The Return of Ishtar

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The title screen displays 'The Return of Ishtar' in large magenta and yellow lettering across the center, with black silhouettes of characters positioned around the text. A solid dark green background fills the screen. Below the logo, blue text reads 'PUSH START BUTTON TO START THE GAME', followed by 'namco' in red text at the bottom. The overall layout uses a simple arcade-style presentation with high-contrast colors and pixel-based typography typical of 1986 arcade hardware.

The Return of Ishtar

伊丝塔之归来:The

4.5 (3.4K)
Arcade Action 579 plays

The Return of Ishtar is an action game released by Namco in 1986 for arcades, serving as a sequel to The Tower of Druaga. Players control Gilgamesh and Ki together in a cooperative two-player format, navigating through a series of overhead-view stages. One player moves and attacks with a sword while the other casts magic spells to defeat enemies and progress. The game features a continuous stage-based structure where the pair must escape from the tower. Enemies appear throughout each stage and must be cleared or avoided. The cooperative design, where each player controls a different character with distinct abilities, was a notable feature for its time. Single-player mode is also available, controlling both characters simultaneously using separate inputs.

Developer
Released
Platform
Arcade
Genre
Action
Rating
4.5 / 5 (3.4K)
Last updated

About The Return of Ishtar

The Return of Ishtar arrived in arcades in 1986 as a direct sequel to Namco's Tower of Druaga (1984), continuing the mythologically inspired action-adventure series that had become a notable fixture in Japanese arcades. By 1986, the arcade landscape was shifting rapidly — Capcom's Commando and Data East's Heavy Barrel were pushing action games toward run-and-gun intensity, while Namco itself was riding the success of titles like Pac-Land and Baraduke. The Return of Ishtar carved its own niche by leaning into cooperative puzzle-action rather than reflexive combat, making it a distinctive offering on the arcade floor. The game follows the characters Gil and Ki as they attempt to escape the tower that served as the setting of the original Tower of Druaga, reversing the journey of the first game in both narrative and structural terms. Where Tower of Druaga tasked a single warrior with ascending floor by floor, The Return of Ishtar places two characters — one a sword-wielding fighter and the other a magic-casting priestess — in a cooperative framework that was genuinely uncommon for its era. The control scheme assigns each player a distinct role: one player controls Gil, who can attack enemies directly with a sword but moves in a more limited fashion, while the other controls Ki, who possesses magical ranged attacks but is physically vulnerable and cannot survive direct enemy contact for long. This asymmetry means that the two players must coordinate constantly — Ki's magic is essential for clearing certain obstacles and defeating specific enemies, while Gil must act as a physical shield and close-quarters combatant. The game is structured across a series of rooms or floors, each presenting a self-contained layout populated with enemies and environmental hazards. Players must navigate each room, defeat or avoid enemies, and locate the exit to progress. Hidden items and secrets, a hallmark of the Tower of Druaga series, are scattered throughout and reward thorough exploration. The pacing is deliberate rather than frantic, demanding communication and spatial awareness over twitch reflexes. In its era, The Return of Ishtar was recognized in Japanese arcades as a thoughtful follow-up that expanded the lore and mechanical vocabulary of Tower of Druaga. Its cooperative asymmetric design was a talking point among players, and the game found a dedicated audience among those who appreciated puzzle-oriented arcade experiences. Outside Japan, the game had a more limited footprint, as the Tower of Druaga series never achieved the same cultural penetration in Western markets. Nevertheless, The Return of Ishtar stands as an early and earnest experiment in asymmetric cooperative play within the arcade format, predating many later games that would explore similar ideas.

What makes it special

The Return of Ishtar is one of the earliest arcade games to implement asymmetric cooperative play as a core design pillar. Rather than giving two players identical roles, Namco deliberately split offensive and defensive capabilities between Gil and Ki, requiring genuine collaboration to progress. This design choice — where neither player can succeed alone and each brings irreplaceable abilities — anticipates cooperative game design philosophies that would become mainstream decades later, making it a notable landmark in the history of multiplayer game design.

Pro tips

  • Ki's magic attacks are essential for defeating certain enemy types that Gil's sword cannot harm — always keep Ki in a position where she can fire freely.
  • Protect Ki at all costs: she cannot withstand direct enemy contact, so Gil should position himself between approaching enemies and Ki whenever possible.
  • Explore each room thoroughly before rushing to the exit — hidden items following the Tower of Druaga tradition can provide significant advantages in later stages.
  • Coordinate movement so that Ki fires while Gil draws enemy attention; splitting up without a plan will quickly leave Ki exposed and vulnerable.
  • Learn enemy movement patterns in each room before committing to an attack route — many enemies follow predictable paths that can be exploited safely.

The Return of Ishtar Controls — Arcade Keyboard Keys

Default keyboard bindings for The Return of Ishtar on our in-browser Arcade emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
Joystick Up Move up
Joystick Down Move down
Joystick Left Move left
Joystick Right Move right
X Button 1 Primary action (jump / confirm)
Z Button 2 Secondary action (attack / cancel)
S Button 3 Tertiary action
A Button 4 Quaternary action
Q Button 5 Fifth button
W Button 6 Sixth button
5 Insert Coin Insert coin
1 1P Start Start / Pause

Coin and Start are convention "Insert Coin: 5" and "1P Start: 1". Some arcade boards expect specific button mappings — check the in-game prompts on coin-up.

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

The Return of Ishtar Longplay & Gameplay Videos

Watch a full playthrough of The Return of Ishtar on Arcade before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"The Return of Ishtar" Arcade longplay 1986

External references

Frequently Asked Questions

When was The Return of Ishtar released?

The Return of Ishtar was released in 1986 for the Arcade.

Who developed The Return of Ishtar?

The Return of Ishtar was developed by Namco, available to play in your browser on RetroGameSpace.

What type of game is The Return of Ishtar?

The Return of Ishtar is a Action game for the Arcade, playable instantly in your browser — no downloads, no installs.

How can I play The Return of Ishtar for free?

Open this page and click "Play Now" — The Return of Ishtar runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play The Return of Ishtar in the browser?

No. The Return of Ishtar streams from a public archive into a browser-side Arcade emulator. Nothing is installed on your computer.

Can I save my progress in The Return of Ishtar?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original Arcade cartridge supported.

Does The Return of Ishtar work on mobile devices?

Yes — the Arcade emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play The Return of Ishtar this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of The Return of Ishtar. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

Is The Return of Ishtar better played with two players?

Yes, strongly so. The game is built around asymmetric cooperation between Gil and Ki. While some cabinet configurations may allow a single player to manage both characters, the design intent and the bulk of the challenge assume two players communicating and coordinating in real time.

How difficult is the game for newcomers?

The Return of Ishtar is moderately challenging. The asymmetric roles create a learning curve for new pairs, and Ki's fragility means mistakes are punished quickly. Players unfamiliar with the Tower of Druaga series may also find the hidden-item discovery aspect opaque without prior knowledge.

Do I need to have played Tower of Druaga first?

It is not strictly required to understand the gameplay, but Tower of Druaga (1984) provides narrative and mechanical context. The Return of Ishtar reverses the journey of the first game, so familiarity with the original enriches the experience considerably.

Is the game worth playing today?

For players interested in arcade history and the origins of cooperative game design, yes. Its asymmetric two-player mechanics remain genuinely interesting. Casual players may find the deliberate pacing and hidden-secret structure demanding, but retro enthusiasts will find it a rewarding curio from Namco's mid-1980s output.

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