity were very high and what is done was a difficult game.
A clearance is impossible if work of a two-step jump and a sword is not memorized.
Although the NAMCO game takes out a fresh portion in respect of being various, the place whose it is not for everybody is regrettable.
This game was not for everybody in the meaning, either.
Although neither an arcade nor FC is bad.

2005/07/03 Very good [Original Japanese review]
by Oro Provider: 20497 Host:20263 Browser: 3646
It will be the arcade version if it is called a dragon buster!!
In a total of the 12th page, the rest was a game gentle to the wallet which can play for any number of hours, when memorizing to the loop of the 9-12th page, and the thing with a to some extent random appearance of an enemy, since field composition was completely a pattern.
operation -- imaichi -- it is -- a slanting jump -- although it is indispensable, there is memory which did not correspond in the direction of slant
2005/05/29 Bad [Original Japanese review]
by Aosuke Provider: 14210 Host:14278 Browser: 4790
NAMCO is the one-track kana, although he likes ...
Although the arcade version was hamatt たん, the Family Computer version was imaichi....

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