This week’s squib is dedicated to
Cadash, one of Taito’s most interesting offers from the 1980s. The game was originally ported to several formats, after release: I refer my readers to the wiki reference for a full list. The
Taito Memories PS2 port is a good rendition, and of course Hamster has re-released the game for
PS4/Switch. In this squib I will follow an approach that comics scribe
Kieron Gillen championed when he was a game journalist. I will thus present the squib as a “first journey” to the game world that Taito created for this game. Some of my readers may close the thread at the thought of reading sappy, navel-grazing “narrations” of gamers talking about themselves rather than of the game they purport to explore. Fear not: your humble scribe’s prose and game-exploring skills will guarantee an excellent final product, as always. Thus:
Cadash (
Taito, 1989) is an A(rcade)R(ole)P(laying)G(ame) in which four adventurers must save princess Salassa from the kingdom of Deerzar from the clutches of Balrog, a powerful red dragon. The game is a platform/R2RKMF/action game with RPG elements, an expansive set of interconnected Stages (“continents”, in-game) and a great soundtrack. The game is notable for its highly flexible difficulty and the presence of a ninja character, a standard concession to Japanese tastes in otherwise Western Fantasy-themed RPGs. Since the game had plenty of dialogue and narration for a 1989 game, Taito released the game in a multi-lingual format. Players could thus play the title in arcades with the story unraveling in English, German, French, Italian, Spanish and Japanese. Irrespective of the language, players could eventually save Deerzar and the princess, but certainly at a notable price. The goal of this squib is to introduce readers to this wonderful “game novel”, thus.
By this point in our journey among squibs, we have amply discussed the rise of Western-style Fantasy and ARPGs in our squibs. With titles like Sega/Westone’s
Wonder Boy in Monster Land or Namco’s
Valkyrie no Densetsu arcade players became used to RPG-style narration emmeshed in tight action-style games. Several other games including shmups like Capcom’s
Forgotten Worlds and ARPG
Black Tiger further developed the concept of purchasing power-ups.
Cadash, however, combined these mechanics with RPG elements such as levelling up, skill and “stat(istics)” values, and the introduction of spell inventories. Classic titles of this micro-genre that appeared in the 1990s probably took inspiration from
Cadash. Examples include Capcom’s
D&D: Tower of Doom and
D&D: Shadow over Mystara but also IGS’
Knights of Valour series focusing on the
Romance of the Three Kingdoms saga.
Cadash thus seems a more influential game than it may appear at first glance.
The game’s plot and setting perhaps present a relatively complex setting and sophisticated approach to narration, for the time being. The game is set in world heavily reminiscent of standard Fantasy classics like
The Lord of The Rings. After all,
Balrog is the name of one of the many demonic-like creatures in this saga. As the attract mode shows, the story begins when Balrog (“Baarogue” in non-Japanese versions of the game), kidnaps princess Salassa and brings hers to castle Cadash. King Dilsarl of the kingdom of Dirzir summons four heroes to castle Deerzar, with the goal of saving princess Salassa. The king has a critical reason for doing so, aside from saving her beloved daughter. Balrog wishes to bind his blood with that of a human woman, so that him and the underground hordes at his command may walk again in the sunlight, free of fear of cruel humans.
The game’s narrative setting thus has in intriguing twist. The four heroes must slay Balrog and his army, but Balrog’s objective is break the human curse that banished non-humans to the underground lands. Only one side can ultimately emerge victorious, but players ultimately fight to avoid that past sins will punish their contemporary human civilization. Players must thus start their journey from the kingdom of Dirzir and complete five quests in the dungeons of four continents occupying the game’s world. Each dungeon and quest correspond to a game’s Stage. Players can only access Castle Cadash, Stage five, once they clear the quest on Stage four’s dungeon/continent. Notably, each Stage has a portal that connects a dungeon to another continent and dungeon in both directions. For instance, Stage one’s dungeon has a portal taking players to the second continent: players can go back and forth as they please.
The game thus offers players the chance to progress in a non-linear manner as far as they can eventually clear the game within the time limit. This can however occur if players complete quests/Stages in a linear order, a feat that involves the evolution (i.e. levelling up) of characters along this journey. Let us however proceed from the basic game mechanics or
Facets to explain this evolution. Players can choose four characters: the warrior, the priestess, the ninja and the mage. Players control the four characters in eight directions via the joystick: characters can jump via the pressure of the B button, and can attack in any direction via command moves (A button+direction). For instance, the ninja can shoot shuriken downwards by jumping first (B button) and then directing the attack(s) (e.g. down+A button). The precise nature of the attacks varies from character to character, of course.
All characters level up by killing enemies and collecting the coin bags that they drop. Levelling up increase “STR(ength)” (i.e physical attacks power) DEX(erity) (i.e. speed and jumping range) and A(rmor)C(class) (i.e. resilience to damage). When players reach increasingly higher thresholds of (e)X(perience)P(oint)s, all these skills increase along with H(it)P(point)s. The mage and the priestess are spell-caster characters: if players push and hold the A button, a spell inventory icon appears next to the characters. Spells increase in number and power as characters level up, but they also increasing in the amount of M(agic)P(oint)s required to cast them. Players can hold the A button so that the inventory will automatically rotate among spells at disposal. By releasing the button, the character launches the spell currently under selection. The ninja and warrior are fighter-type characters, so they do not cast spells but can reach impressive physical skills by levelling up.
Players can then collect several special items by shooting/hitting secret spots or by visiting shops and buying these items. The most common items are the medical herb and antidote. Medical herbs let characters recover 10 HPs when their HPs go to zero; antidotes prevent poisoning attacks from delivering multiple damage over time. Players can then buy sand clocks to obtain one extra minute of time, a silver key to open some gates across Stages, and golden bell in some specific shops (e.g. the dwarves’ shop at the beginning of Stage three). The bell increases the maximum HP points by eight points, even if levelling up will also increase HPs; the maximum for all characters is set at 255 HPs, anyway. Players can only keep up to eight herbs and antidotes in their inventories, only need one silver key, and the sand clocks’ price increases after each purchase.
Players can also buy new and more powerful weapons and armour once they reach the weapons shops in each Stage, if they have enough money. Players may skip upgrades (e.g. avoid buying new weapons on Stage two), but their attacking power will obviously remain limited. Players can then visit “Inns”, i.e. shops that offer the character a chance to rest for the night and recover all HPs at once. Inn’s locations across continents/Stages are such that players may need to return to their previous steps if in need of healing. For instance, players may wish to recover all HPs before the final battle with Balrog in castle Cadash (Stage five). They thus need to exit the castle, and go back to the lost continent (i.e. Stage four). Here they must take a gate to Stage three (i.e. the gnomes’ forest), visit the Stage’s inn, and then return to face Balrog.
The game’s mechanics and levelling up system are thus relatively simple, while the ability to move across Stages/continents once they are accessible creates interesting game options. These Facets interact in interesting manners to shape the game’s difficulty, on which regional revisions also play an important role. First, however, let us discuss the game’s audio-visual Facets in some detail. The game runs on Taito’s
”Bonze Adventure” hardware, and features some intriguing visual effects, e.g. the wave-style fade-in effect for the title screen. The four characters, bosses and some enemies are also fluidly animated (e.g. the harpies, Balrog in his dragon form). However, many enemies and N(on)P(laying)C(haracter)s have few animation frames (e.g. giant spiders), thus giving animation an uneven quality. The game’s palette is also notable in mostly focusing on dark, virulent colours, to the effect that some enemies on Stages one and two may be hard to spot, at first glance.
The game’s visual prowess however emerges in its visual world building. Though simple in their design, each Stage/continent and dungeon also provide powerfully evocative themes. For instance, Stage four, the “lost continent”, offers a dungeon with undead creatures, fire elementals and powerful monsters as the main theme. The walls forming the Stage’s structures consist of human skeletons appearing in a morbid yellow evoking exsiccated, mummified bones. Stage three’s dungeon is in the netherworld of a forest, and its bright emerald green vines may appear as pulsating worms, at times. The human kingdoms on Stage one and two and the fairies’ forest have however an idyllic atmosphere that might bring players to stop in these places for a few moments. The world of
Cadash is a simple and yet well-defined, intensely immersive world for which players can develop an attachment: saving this world from Balrog may thus become a personal quest.
The OST by the
Pinch Punch’s collective,
Zuntata’s erstwhile external collaborators, provides a formidable complement to this evocative portrayal. The gentle fantasy-esque theme
Door between ordinary and Disordinary accompanies characters during non-fighting scenes. However, once characters enter dungeons, themes switch to notes of increasing intensity that create brooding, harrowing atmospheres aptly matching the increasingly horrific nature of dungeons. Stage three’s theme,
Suck the lifeblood to live, is a timely reminder that players are traversing a dungeon full of carnivorous creatures. Stage four’s
Chortle with Insanity is a fast-paced theme accompanying players through Taito’s vision of hell. Once the game is over, players can enjoy one of the most beautiful, melancholic, bittersweet
Ending songs that ever graced an arcade game. Be sure to shed tears of happiness, after hearing it the first time. Finally, sound effects are loud, bombastic, and somewhat hilarious in style: luckily, they become “background nnoise” quickly.
The intense and sometimes
grandguignole-esque aesthetics find a thematic counterpoint in the game subtly defined and highly flexible difficulty. I propose that
Cadash has three Facets defining its difficulty: game mechanics; Stage design/layout, and especially their semi-linear structure; and game’s revisions. I assign 10, 20 and 20 maximal points to each respective Facet, out of a total of 50 points, and discuss these Facets in this order. Game mechanics are rather straightforward. Players must learn how to attack in multiple directions, and may learn to use the spells’ inventories for spell-caster characters. Medical herbs allow players to side-step some difficulties. When characters lose their final hit points and use medical herbs, they have generous i(nvicibility)-frames. During the activation of i-frames, characters can literally move through any enemy, and thus clear some passages without fighting. This technique is risky: after using eight herbs, characters will die rather than be invincible.
Game mechanics do not however provide further challenges, so they motivate a 3/10 assignment value. Stage design/layout offers a perhaps more nuanced challenge. As an action/platform game,
Cadash does not provide particularly steep challenges. If players learn how to handle each dungeon and its boss, 1-CC’ing the game is a feasible goal, especially since the game is generous with HPs. The game’s narrative structure poses an interesting challenge in how players can access Stages. Ideally, players can clear each Stage and specific sub-quest (e.g. save the mermaid girl on Stage two) and then progress to the next Stage in a linear manner. However, players may return to previously cleared Stages/continents to acquire items, as our discussion of Inns has suggested. Players can also repeat parts of a dungeon to increase character’s XPs and statistics, since enemies will respawn once players enter a section a second time, time limit permitting.
Players can thus develop various strategies and paths to 1-CC the game, possibly aiming at reaching the final fight with Balrog with characters in their most powerful form. The only requirement is that players gauge their paths and purchase of extra time to avoid timing out: if this happens, characters will quickly lose HPs and die out miserably. I thus suggest that the second Facet motivates a 7/20 difficulty points value assignment. It is the third Facet, the game’s different revisions and how they affect the overall game engine, that motivates a more detailed discussion of the game’s difficulty. The game’s non-Japanese revisions include low thresholds for characters’ levelling up and generous increases for characters’ stats, including HPs. In these revisions, the ninja is already a near-unbeatable character by level 12 (out of 16), and can beat Balrog easily due to its high AC and STR levels.
If players thus focus on these revisions and use the ninja, difficulty stops at a total of 10/50 points: the game is a top-tier game for beginner players, and an easy 1-CC. The warrior’s lack of long-range attacks and the priestess’ initial physical weakness make the game slightly more difficult, even if the priestess’ higher range spells are formidable. Players who want a higher challenge can thus 1-CC the game first with the priestess and then with the warrior. For me, they raise the difficulty to 13/50 and 15/50 points, respectively, turning the game to a mid-tier challenge for intermediate players. The mage offers a considerably higher challenge, as players must use spell almost all the time: the mage never levels up enough to have any relevant physical skills and attacks. I propose a 20/50 value assignment for difficulty, as perhaps top-tier intermediate players may welcome this challenge.
The Japanese version offers a considerably more difficulty challenge. Players can only carry four magical herbs and antidotes, so they must learn how to clear passages that are trivial via the “i-frames trick”. The cost of using inns is considerably higher, coin drops are less generous, and levelling up increases statistics at a slower pace. In other words, players must develop a firmer grasp of the game’s Stages and avoid wasting “time and money” when proceeding. I would therefore add five points for this revision, increasing totals to 15/50 (ninja), 18/50 and 20/50 points (priestess, warrior), and 25/50 points (mage). The Japanese version of
Cadash is a mid-tier game for intermediate to expert players, and more in general acts an “extra” revision providing a more intense challenge. Players who feel that they have squeezed the other versions to their natural limits can move to this version, thus.
Let us now conclude with a final journey to the kingdom of Dirzir and its world via my experiences. Xenny is, once more, busy with xis (His? Her? Xer? Xits?) family/hive, so we are free to get away with the sappy equivalent of narrative blue murder. It is the end of August 1989 and I am trying to clear
Darius II, finally. The game has begun to annoy me, especially because of its irrationally difficult last Stages. There are other games that occupy my attention from this part of summer to Christmas time, including
Robocop,
Rabio Lepus and
Tiger Road at the bar in my grandparents’ village. I try out
Cadash almost by mistake, in the sense that at this time in my life I have little interest in this strange platform game with magic. My uncle invites me to play one credit, smirking, and see if I can enjoy it.
I am quite surprised, at the beginning, to see that the game is in Italian: I follow the idea that Japanese games arrive to Italy in their English language versions. I do remember seeing some old unused cabs from a company called “
Zaccaria”, with game instructions in Italian; I have hazy memories of my natural parents playing one such game. By now, 1989, these are already memories forgotten to the mists of my childhood, however. Now I am focusing on choosing a nice nickname for my character: the game starts with this choice. I want to write “FAU”, my current initials, and I think for a moment to switch to “ACV”, my original initials. I end up tapping “OKF” (OK, F), because I could not insert the “U” on time. Ah, “OKF” becomes my “arcade nick”, from this moment of time onwards.
My first few credits are quite encouraging. I lose my first credit to the blob-like thing at the end of the first dungeon, but I can beat the thing already by the second credit. Most importantly, though, by the fifth credit I start memorising the game’s plot and dialogues and repeat them in my head, as I always do for stories I love. After a few days of playing the game every day, I can consistently reach Stage three and slowly but surely learn its various paths and secrets. My uncle, by this point, develops the habit of making fun of my initial reticence in playing the game: during each credit, he pops up and asks if I still dislike the game. Bah, old folks. Nevertheless, I must admit that I am slowly becoming partial to this fantastic story and its world. Dirzir is a nice place that I like to visit daily.
Within two weeks or so I start reaching the “lost continent” and, to be honest, feel somewhat disturbed by its design. Walls made of skeletons, a creepy song playing in the background, difficult passages and enemies delivering tons of damage…it takes me three weeks, to overcome this obstacle. Figuring out what to do to reach castle Cadash, another week. The final Stage continues the oppressive atmosphere and style, and is quite the challenge for my kid self of 1989. I do think of giving up from time to time, but leaving princess Salassa to her own destiny feels horrible. Besides, I see other people clearing the game with a certain ease, including a group of people who always play as a quartet. I need to learn the final passages of the castle with my trustworthy ninja character, and reach the final “Baarogue” guy with one resurrection elixir.
After another two weeks or so, I can clear the game on a cold autumn Sunday afternoon. I admit that the first time my hands are shaking, because I can deliver the final hit at 20 energy points from certain death. The final dragon form misses the killing hit, and I land the final two fireballs. I win. I am almost in trance when I watch the final credits and princess Salassa saying: “Thanks for all the help, OKF!” My pleasure, princess. And then, for one week, I pause. By early November I start playing with the warrior, and then the priestess, and then the mage: I clear the game daily, by this point. For the next few months, until early June or so, I always visit Dirzir each day I go to the arcade. I know all its secret passages and I can reach the maximum experience level, easily.
Over the months, what keeps making me return to Dirzir is the place and the atmosphere: a peaceful world threatened by arrogant monsters, and four adventurers saving this poor world. By early June, my uncle sells the board without telling me: I cry and leave the arcade, when I discover this fact. One of the first games I clear again during my gap year is indeed
Cadash: I cry tears of joy, after playing it for the first time. I buy the
Taito Memories port in 2005, while I am in Utrecht for my Master degree, and spend quite a bit of time 1-CC’ing the Japanese harder version. It deeply moves me that I can revisit this place in a new, more challenging manner. Over the decades, Dirzir becomes a veritable
locus amoenus and a sanctuary that I visit in “times of need”: home away from home, if fictional.
Let us conclude, before we end up stuck in Dirzir’s timeless beauty.
Cadash is an ARPG/R2RKMF/action-platform game in which four fantasy characters must save the world from a ruthless demon/dragon-like entity, Balrog. The game features a greatly detailed story for the time and hardware constraints, fun platforming parts, interesting secrets, and a semi-linear approach to Stage progression. The game also offers different levels of difficulty via its revisions and characters. Players who want a quick and easy 1-CC can play with the ninja any non-Japanese version, while players who want a considerable challenge can see if they can clear the Japanese version with the mage. The game also offers a superb ending theme and, its simple and maybe antiquated arcade format, a truly immersive RPG experience. Dirzir and its world are pulsating, moving places: be sure to visit them as often as possible.
(3412 words, or 8.6 pages in times new roman, size 12, single space; the usual disclaimers apply; the Japanese version has a few interesting easter eggs involving the programmers, as this page
discusses. Unbelievably, I never tried to adapt this game into a tabletop RPG campaign, though I would not be able to say why I never thought about trying at least once. I admit that I cannot stand
The Lord of the Rings and any of its derivatives, but I never had any problems ignoring the many references to Tolkien’s books in
Cadash. I must also admit that I had a few nightmares when I saw Stage four’s dungeon for the first time. The concept of a vast underground dungeon made of tens of thousands of human skeletons freaked me out, back in the day. Finally, has anyone had at least a short crush on Salassa as the princess in distress who becomes a strong queen? Ah, young folks…).
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."
I.M. Banks, "Consider Phlebas" (1988: 43).