Development History

## Cut & Legacy Content

**Dragon Marked For Death's 14-year development history (from 2006 to 2020)** spans through four console generations (PSP, Xbox 360, 3DS, and Nintendo Switch). This page archives and summarizes this long development cycle with images, videos, and more.

## Dragon Contract (2006)

According to producer Takuya Aizu, **Dragon Contract**, a game concept drafted in 2006, is DMFD's predecessor. Shortly after development ended on Mega Man Zero 4 (2005) and Mega Man ZX (2006), illustrator Toru Nakayama worked together with Mega Man Zero series director Yoshihisa Tsuda and drafted a design document for Dragon Contract.

Takuya Aizu also states that Inti Creates did, on April Fools Day 2007, release information about Dragon Contract to "cause a stir."

Dragon Contract had major differences compared to DMFD. Dragon Contract was "designed as a fantasy-style Mega Man Zero with one main character that possessed a dragon arm that fired projectiles." Furthermore, the protagonist could "enter a contract with eight different elder dragons and acquire new attacks by defeating enemy dragons."

According to director Ryota Ito, DMFD's early designs and Dragon Contract shared a system of "Sacrifice." Ryota Ito explains that "the protagonist could offer the souls of his allies to the elder dragons in exchange for power. Using the dragon’s power would cause these allies’ souls to slowly erode though, which eventually rendered them unable to talk."

### Rough Analysis of the Design Document

Like the main plot of DMFD, the Dragon Contract design document states that a vengeful girl signed a contract with a dragon for power. However, it specifies that the contract was signed in exchange for people's souls.

The design document lists 8 rival dragons that grant the protagonist special abilities:

* **Red Dragon Tail** - similar to the Empress's grappling hook ability in DMFD
* **Ash Dragon Bone** - function is unclear
* **Water Dragon Scales** - similar to the Warrior's shield in DMFD, but also seems to have a multi-directional projectile ability
* **Green Dragon Wings** - similar to the Shinobi's glide ability in DMFD
* **Yellow Dragon Back(?) or Stomach(?)** - function is unclear
* **Purple Dragon Shaped Skin(?)** - seems to allow the protagonist to climb walls
* **White Dragon Wisdom** - seems to allow the protagonist to turn her arm back to normal
* **Black Dragon Flame of Conversion(?) or Shape(?)** - function is unclear

The design document ends with a foreboding statement questioning what the contracted dragon is planning to do with the harvested souls.

## PSP Version (2008 - 2012)

Takuya Aizu states that the target platform of Dragon Contract and Dragon Marked For Death was the PSP, and the team planned to use its ad hoc feature for local multiplayer. Despite showing the document to several publishers, only one (Marvelous Inc.) expressed interest. The team received backing and monetary support from Yoshifumi Hashimoto of Marvelous and began development in 2009, planning to make the game multiplatform for PSP, PS3, and one more unnamed platform (considering the time of development, this may have been the Xbox 360).

Takuya Aizu lists the following people and their roles:

* Ryota Ito - director
* KOU (Makoto Yabe) - setting design
* Hirokatsu Maeda - sprite design lead

According to Ryota Ito, due to "various circumstances at Marvelous," development had to be stopped at the beginning of 2010. The PSP version of the game was never released.

### Analysis of the Design Document

* Possibly rearrange the pitch deck to appear large in the center after each section header

The pitch document for the PSP version of the game was written by Yoshihisa Tsuda on August 18, 2008. It uses artwork from Dragon Contract and lists Dragon Marked For Death as a "tentative name".

#### Page 1 - Planning Proposal

**Dragon Marked For Death (Tentative Name)**

* Game Genre: Multiplayer side-scrolling action game (Target CERO rating: "C")
* Number of Players: 1 - 4 (Supports ad hoc mode and infrastructure mode)
* Main Target: Working people over 20 years old (There is little free time in the day, and you can enjoy the game during times when you are busy. It is enjoyable due to anime, games, manga, the Internet, etc.)

#### Page 2 - Game Overview

**Cooperate With Your Friends to Capture the Stage!**

* Action Mario with 2D side view Rockman-type gameplay, "an exhiliaration of action."
* You can solve the mystery of the scenario, level up your character, and so on.
* Up to 4 people can cooperate with each other, and players can freely create their characters.

#### Page 3 - Story

**The Revenge Drama of Those Who Have the Dragon's Power!**

* The Dragonblood Clan holds the blood of the old dragon in their bodies.
* Although the members had great power, their numbers were gradually destroyed due to their unpleasant power. Now there is barely anyone who can express this power, and a few live quietly in hidden areas.
* Suddenly, their hometown was attacked.
* Through burning needles, only four people have survived the slaughter.
* "Who?" "For what?"
* The unforgettable question is lightly turned into an abandoned town.
* The burned-up building, the blood of friends who sneak up on the ground.
* In front of the terrible sight, the mindset strikes a resolve.
* The power to sleep in the body raises the neck, and the habitat that begins to burn the chest. Something hidden in the back is weak.
* "One with the fangs of the will--" "--You should enact judgement with the beauty of the decision."
* From "hunted" to "hunter". Now, a four-person revenge journey begins.

**A Worldview Using "Dark Fantasy" Elements**

* The story is intended to be different from many RPG-like fantasy worlds (major-oriented world networks, works targeting all age groups) that have been announced in Japan so far. We aim to differentiate ourselves from competing products by presenting the law and the images in the game. A story that is not poetic justice, a reality that makes it difficult to live in a clear yard, and multuple branches of the story depending on the choices of the main characters and the players who can graduate from "answers" and "fighting power" by paying the rights, incorporated into the game system.

#### Page 4 - Game Concept

**Establishment of a "royal road 2D action" that can be enjoyed by "many people"**

* Full-scale action while maintaining the exhiliaration and playability of operating 2D action games was unlikely until now. The goal is to establish a style in which players long for and capture a full-scale action game. Players (1 to 4 people) operate characters with different base strengths to form plans, defeat enemies with weapons and magic, overcome harmful objects in the stage with jumps and special actions, and solve various traps and mysteries. The aim is to clear the scenario and solve its mystery.

**The Whole Game Can be Enjoyed by One Person**

* At the same time as providing new fun for multiplayer, we will create a singleplayer mode so you can enjoy a "bold 2D action game." Specifically, the ending is done by playing solo. Let's adjust the balance so it can be reached.

**Establishing the Fun of "Bargaining Between Players" and a "Sense of Balance"**

* Along with the fun of cooperation, the "history" of fellow players will be incorporated into the system. For example, each player can freely distribute the treasures and experience points that they've gained with the other players in the team. Will the player strengthen their low-level characters in terms of points? Will the player who found the item monopolize it? Will the monopolized player be cut off in the next adventure...

#### Page 5 - Sales Point

**Inheriting the Pleasure of 2D Action!**

* Stress the character's basic actions such as moving, jumping, and attacking. Non-intrusive operability is the most important system of action games.
* The feeling of attacking and defeating the approaching enemy in a timely manner. The exhiliaration of jumping over a steep foothold with a last-minute jump. The fun of 2D action is the composition of the player and the character. If there is no sense of unity that the reaction is directly linked, it will not be established.

**Contract and Fight with "Dragon's Power"!**

* The character that the player selects forms a contract with a dragon. They are people with different abilities who can use special powers.
* If you master that power, you will be able to advance your exploration and battle to your advantage. (Please refer to the characters' page for specific distinct powers.)
* However, the comfort of having the dragon's power is an object of fear for others. And the more souls you get, the more tragic the ending will be. Above all, in order to obtain strong power, you have to pay a reasonable price.

#### Page 6 - Sales Point

**Solve the Mystery with Party Play!**

* If you play together, the game will be even more interesting. (You can play multiplayer with up to 4 people using the PSP's ad hoc mode.)
* Even the "hidden areas" that are difficult to reach in singleplayer can be cooperated in party play to proceed further.
* (*Caption:* Activate gimmicks to pass allies to the other side.)
* Also, powerful boss characters can be defeated faster by making full use of party play, and more experience points and items are gained than in singleplayer.

**The Ultimate Mystery of Party Play! "Union Special Move"**

* If you meet its conditions, you can release the "Union Special Move" in cooperation with your friends.
* (*Caption:* Friends use the guard ability to protect each other during spell chanting.)

#### Page 7 - Method of Operation

**Deep Action Drawn From a Simple Operation!**

* *Red Caption 1:* Player character stats
* *Red Caption 2:* Teammates' health gauges
* Directional Keys - Move player character; cursor shooting
* Right Shoulder - Dash
* Left Shoulder - Guard (Defense)
* ◯ - Skill / Confirm
* ✕ - Jump / Cancel
* △ - Display of selection window
* ◻ - Attack / Conversation

#### Page 8 - Character

**Characters Operated by the Player**

* The Empress (Princess) of the Dragonblood Clan
	+ The cursed princess who inherited the Dragon's strongest blood in the "Dragonblood Clan".
	+ By transforming one of her arms into various forms, she uses the power of the dragon that the rest of her clan cannot receive.
	+ An All-Purpose Type Character
		- A versatile character that can use many special skills in movement and in battle. However, her skill performance and gauge consumption are inferior to other characters, so technical play is required.
		- She is the most recommended character for singleplayer.
* The Dragon Scale Warrior
	+ 70% of the body is covered with hardened Dragon's skin.
	+ The strong Warrior himself becomes a huge shield and boasts high defense power.
	+ A Defense Type Character
		- In battles, he can protect his allies with "Guard," and he can use an Axe or a Greatsword. The attack power is high in close combat, but the movement performance is low, so he will need the help of his allies to traverse the field.
		- A character whose special ability is demonstrated in party play.

#### Page 9 - Character

**Characters Operated by the Player**

* The Dragon Leg Shinobi (Ninja)
	+ He has the ability to use Dragon legs to have dynamism and mobility far more advanced than ordinary people. It can also be used as a decoy by disturbing the enemy with tricky movements.
	+ A Jiu-Jitsu Type Character
		- He is a suitable character for exploration and excels in movement and dodging. He can cut leads, release traps, and support his teammates.
		- On the other hand, his attack and defense points are low, so it is difficult to win in a boss battle without the support of friends.
* The Dragon-Haired Magician
	+ A little genius Witch. Using her Dragon hair that mimics her hat as a source of her magical power, she masters various types of magic.
	+ A Magic Type Character
		- Her defense is low, but she can use powerful magic. She can use attack magic that causes great damage to enemies, recovery magic, and resuscitation magic for the dead. However, while spellcasting, she becomes completely defenseless, and time is proportional to the powerful magic.
		- A character whose ability is demonstrated in party play.

#### Page 10 - Special Operation

**Dedicated Actions for Characters**

* "Dragon Breath" ... Press the Attack Button
	+ It is a shot attack that allows you to shoot forward while moving.
	+ When the character is stopped, you can make a powerful charge.
* "Dragon Tail" ... Up + Skill Button
	+ An arm that becomes the tail of a dragon is driven into the ceiling to create a pendulum-like state, allowing you to move while jumping.
	+ You can also scare the enemy by hitting them directly.
* "Dragon Spell" ... Command input after Skill Button
	+ For spellcasting, a "command input" is performed for each spell. If the command input is successful, the magic can be used. The more powerful the magic, the harder the command.
	+ If you are an advanced player, you can cast powerful magic in an instant, reducing the risk to the party.
* "Dragon Guard" ... Keep pressing the Guard Button
	+ By holding it, the whole body becomes a shield and protects against enemy attacks. You can also move in the state of a Dragon Guard, approach the enemy, and give a powerful blow.
	+ Also, allies around you can benefit from the guard.

## Xbox 360 Version (???)

* Link to YouTube video "ゆるゆるトーク ターゲットは あい津だ！（仮）第23回 2019年ゆく年くる年" (https://youtu.be/4wPAxLn8JIs), which shows gameplay of the XBox 360 and 3DS prototypes.
* List the notable differences in the XBox 360 prototype.

Although not mentioned directly, in a developer interview covering the development of *Gal\*Gun*, former Inti Creates staff member Satoru Narita alludes to a "hard-core, orthodox game" that was supposed to be released on the Xbox 360 before *Gal\*Gun*. They wanted to emphasize the flexibility of the company by releasing this title first while also making a game of *Gal\*Gun's* nature. However, in the end, only *Gal\*Gun* was able to see the light of day on the system. It is very likely that this unnamed title was the Xbox 360 version of *Dragon: Marked for Death*.

## 3DS Version (2011-2012?)

* Link to YouTube video "ゆるゆるトーク ターゲットは あい津だ！（仮）第23回 2019年ゆく年くる年" (https://youtu.be/4wPAxLn8JIs), which shows gameplay of the XBox 360 and 3DS prototypes.
* List the notable differences in the 3DS prototype.

By the 3DS prototype of DMFD, the animation used in Animated Trailer Ver. B / イメージ映像・バージョンB is played when starting up the game. On October 5th, 2011, in a brief interview from Siliconera, Marvelous's Yoshifumi Hashimoto mentions a 3DS game in the works under the codename *DMFD* (*Dragon: Marked for Death*) and that the network features of the game were being worked on at that time.  Several years later, it was confirmed that Hashimoto was fond of the project, and had provided funding in 2011 and 2012 for development to continue on mobile platforms (which may imply that the 3DS wasn't the only platform intended for release). It was during this time that Yoshitaka Hatakeyama, the main illustrator of the *Azure Striker Gunvolt* series, had drawn many of the illustrations that would end up in the final game.

## Nintendo Switch Version (2016-2019)

* List the notable differences between the various Nintendo Switch prototypes:
	+ "Dragon Marked for Death @ PAX West 2018! - Hangin' at Inti HQ Livestream 8/23/2018"
	+ "New Dragon Marked for Death Build! - Hangin' at Inti HQ Livestream 9/27/2018"

* "Dragon Marked for Death @ PAX West 2018! - Hangin' at Inti HQ Livestream 8/23/2018" (https://youtu.be/d5OrBkWFjZQ?t=886)
* "New Dragon Marked for Death Build! - Hangin' at Inti HQ Livestream 9/27/2018" (https://youtu.be/rDe6YIrGM7Q?t=805).

A fully-orchestrated soundtrack was completed by the time the first version of the game was released to the public.

Development was restarted in 2016, and took about another year before significant progress started being made. Due to the relatively strong sales of the *Azure Striker Gunvolt* series, Inti Creates was able to self-publish and take on the full financial burden after receiving Marvelous's approval.

Due to the long hiatus, the dev team didn't feel certain about how close to completion the project was. A former main programmer for *Mega Man ZX* (who was freelance) and a former Capcom multiplayer specialist programmer joined the team, which inspired optimism for producer Takuya Aizu, but director Ryota Ito was not as confident. He felt that the pace of the gameplay hadn't kept up with Inti's newer titles, citing that Shinobi was the only character with a dash, sword and axe attacks were too slow, and enemies took too long to defeat. Due to the numerous issues bogging the pace down, quests took 30-60 minutes to clear.

After the PAX West 2017 demo, it was decided that the character action needed drastic improvement, and thus Hiroki Miyazawa was brought in for his perspective. Miyazawa had worked on the game's graphics 11 years prior and previously worked on some of Amica's sprites. However, over the years he had earned the reputation of "Meijin" (expert player) within the company due to his expertise in action games, primarily demonstrated for the *Gunvolt* series. Additionally, he had proven himself as a planner for various projects and as director for *Bloodstained: Curse of the Moon*. According to Ito, due to Miyazawa's fresh perspective, the characters were adjusted from the ground up to match the speed of *Mega Man Zero* and *Gunvolt*.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Matt Papa, Dragon Marked for Death: 14 years in the making and out today on PS4: https://blog.playstation.com/2020/07/22/dragon-marked-for-death-14-years-in-the-making-and-out-today-on-ps4/
2. ↑ Takuya Aizu on Twitter: "プロモーションプランを最終調整中です。どういった情報を出して行けそうか古い資料までひっくり返していたら、津田さんの書いた草案を発見！制作日付は2008年8月18日・・・。何年作ってるんだよ！って話です。最初はPSPで作ろうとしてましたが、その辺りをインタビューしてくれるメディアさん募集(笑)" https://twitter.com/t\_aizu/status/1084643398466691072?s=20
3. ↑ https://web.archive.org/web/20111011035258/http://www.xbox-news.com/e11243.html
4. ↑ https://www.siliconera.com/marvelous-has-another-online-game-for-nintendo-3ds-in-development/
5. ↑ Dragon Guerrilla Live 3rd Night