Monthly Archives: June 2026

JRPG 51 – Elysion (FC)

Elysion (エリュシオン), released 10/27/1988, developed/released by Tokyo Shoseki and System Soft

This is a port of a 1986 game released originally for computers. It’s also the first of these old games that I actually completed! I could not find a manual for this game so I used a walkthrough to figure out how to play.

It’s a top-down action/adventure style game, although unlike a lot of other ones of this style it’s not in real-time. The monsters only move when you are moving.

You start by choosing one of four classes (or “race/tribe”):

The choices are basically fighter, magic user, archer, and a kind of magic/fighter combo. After playing the whole game I feel like the fighter is probably the best choice, but I chose Diana (the archer). As it turns out bows are kind of annoying to use because they run out of arrows, although there is an infinite arrow trick you can use. In the end even though I chose Diana I hardly used arrows, and the spellcasting was also not that useful (other than healing) — this was in part because of the interface, though.

Your goal is to defeat Baal, but first the king has to know that you are worthy to be a true hero. He tells you to go to the nearby dungeon and recover a ring and two scrolls. Until you do this, you can’t use any of the inns.

The first dungeon is actually one of the most annoying dungeons because it’s like a maze and quite large. But it’s doable (especially if you make or use a map). Basically you walk around, stab the enemies, and find treasure chests. There are pools that recover your HP and MP. If you die, you simply get taken back to the King with your XP intact, so you can just keep going in again and again until you eventually find the ring. You will also find useful weapon and armor upgrades in the chests as well (much of what’s in there is randomly decided, I believe).

The equipment works off weight. The higher your level, the heavier equipment you can equip. There are also items that do things like teleport you back to the king, let you enter pits, summon things, and other uses. Your inventory space is pretty limited, though.

Once you do the initial quest you are pretty much free to explore the whole world. At the beginning the goal you are given is to find 10 scrolls, but that turns out to be optional — returning them to the advisor is a good way to increase your money, and if you get them all you get a Heal Ring which is useful. What the actual goal turns out to be is to find three jewels that will unlock the Holy Sword as well as the path to Baal.

One nice thing is that you level up not just from beating enemies, but also from completing subquests and goals. (Apparently if you are speedrunning it’s possible to avoid most enemies in the game and rely on some level raising fountains and the quests)

There are a fair number of hints you can get from the scrolls and inns (and people), but I will admit I used a walkthrough to figure out where most of the stuff is. There are several different overworld areas and a number of dungeons to explore. The scrolls have a variety of ways to recover them; some are just in chests, but others involve more intricate means.

The last dungeon has these mirror image figures that come out endlessly; this is a great source of XP and can level you up pretty much as high as you want without too much trouble.

Reaching the last boss is kind of annoying; you have to break down all these walls with “needles” and they keep changing positions, meanwhile enemies attack you. But the final boss itself is quite easy.

Happy end (although the sprite of the hero in a wedding dress is quite rough…)

Anyway, this is not a bad game for this period. I’m not sure how doable it would be with no hints, though. There is a fan translation!

SRPG 131 – Langrisser Millenium Wonderswan (WS)

Langrisser Millenium WS: The Last Century (ラングリッサーミレニアムWS THE LAST CENTURY), 3/9/2000

Although the Langrisser series proper ended with V, Masaya continued to develop a few more Langrisser games though I don’t know how much (if any) the original development team was involved. The Dreamcast Millenium game was a strange action-strategy hybrid, but this Wonderswan game is in the style of Langrisser 1 and 2.

I don’t know if the storyline is directly related to the other Langrissers. It does have the swords Langrisser and Alhazard in it, but I didn’t see any obvious connections to the other games beyond that. It may just be that I don’t have a great grasp on the Langrisser lore, though.

The game is entirely in black and white, of course. Fortunately the text is a large, readable font. The graphics do sometimes interfere with the gameplay — it can be hard to tell exactly where your characters can move because the highlighted ranges blend in with the background. I had this problem with SRW Compact 1 as well but they had solved it by Compact 2.

The interface as a whole is not as good as it could be. You can get the needed info without too much trouble, but the game doesn’t have the auto-moving troops (I forget when that was introduced), the equipment interface is more annoying that it needs to be, and the battle sequences with no animation are a little confusing to figure out since you get no information at all about what happened, you just have to look at the HP of the units afterwards (especially chaotic during enemy turns).

The story is pretty similar in style to previous games. It plays out over 17 stages, with one single branch in the story. I didn’t do both routes so I’m not sure exactly how the story changes — the way the choice is framed, it does not sound like this is a drastic story change along the lines of the “Imperial” route of Der Langrisser. But I’m not sure. (I did find one Japanese blogger reviewing the game who said there was basically no difference; it results in you joining one of two sides but regardless, the other side plays the same role in the story and you get the same final boss.)

The main character is a 15 year old boy who farms with his mom. Some thieves attack to steal their animals, and after fighting them off it turns out that the boy is actually the prince of a defeated kingdom and that his “mom” is not his real mom, but the remnant of the Imperial guard of that kingdom. So the boy has to go out on a quest first just to beat the bandits, but gets swept up into a larger plot involving two sisters who are trying to prevent an ancient weapon from waking. It’s all pretty typical stuff with nothing too surprising but it works as a standard RPG plot.

The gameplay is pretty much what you would expect from the older Langrissers. It’s completely turn based and on a grid. They’ve added a few new types of units (the thief/straight sword, and monk/fist units) so the compatibility table is a bit more complex. But they don’t have any monsters, so I guess it works out to about the same in the end.

Perhaps due to system limitations, you only have 5 commanders with a max of 4 units each. The enemy forces tend to be small too. The map design is not as varied and complex as L1 or 2 either, with most missions just being you vs enemies on a flat map. Only a few of the maps involve any kind of obstacles.

The game is quite easy. The beginning parts can pose a bit of a challenge here and there, but it seems to be easier and quicker to level up than in the other games and once you reach the MC’s third class (much less the optional King class), the game doesn’t offer much challenge anymore. The enemy AI is also not especially smart in some cases; there were multiple maps where the commanders of the enemy units acted before the rest of their troops, and came in and attacked someone who killed them from full HP on the counterattack.

In the end, this game is notable as the last hurrah for the traditional Langrisser style (going even back before the real-time experiments), but the game is so short and easy that it’s not going to feel particularly fulfilling to people who are itching for more of the classic gameplay, especially when combined with the black and white graphics and often clunky interface.

Having said all that I should put in my usual caveat for handheld games from this era. It can be somewhat unfair to judge them now because a big advantage of these games at the time was that you could play them away from home, or even just in your home but without having to be in the TV room (or take up the TV someone else might want to use). So even if the games were simpler and shorter than the main console games, they were still often worth playing. But that advantage doesn’t exist anymore unless you insist on playing everything on original hardware.

JRPG 49 and 50 – Battle of Olympus (FC) and Aspic (FCD)

Battle of Olympus (オリュンポスの戦い), released 3/28/1988, developed by Infinity, released by Imagineer

This is a side-scrolling Zelda 2-like game, although it may be closer to the type of game that is later called “Metroidvania.” There are eight parts of the world and you can travel somewhat freely at the beginning but if you don’t have the right items and such to progress, you will have to go elsewhere. The RPG features are mostly equippable items and weapons. It was released in the US as well, so probably a good number of people have played this game.

The game is based on ancient Greek myths (sort of). Your beloved Helene has been captured by Hades, and the main idea of the game is to first find Zeus who will order the other gods to grant you their blessing, then find the other gods in the various areas of the game, and finally go to Tartarus to defeat Hades. A lot of characters and items from Greek myths appear in the game.

As with the other games of this type, you can enter houses to talk to people for hints. Orpheus (the main character) starts with a club, and can just jump and attack. There is no real ‘sub’ weapon although you get some items that are used with select. You earn olives that are used as currency to buy things.

The starting enemies are already annoying because you can’t hit them until they jump. I explored around a bit without a map or anything; I came across Athena in the next area but she threw me out. It turns out I had to find Zeus first. Once I did that, Athena gave me a shield.

The shield allowed me to block attacks from these spear throwing enemies, and was supposed to let me beat the Lamia.

But I tried to beat the Lamia about 15 times and I could barely even get one hit in, so this is as far as I got. Since there’s no way to level up or anything, it’s purely a skill issue here. Anyway this game is available in English so plenty of people have reviewed it, played it, and recorded their plays. Moving on:

Aspic (アスピック), released 3/31/1988, developed and published by Crystalsoft

This is a port of a 1986 computer game. It’s a hybrid that combines first-person dungeon, top-down RPG, and action battles. I found it very difficult to play.

The game is a sequel to a 1984 game called “Lizard” that was an entirely first-person maze RPG (never ported to consoles as far as I can tell). In that game the hero needed to find the Scroll of Truth to break the curse on a princess, but now he returns to the kingdom and finds the princess has been kidnapped. A wizard came saying he could break the princess’ curse but ended up kidnapping her to take her to become the wife of the serpent Aspic. So the hero now has to go save her. (I will spoil the ending at the end of this post…I guess I probably don’t need to spoil warning a 1988 game that nobody is going to play, but just in case.)

I had a really hard time even starting the game; the emulator had a hard time recognizing the disk side swap (a problem I’ve never had with any other FC disk games). I was about to give up but eventually it somehow worked and I was able to play.

The overhead view looks like this. The big problem is that whenever you reach the edge of the screen, the screen scrolls very slowly about 4-5 tiles over, making it very annoying to wander around the world. In this initial area you only meet other humans like farmers or warriors. You can get the warriors to join your party as kind of expendable grunts. The farmers will give you tips. If you go into the starting castle there’s a first-person maze.

I found the maze graphics very offputting as well. It was often hard to tell where I had moved; sometimes the walls seemed to lack continuity between moves and the graphics were slow to update as well. The initial castle has nothing in it despite it being medium-size; even the king just says “go save the princess.”

What you should do is go down to the Sea World area to go in some towers. Here you can fight monsters.

The battles are action. You just move forward and hit the enemy with your sword. It will knock them back and do damage, but they might run if you are not careful. If you have other party members, they will get half the xp (and you can have them fight as well).

At the beginning you have no gold so you can’t heal effectively or do anything, so the best thing to do is get grunts and have them fight (with your MC getting half the XP), and then if they die, just go back to the starting area and grab another one.

Apparently the game is not very long, and once you get used to the combat you can defeat anything in the game with little trouble. But I found the slow pace of the game and the visuals too annoying to keep playing. One thing this game is known for is the bleak ending: once the hero defeats Aspic, he returns to the castle with the princess. The king tells him to leave because he has been cursed by Aspic. What you have to do is go to the evil world, recruit a few monsters there, and then go back and kill the king. Once you do this, the main character possessed by Aspic becomes king. It turns out that whoever kills Aspic inherits the curse, so this cycle will continue for all eternity. Pretty surprising ending!

SRPG 130 – Aura Battler Dunbine (PS)

Aura Battler Dunbine (聖戦士ダンバイン 聖戦士伝説), released 3/4/2000, released by Bandai

Dunbine is a 1983-4 anime series by Yoshiyuki Tomino, about young man who is summoned to an alternate word Byston Well to fight a war in the small magic-mechs called Aura Battlers. I’ve never seen the series although I’m quite familiar with it from its repeated appearances in Super Robot Wars. There will be spoilers for the series in here if you care about a 40 year old anime being spoiled.

Rather than directly following the story of the anime, the game involves a new person from Earth as a main character, who gets summoned to Byston Well and then soon ends up as the king of one of the small countries. All of the characters from the original series appear in the anime and the story can roughly follow the path of the anime although there are numerous branching paths.

The two major story branches are the “Law Route” in which you fight against Drake Luft (as in the series), and the “Chaos Route” where you join him. Within those routes there are 4-6 endings for each one, although some of them seem to be slight variations of each other.

There are a lot of choices you make during the game, although it’s hard to tell how many of them are actually affecting things or whether they are just slightly changing the next battle’s layout.

There’s no good walkthrough for this game (you can find one if you use archive.org but even it doesn’t cover everything) so I just made whatever choice I felt like. I ended up getting the ending that is basically the TV series. I opposed Drake Luft. About 2/3 through the game, the event happens from the series where a character named Jacoba Aon sacrifices her life to expel all Aura Battlers from Byston Well to Earth, and the rest of the series takes place on Earth. The series ends with virtually all of the characters being killed in a climactic final battle, although I remember reading that there’s some indication that their souls might go to Byston Well. This is clumsily handled in the game; after the easy final battle where no one on my side died, there’s this vague ending narration that would be incomprehensible if I didn’t know what it was supposed to be describing from the anime.

The ending screen then says “Game Over”; I don’t know if it always does that or if it simply indicates that I got a bad ending.

The (now deleted) site I mentioned above did seem to include all the endings, some of which are better than the TV one. The most intriguing ending is one that you can get by not using any aura battlers during the game and doing some other things, which results in your characters not being sent to Earth with the rest of the characters, and eventually living in peace in Byston Well. I suppose this could be considered a good ending? In another one, you can defeat Drake and Bishott before the “expel aura battlers” event occurs, which is another way to have a more peaceful ending.

Overall, though, the story seems kind of thin — so much of it is just “OK now which target are we going to attack” without much development of the characters or situations. This may have been necessitated by the high amount of variation in what characters you would have on your team, what the alliances would be, etc.

Your entire force starts out as these dragon things which I don’t remember from SRW (probably because they are not mechs). Once you progress in the game a bit you can start buying and developing aura battlers. There are something like 60 different ones you can get, but this aspect of the game is pretty clunky and undeveloped. The story mostly forces you to go to specific places so your opportunities to buy ABs are very limited, and it’s not particularly easy to find new ones to develop either. I hardly developed any mechs throughout the game, relying mostly on the ones that the game gave me. It just didn’t seem worth the money or trouble to try to get that system working.

Fortunately (or unfortunately) you don’t really need to develop any mechs because the items you can equip on the mechs are extremely powerful and can easily make even the Dunbine or other early-game mechs competitive at the end of the game. I spent the majority of my money on these items — you can also buy some new weapons as well but I pretty much ignored this too. You can always build up more money by going to the local forest for a free battle but this didn’t seem necessary.

The battles are also pretty disappointing. There isn’t much care put into the map design; mostly it’s just your force against a group of enemies all put together like the image above, and you have little to do but just move towards them and fight head-on.

The game is on a speed-based turn system, so speed is a good attribute to increase via items. You can move and then attack — one thing that I didn’t realize at first is that you have to manually change your facing at the end to make sure you are in the right direction to use attacks. Ideally you want to attack them from behind, of course. You can counter, dodge, or block (although some options will not be available depending on distance and facing).

You have an Aura point meter that goes up as the battle proceeds, and you can use that to do special attacks. I didn’t find the special attacks did all that much more damage than the regular hits.

Occasionally you also have these one-on-one combats. First off, the two images above are the regular image and then the second has 4x internal resolution turned on, which makes the sprites look a lot better.

In these one-on-one combats you just wait until the turn bar glows and then you can hit circle to choose a command (I think if you let it fill up completely it does more damage). You might have to move into range if you want to use a melee attack. These also were pretty basic and boring because the animations take so long; as long as your main character’s mech has enough good items on it it’s hard to lose any of the fights.

On the whole I found this game fairly disappointing. The battle system is not developed enough to make it fun to go through all the stages, and the mech development is limited. The story is OK but as I said above, too reliant on long stretches of plot development that is little more than “here is where we should go next”. The multiple story paths and possibilities for endings are interesting and do give the game some replayability if you want to go that route. The “no aura battler” thing would be very tough.