The History of Willow
Willow reached the Famicom on July 18, 1989, and the NES that December, developed and published by Capcom from George Lucas's 1988 film. It was the second Capcom Willow game of 1989: the arcade had already received a side scrolling platformer, a completely different game. The home version is an action role-playing game in the vein of The Legend of Zelda, with Willow Ufgood traveling largely alone through a world the film only sketched.
THE MAKING
Capcom's licensed character strategy, stated on the recordCapcom director Yoshiki Okamoto explained the strategy plainly in a 1989 interview: the game was part of a broader push to appeal to a wider audience by using established characters from other media, because the company's original characters could be too niche. He placed Willow alongside games built on Area 88 and Destiny of an Emperor. The NES game was directed by Akira Kitamura, who also wrote it, and produced by Tokuro Fujiwara, the same producer behind Sweet Home on this shelf, in the same year.
Composer Harumi Fujita remembered the assignment warmly decades later: "I put a lot of energy into the music for Willow. The producer of Willow was the same producer who made Mega Man. He was an extremely talented individual and I was elated to have the chance to write music for his game, so I put my all into it." And there is a footnote the industry kept: when Shinji Mikami joined Capcom in 1990, every accepted new hire received a free copy of this game.
THE DESIGN
Zelda's shape, an RPG's numbers, no money at allWillow explores an overhead world one screen at a time, sword and shield in hand, gathering spells and equipment from houses and villagers. Unlike Zelda, the game underneath is a true RPG structure: enemies defeated in real time grant experience, levels rise, and the hero's strength is a number that grows. Two absences define it as much as its systems: there is no money system, every item is found rather than bought, and there is no battery save. Progress is kept by password, and not a gentle one.
The film's plot is a loose frame rather than a script. Willow meets the film's cast briefly and travels on alone, which gives the game a lonelier, stranger tone than its license suggests, closer to a folk tale the film happened to share a name with.
THE EDITIONS
The versions, documentedTHE RECEPTION
Scores, sales, and the dissentWillow's reception is a study in licensed game gravity: critics scored the template, and players kept the game on all time lists anyway, at the low end, for thirty years.
THE LEGACY
What it left behindWillow is now filed as one of the five years of Zelda followers, alongside Neutopia, Golden Axe Warrior, and Crystalis, and its most durable legacy may be comparative: it is the control group that shows what Crystalis did better. Within Capcom, it stands as a document of the licensed strategy Okamoto described, and of a remarkable 1989 in one producer's office: Fujiwara shipped this and Sweet Home in the same year.