Monthly Archives: December 2024

Zoids: Chuuou Tairiku no Tatakai (FC)

Zoids: Chuuou Tairiku no Tatakai ゾイド 中央大陸の戦い (released 9/5/1987, published by Toshiba EMI)

Zoids is a long running franchise that started out as toys, but also includes a number of anime and games. Although I don’t remember ever hearing about it as a kid, it was apparently popular in the US as well. It’s a line of mech robots that are designed after various animals (dinosaurs, bugs, etc). Apparently it was popular initially among adults as well as children because the designs took a more hard sci-fi style and the storyline was not a simple good vs evil fight (although it looks like this was changed as the franchise went on).

This game is a combination of an RPG and action game, which is typical of many of these releases. I’m still a bit surprised at how little copying of Dragon Quest there is at this point — I’d be interested to know more about DQ’s popularity at the time.

I don’t know exactly how the story of this game relates to any other part of the franchise, but it seems to involve the same Helic Republic vs. Zenebas Empire. The main character is Gojulas. The story in the game is fairly basic and I don’t think it develops much throughout the game — you’re just trying to take back places that have been captured by Zenebas.

You start off in the capital city. All the people in the towns are zoids, which apparently isn’t how the rest of the franchise works. There’s no equipment or anything like that so all you’re doing here is talking to people for some hints. In other places you can get people to join your party.

On the world map there are symbol encounters, but there are also hidden symbols moving around. You can see them if you have a pterodactyl unit in your party, otherwise you will stumble into them.

The battles are FPS shooter type. The main issue with them is that all the battles work in exactly the same way. You have 3-5 units, who can only fire at you when they are in your field of view. Every enemy does the same movement — they move back and forth across the field, and they fire one bullet when they change direction. At the beginning of the battle it will be set whether the enemies fire after their move to the right, or after their move to the left.

Regardless of the type of enemy, even bosses, this is how every fight works. Once you figure out how to fight and dodge, you can avoid most damage.

You do level up, although there is no way to see any experience point total. Normally you have to talk to someone in a town to “promote”, but if you get a comm unit item in the first town you will level automatically.

You can also switch Zoids during battle, which is helpful if you are low on HP. But if Gojuras dies it’s game over.

The game is somewhat nonlinear, so I went to a fortress nearby. When you reach a place that has been taken over by the Empire, you have to defeat all the enemies. If you leave the area without doing that, they’ll all return. But if you beat them all, the place will be permanently cleared out and then it will become a friendly fortress (with a password and heal, and such).

I stopped here. This game is more playable than some of the others from the era — the biggest issue seems to be the repetitive nature of the gameplay. But from what I can see, there are no “impossible to solve without a walkthrough” areas nor any places where you just have to grind for hours to pass.

There’s a sequel to the game later in the Famicom era; from what I read it fixes some of the issue with this game and is more highly regarded. I got the feeling from reading some of the Japanese information about this game that there are aspects of the game that bother Zoids fans, but I don’t know enough about the franchise to say.

SRPG 1999 Preview

I’m going to be on holiday until mid-January so I will not be playing Brave Saga until then. I have posts queued up, and I will be playing some switch game (possibly Xenoblade Chronicles).

I thought this would be a good time to provide the list of 1999 strategy RPGs that I will be tackling after I finish Brave Saga. It’s an even longer list than 1998, although some of these are games that I have already played before and won’t replay, and others I’m still unsure whether they count as SRPGs under my definition (marked with question marks below).

Since late 1996 I have been playing entirely Playstation and Saturn games, with the exception of two PC-FX games (and the remake of Black/Matrix). Moving into 1999 there are now six systems of games, which provides some nice variety. Still a lot of PS1 stuff though.

Here’s the list, with some comments on the ones I know about:

  • 1. Ecsaform (PS1) – A patch came out for this recently, I think.
  • 2. Little Witching Mischief (PS1) – I did not think I would be playing a game developed by “Toys for Bob”. I don’t know what to expect here.
  • 3. Device Reign (PS1) – This is actually the final Saturn SRPG on my list, though I will be playing the PS version of course.
  • 4. Tokyo Majin Gakuen Extra Disc (PS1) – This is a short bonus/fan disc so it won’t take very long.
  • 5. Last Stand (WS) ?? – The Wonderswan appears.
  • 6. SD Gundam Emotional Jam (WS) ??
  • 7. Cielgris Phantasm (PS1) – This seems to be an Atelier-like game; not sure if I will play it.
  • 8. Vandal Hearts 2 (PS1)
  • 9. Ogre Battle 64 (N64) – I played this when it came out in the US; I probably won’t play it completely through again but I’d like to remember what it’s like.
  • 10. Real Robot Sensen (PS1) – SRW for real robots?
  • 11. Nadesico the Mission (DC) ???
  • 12. Puyo Puyo Gaiden (GBC) – The Game boy returns! The last GB SRPG was in 1995.
  • 13. Fire Emblem 5 (SFC) – And the SFC returns! Finally I can finish up the system with this very late game for the system, the 5th FE game which has a reputation for being pretty difficult.
  • 14. Front Mission 3rd (PS1) – I really hope I enjoy this one more than the first two.
  • 15. Getter Robo Daisakusen (PS1)
  • 16. Mori no Okoku (PS1)
  • 17. Arc the Lad 3 (PS1) – Same comment as #14.
  • 18. Super Robot Taisen 64 (N64) – This is my favorite SRW story but I doubt I will play it completely through again.
  • 19. Saiyuki (PS1)
  • 20. Growlanser (PS1) – Langrisser’s team moved on to a new series.
  • 21. Shin Masou Kishin (PS1) – I initially mixed this up with Rayblade, an ill-fated game released by Winkysoft after their split with Bandai, but this is actually a Banpresto game. I don’t know much about it.
  • 22. Sunrise Heroes (DC) – This is another SRW-like game; I will be playing the PS2 remake.
  • 23. Vermillion Desert (DC)
  • 24. Kukuroseaturo (PS1) – Released as “Eternal Eyes” in the US.
  • 25. Ouka Houshin (DC)
  • 26. Gate Keepers (PS1)
  • 27. Faselei! (NGPC) – The Neo-Geo Pocket Color is not a system I thought I would be playing a game on, but here we go.

Atelier Elie (Best ending)

Before I moved on from Atelier Elie, I wanted to get what might be called the “best” ending, where she and Marlone become “true” alchemists. In my first post on the game I outlined the way to get this ending.

These “marie point” events are not easy to activate. Even on my replay, knowing what the events were, I was stuck at 7 points for a while because I couldn’t get the necessary things to happen.

What I eventually figured out is that the event with Mirukasse requires your friendship to be above a certain point. Normally when you pray at the church nothing happens, but if you go on a day ending in 5 she will ask for a donation and that increases the friendship. I did this a few times and the event finally happened where she asked me what my goal/dream was. This is confusing because I was pretty sure this event happened on my first playthrough but because my alchemy level wasn’t high enough, I didn’t have the option to respond in the correct way. But given what happened in this playthrough it seems unlikely my friendship with her was high enough to activate that event so early in the game — perhaps I was misremembering some other question that she asked.

In any case, once you have the necessary points you just have to get Marlone’s friendship up to 70 — I’m not exactly sure how the friendship works, but if you just keep going out to gather items you will eventually get there. I think you can just go to the nearby forest and immediately leave, and just repeat until it’s 70.

Finally, you need to raise Alchemy level to 40, go do an event in the far away city where you first get Marlone, and then raise Alchemy level to 45.

I am not certain exactly what the most efficient way to get alchemy levels is; I don’t know if you get more experience for more complicated items, or what. I did eventually hit on a method that raised the level pretty quickly.

Basically I spent a month or so crafting new items (or working towards that goal). I had 5 fairies that were all collecting items from the far away places. After that, I would go to the tavern.

You get experience from doing requests, so I would do as many of the “rich” requests as I could — even if I had to do them with cheaper items that lowered my popularity, I was always able to recover that through doing the regular requests or having at least 1 or 2 of the rich requests go well.

After that I would often take one of the bar requests, fulfill that, and then craft more items until the month was over. With this method I was able to reach level 45 fairly quickly.

The ending is fairly short; Ingrid is satisfied that both Marlone and Elie have discovered the true meaning of alchemy, and they each go on their separate ways to continue to perfect their craft.

At this point I felt like I had gotten enough out of this game. It’s fun, but the system is still primitive enough that it starts to feel tedious and limited after a while. I could have gotten the other 5 or so endings, or tried to fill out my item book (it’s at 183 out of 200 items), or tried to go for some of the “love” related events. But in the end the game is just a bit too formulaic to play it that much.

The next Atelier games are ports of Marie and Elie to the Game Boy in 2000; from what I understand these are not just ports/remakes but semi new games. I probably won’t play them much but I will see what they’re like. The actual third Atelier game is Lilie, which came out for the PS2 in 2001.

SRPG 106 – Farland Saga 2 (PSX)

Farland Saga: Toki no Michishirube (ファーランドサーガ 時の道標), released 12/3/1998, developed by TGL

This is the followup to the first Farland Saga game. It was released for computers in 1997, then a Saturn port followed in 1998 and a Playstation port in 1999. As usual I am playing the Playstation port. The game is a direct sequel to the first game, although there are not many plot connections. The main character is Karin, who was an 8 year old child in the first game, and is now 16. Most of the other characters are new, and the main plot of the new game is unconnected to the first one.

The gameplay is mostly the same, so I thought I would look back at the criticisms I had of the first game and see if they also applied to the sequel.

My biggest complaint there was how slowly the game played. This is not as much of an issue in the sequel. Of course now that I am using the playstation emulator instead I can speed up the game, but even if you don’t do this, the game is still much smoother and does not pause so long on the enemy turns. You can turn off all the moving and attack animations to make it even faster.

My second issue was about the 3/4 map, and how you can’t rotate the view. This also was not quite as much of an issue. They got rid of the overhead map for some reason, but on the whole it is much easier to see where your characters are, and you can press a button to enable “transparent mode” where the characters who are behind obstacles will be highlighted.

You still can’t move through your own allies.

The shop interface was another huge problem with the first game. They have a totally different, but still bad, interface here.

At least this time, the main action takes place in one city (or environs), so you can often choose to go to the weapon and item shop, rather than having to only do it after certain battles. However, the interface is still extremely frustrating. All you can see in the shop is who can equip the item; you can’t see how it compares to what you have. You then have to go to the equip menu, but the only way to see how the new equipment compares is to look at the data for both items, and every time you look at one item it then kicks you back out to the character select screen. I just don’t see how companies are still unable to make something as basic as a functional shop/equip interface — I suspect that the computer version was probably easier to deal with because of the use of point and click mouse, and when they ported it over to the consoles they just didn’t spend much time retooling it to work better with a controller.

My comments here still apply:

The system involves height and facing this time. The height part is a little bit half-assed though because it doesn’t affect missile weapons or spells at all. The obstacles also don’t block them at all — the sticks and spears that hit multiple targets can go through walls and trees.

Spellcasters recover a bit of MP per round so this allows for more spellcasting, although the most expensive spells will require some MP restore items to be able to use them well. They also grow in effectiveness as you level, which is nice

My next big complaint about FS1 was about the way that a small difference in levels between enemy and character makes a huge difference in how effective they are. This is basically the same in FS2; if you are just 2 or 3 levels below the enemy you can expect to deal 1 damage with each attack and take huge damage from the enemies. At first I thought this was not as big an issue because of the guild mission system.

The game generally progresses by taking missions from the guild in town. When you finish the mission, you get gold and bonus XP that you can distribute among your characters, and they have some default options — the “balance” option tries to give XP to your weaker characters to catch them up to the stronger ones.

Because of this, I was ready to say that the level difference thing wasn’t as much of an issue, but I was wrong.

As with the last game you just play the stages in order, with no free battles or any optional content. The only way to do any sort of grinding is to purposely prolong battles so you can cast buff or heal spells to build XP. I didn’t do this, and I reached a point near the endgame where I was not able to proceed.

In this map, all of the enemies rush you at the beginning, and all of them have large AoE spells. The worst is the boss, who uses Vanish (very wide range) and my guys were taking 60-80% of their HP in damage from those. I tried the battle seven times and was not able to survive past the 4th turn.

I watched two videos of people playing the game, and they were doing exactly the same things I was doing in terms of battle strategy, but their characters were 3-4 levels ahead of mine and they were taking far less damage from the enemies, and doing more than 1 damage to the boss. I also saw several reviews that warned players to do some grinding in the battles or they would end up unable to win the battles near the end.

I was hoping there would be a cheat code that could allow me to move up just a few levels, but I didn’t see one, so I decided to stop playing there. I could have gone back to a previous save and done some more “grinding” but I didn’t think it was worth it.

The story is decent. Karin has decided to leave the island that the first game took place on, and go to the main continent. There she runs into Arl, a swordsman who has completely lost his memory. The first 2/3 of the game is mostly character development, as Karin builds her reputation in the guild and meets the various characters that join the party:

  • Alice, the daughter of a rich man in the city; she’s a healer
  • Sara, a fist fighter who wants to marry Arl
  • Radish, a winged cleric
  • Sophia, a thief who had a prior relationship with T.T. (the only other returning character from the first game)
  • Lulu, her child (mage)

I’m not entirely sure how the story turns out in the end, but eventually we learn that Arl is the avatar of some kind of god-like figure who watches to protect the timeline, and opposes the party (we get sent back 8 years into the past, but it’s not clear why).

As with all the other Farland games, this isn’t really worth playing. I would say that of the ones I’ve played, this is probably the best one provided that you can do enough levelling to set yourselves up for the final stages. This game has the least awkward interface of the series, the story is decent, and it’s not as slow moving as all the other games. There are so many other good SRPGs out there, though.

Fortunately this is the end of the Farland series for me; the Farland Odyssey games were never ported to console.