Dragon Slayer (ドラゴンスレイヤー, Doragon Sureiyā) is a series of role-playing video games by Nihon Falcom.
[1] Designed by Yoshio Kiya,[2] the game gave rise to a series of sequels, most of them created by Falcom, with the exception of Faxanadu by Hudson Soft.
The series also features video game music soundtracks composed by chiptune musician Yuzo Koshiro and the Falcom Sound Team JDK.
[6] The original Dragon Slayer and its sequel Dragon Slayer II: Xanadu are credited for being the progenitors of the action RPG genre,[4] abandoning the command-oriented turn-based battles of previous RPGs in favour of real-time hack and slash combat that requires direct input from the player, alongside puzzle-solving elements.
In contrast to earlier turn-based roguelikes, Dragon Slayer was a dungeon crawl RPG that was entirely real-time with action-oriented combat.
[1] The sequel Dragon Slayer II: Xanadu, released in 1985, was a full-fledged action RPG with many character statistics and a large quest.
It also introduced gameplay mechanics such as platform jumping, magic that can be used to attack enemies from a distance,[5] an early Karma morality system where the character's Karma meter will rise if he commits sin which in turn affects his ability to level up,[5][9] a heavier emphasis on puzzle-solving,[7] and individual experience for equipped items.
[9] It is also considered a "proto-Metroidvania" game,[10] due to being an "RPG turned on its side" that allowed players to run, jump, collect, and explore.
[6][14] In 1987, Dragon Slayer IV: Drasle Family returned to the deeper action-RPG mechanics of Xanadu while maintaining the fully side-scrolling view of Romancia.
[14] The game also featured an open world and nonlinear gameplay similar to "Metroidvania" platform-adventures, making Drasle Family an early example of a non-linear, open-world action RPG.