Daidassou

released on Mar 01, 1985

In this super-deformed sendup of WWII action tales, you're an Allied soldier infiltrating Axis prison castles to rescue your squaddies. Sneak and shoot your way through each level to releases your friends from their cells and then escape. You're armed with a pistol and limited ammo, facing a variety of Nazi-like guards patrolling the alleys and quarters you must also traverse. Disable these enemies, steal jail keys from them, and finish your prison break without a hitch!


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"The Great Escape" has inspired quite a lot of prison-break games, or even just sequences of that sort across the medium. Who doesn't have fond stories of humiliating those Nazis just to get some fresh air outside Castle Wolfenstein? How can I forget Codemasters' own Prisoners of War, a game all about playing a chronic escapee? Just as interesting are the more arcade-y translations of this premise, from Silas Warner's genre codifier to SNK's P.O.W.. Conveying the gravity of this scenario while still entertaining players is no small feat. I wish I could say Carry Lab's Daidassou was more successful at that, but it remains one of the best early puzzle action games for FM-7, PC-88, and similar Japanese PCs. It eschews realism in favor of fun farce, giving players just enough means to dash in, liberate each camp, and shoot or explode guards along the way.

Rather than playing a POW ready to break out, you're an outside operative instead, trotting into each stage with a pistol, scarce ammunition and grenades, and just a few lives. The game loop's simple: dodge or remove German troops on their patrols, nab their keys and other collectibles (either ammo or score items), and unlock cell doors to gather up GIs. Then you've got to escort one or more trails of POWs back to the starting point—think Flicky and other maze games of that vintage. Every level tries its best to iterate on this simple premise, with layouts becoming increasingly Escher-like and full of surprises. The isometric perspective both adds useful depth to the mazes and works against players in a frustrating but meaningful way. Just having the top-down view would equate this to Wolfenstein and other game center faire; this skewed angle instead makes you work to decipher these layouts, planning and improvising the further in you go.

Carry Lab usually wasn't the type to develop distinctly Golden Age-like arcade games for PC users. At most, they'd done third-person racing titles like F2 Grand Prix, or technically impressive pseudo-sprite scaling stuff a la SEGA's Buck Rogers. Nonetheless, I think Daidassou became a cult classic for good reason. It handles its fake sprites very well, with nary any slowdown nor worsening input delay. Controls are as clunky to learn and master as you'd expect from a mid-'80s numpad-based game, but the measured pace of play, and emphasis on routing to avoid enemies when reasonable, makes this easier to overlook. Whoever coded and/or designed these stages and systems had a grasp on what keeps players like me coming back. One's never powerful enough to just gun all the Nazis down, but on the flipside, a little bit of ingenuity and stealthy action goes a long way here.

This odd mashup of genres can lead to some fun scenarios. For example, the worst thing that can happen is when a guard recaptures one of The Boys you've just saved. Usually they just get thrown back in their initial quarters, but sometimes the enemy will instead place them inside a pink-doored cell which one can't just unlock. Now you gotta blow it open with a grenade you might not even have! Chasing those high scores (of which the default is already substantial) means using resources wisely and anticipating the worst, be it German reinforcements or snagging on corners long enough for them to catch you. Waves upon waves of mazes, soldiers, and wild goose chases start to blur together—the banality of war seeps into even a supposedly heroic effort. Should you finally fall in the line of duty, all one gets is a spot on the score table, nothing like a Purple Heart or Medal of Honor. But then again, it's the journey that counts, and Daidassou does well with its fundamentals no matter how slight it is elsewhere.

Many won't even touch this game once they see its art style, a garish blend of tans, browns, greens, and pinks befitting the 8-color high resolution video mode. And there's no cute, memorable audio to speak of, just tinny foot-taps, gunfire, and beeper jingles. I can describe Daidassou's aesthetic in one word: spartan. What's here is a no-frills, inglorious trudge through castles of combat and collect-a-Joe, with only these silly deformed caricatures of U.S. and German soldiers exuding any charm. The aforementioned depth-bending level designs also lend identity, but aren't as impressive as the game's pre-Cannon Fodder irreverence towards the Great War era. I can't accuse Carry Lab's product of lacking in content, as there's a huge amount of levels to complete, but I won't blame others for bouncing off once the repetition sets in. PC players back in the day got their money's worth here, assuming they weren't spending their days editing levels in Sokoban or Lode Runner, or just trying to solve the ordeals of xRPGs like Xanadu. This kind of anti-Great Escape must have seemed odd then, let alone now, yet it found an audience back when weird but compelling premises like this were commercially viable.

I'd ultimately love to say Daidassou got a worthwhile console or arcade port. Sadly it remained exclusive to these 8-bit J-PCs, with no follow-up titles to speak of. Carry Lab themselves got involved with Famicom development via their Disk System releases under Square's Disk Original Group (DOG) label, but they still didn't make a sequel while they had the chance. Like many once notable self-publishing developers of the early J-PC days, this company lasted up till the end of the '80s before financial woes led them to bankruptcy. (Entering a legal fight with dB-SOFT over plagiarizing their JET dictionary products for word processing didn't help, nor did a staff exodus around '87.) The game's designers at tabletop company Ad Technos are even more anonymous, much to my dismay. It's funny how the slow fade-out of Carry Lab and its classic games led to the founding of Alfa System, well known today for so many JRPGs, ADVs, etc. Still, I recommend this '85 prison action ditty despite getting lost in the shuffle of its creators' history and the more impressive games releasing around that time.