Dragonstone Amiga – Core Design’s Zelda-Style Adventure Before Tomb Raider
️ Dragonstone (1994) – Commodore Amiga fantasy action adventure from Core Design Dragonstone on the Amiga is a colourful overhead action adventure that began life as a follow-up to Darkmere before developing into something quite different. Core Design moved away from Darkmere’s gloomy isometric approach towards a brighter Zelda-style perspective, mixing sword combat, exploration, conversations, item puzzles and light RPG elements into a fantasy quest spread across seven worlds. In this Dragonstone Amiga review and gameplay video, I revisit the forests, villages and stranger corners of the game while looking at that enormous dragon-shaped interface, the TALK, USE and EXAMINE system, and the unusual Psychic Charge combat. Hammering the fire button gives you weaker attacks; hold it down and you can build towards stronger sword strikes or launch a Psychic Bolt. That becomes fairly important once the wildlife starts fighting back.
️ Dragonstone (1994) – Commodore Amiga fantasy action adventure from Core Design Dragonstone on the Amiga is a colourful overhead action adventure that began life as a follow-up to Darkmere before developing into something quite different. Core Design moved away from Darkmere’s gloomy isometric approach towards a brighter Zelda-style perspective, mixing sword combat, exploration, conversations, item puzzles and light RPG elements into a fantasy quest spread across seven worlds. In this Dragonstone Amiga review and gameplay video, I revisit the forests, villages and stranger corners of the game while looking at that enormous dragon-shaped interface, the TALK, USE and EXAMINE system, and the unusual Psychic Charge combat. Hammering the fire button gives you weaker attacks; hold it down and you can build towards stronger sword strikes or launch a Psychic Bolt. That becomes fairly important once the wildlife starts fighting back.
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