North America Is Finally Ready for The Tower of Druaga, 40 Years Later

Namco’s seminal arcade hit, The Tower of Druaga, turns 40 this month. Four decades of a game that spawned a number of fascinating sequels, console and mobile spin-offs, a manga, and two seasons of an anime, never mind the influence it had on the games that were to come. And yet, outside of Japan—where Druaga released and thrived and most of all of the above was confined to for years, and, in too many cases, remains there alone to this day—you haven’t and won’t be hearing all that much about this important anniversary.
Having anyone from outside of Japan even acknowledge The Tower of Druaga is a rarity on its own. Sickos like me, sure, who would pitch a story like this to Paste, or those with independent publications looking deep at videogame history, but other mainstream outlets? It’s not a common topic. Even when Druaga does get a mention, it rarely discusses the game’s legacy and importance to both Namco and videogames as a medium. Which is a shame, given how extensive that importance is: Druaga shaped the action role-playing game and the dungeon crawler, while popularizing the concept of arcade games having a clear ending rather than looping forever. Its communal aspects—notebooks kept in the arcades where its cabinets lived, stuffed full of written hints and drawings explaining how to get past the challenges of each floor and where to find the hidden treasure of each, as well as what they did and were used for, filled out by the very people playing the game—were like a prototype for FromSoftware’s digital community of ghostly notes left behind by other players. Druaga is a title that Shigeru Miyamoto gushed over in a conversation with its creator, Masanobu Endo, aka the guy who also originated Xevious and changed shoot ‘em ups forever in the process. Miyamoto had Nintendo bring a Druaga cabinet into Nintendo’s offices, and was influenced in the creation of The Legend of Zelda by Druaga’s maze-like dungeon design, action-adventure elements, and item use—an earlier prototype of the game, per Miyamoto himself, was simply “a series of dungeons underneath Death Mountain,” a reverse tower, if you will, with the open-world aspects Zelda would become famous and foundational for added in later in development.
Rarest of all, however, is someone acknowledging that not only is The Tower of Druaga a foundational work, but that it’s also fun to play. While using the present tense, even. Sure, this is not a game that’s for everyone, but games that are for everyone are rarities. Super Metroid wasn’t for everyone, but that hasn’t dinged its reputation or lessened what the people who do seek it out experience. It’s easy to forget now, but From’s whole deal wasn’t for everyone for ages, either, and despite Elden Ring’s sales figures, still isn’t. Being for everyone is Mario’s job, and isn’t a standard every game needs to be held to in order to be deemed enjoyable or worthwhile.
Knowing that Druaga is fun is knowledge that’s difficult to come by, though. It’s 40 years old this month. It did not release in North America with the context that made it so significant in Japan years before—not only did other regions not receive the arcade version of the game nor its communal notebooks, but it took until the release of Namco Museum Vol. 3 on the Playstation for it to reach North America in any form. A representative aside: The Tower of Druaga is the first game on the list when you boot up that title, a sprite of its protagonist Gil used as a loading animation, but when the Greatest Hits edition of the game launched in North America, it was merely presented in the “Also includes” section instead of being front and center, or given equal space like on its original and Japanese releases. And the back of the case didn’t even mention it at all! Meanwhile, the art book released by Namco for this same compilation features Druaga art front-and-center, just like within the game itself.
Critics didn’t know what they were looking at here, and while there was a hint system used to help players along, it wasn’t quite as robust or as convenient as having access to a notebook and community, nor in comparison to later hint systems Namco would include with future releases of The Tower of Druaga. It would take until 2009 for the game to receive a solo release, on the Wii Virtual Console once they started adding arcade games in: as there were no hint systems, and we weren’t quite at a place where mainstream outlets having to rush around to review a bunch of retro releases every week had the time to really dig in and learn about what they were writing about, this release was panned, and its original context and importance remained a mystery to readers who might have been learning about it for the first time. Which is to say, the game faced a long, uphill battle for relevance outside of the territory in which it was already known.