Author Archives: Kurisu

SRPG Game 56 – Fire Emblem: Genealogy Of Holy War – Stages 9 to end

Chapter 9

The initial part of this map was difficult. You immediately get rushed by two different sets of units. The first one wasn’t so bad but Hannibal’s armor group was tricky — I had a hard time surviving the enemy phases. Eventually I had everyone arranged right. What makes it difficult is that if you want to recruit Hannibal, you can’t defeat him, and you have to get Seris down to the second castle. Hannibal will begin to retreat back to the castle when most of his troops are beaten, and you can just block the castle entrance and he’ll sit there waiting.

I also sent Fee out to the left to deal with the bandits; it wasn’t working at first but she eventually got a critical hit that helped out a lot. Sety continues to be a monster.

In the next part I got trolled by this lady thief that steals your gold — I lost 65,000 gold and couldn’t even save the town in the end. Other than that this stage isn’t too bad. There’s a triple group of dragon riders that come out at the end. I put Lester on the home castle to guard it but didn’t bother with the others; I wasn’t really concerned about my rank so I let castles get destroyed if it was too annoying to save them.

Chapter 10

The last two stages have a lot of units with sleep staffs. This is annoying because I put the Rest staff on Julia, not knowing that she would leave until the end of the game — there’s only one Rest staff in the entire game. I really do not like the item management system in this game. So what this meant is that often I had to rely on Selis, Fee, and Aress who were reasonably good at dodging the sleep attacks or resisting them. If I did take in my whole force I just had to accept that 5-7 of them would get put to sleep and hope I could finish the enemies before that.

First there’s a huge group of mages. I tried a couple of strategies to deal with them but the right one ended up being just charging them and taking out as many as I could in one round.

Next up a group of horsemen arrive. Fee is taking her usual role of speeding ahead to stop the bandits from destroying towns.

The next difficult part in the stage is when Ishtar and Julius are both near the castle.

Julius is very difficult to defeat and both Julius and Ishtar can kill almost anyone. They will both leave when they either kill one of your units, or you kill either of them. So one easy way to pass this section would just be to sacrifice a minor unit that’s not very useful (I don’t have the Valkyrie staff since I didn’t pair Claude with anyone in gen 1).

I was not successful at all in luring them in; what I eventually did was have Altena kill Ishtar; she started out of the range but then I used Leen dancer ability to give her another move. One they were gone the castle fell easily.

The final part of the stage is not hard. This section has an easy choke point.

Move Selis out here to get the Tyrfing.

Then beat Emperor Alvis, and the stage is done. I beat him with Altena — I was mainly using her because the discord people were badmouthing her so much that I wanted to prove her usefulness.

Chapter 11

The beginning section has annoying mages with sleep staffs so you have to send out some units to beat them. Then there’s a wall of annoyance:

Lots of sleep staff mages, and too many enemies to just charge in with Selis. Basically what I did was take as many units as I could at the bottom of the enemy formation, accept that I would get a lot of sleeping units, and move Selis up to take the castle as quickly as possible.

The next part of the game is not difficult; they create a “pincer attack” to supposedly trap you but the units move so slowly that it doesn’t matter — you can just take the top castle and ignore the “pincer”.

The next part is one of the hardest in the game and probably the true “final boss”.

Those five mages have sleep staffs. The pegasus knights are very hard to hit, and hit very hard in return with Earth Swords that steal your HP. Ishtar is there, as are a bunch of strong units. I lost many times — one time I managed to do it but the castle got destroyed. Eventually I went back to a save before I conquered the castle. First I took out all the sleep staff mages with Fee. I then moved everyone up and was still having problems. But eventually I got the right formation. For some reason the pegasus sisters decided to all attack Shanan, who was easily able to dodge their attacks and take them out with Balmung. From there the rest of the enemies were manageable, just being careful of Ishtar’s range.

At this point the game is more or less over. The last two castles are an interesting setup but I guess they match the way the other games’ final bosses have worked. Julius sits in the castle surrounded by 12 powerful units representing every type of weapon. It is apparently possible to take them all on with your main force but it’s very difficult and the dialogue clearly indicates that’s not what you’re supposed to do.

Instead, you need to free Julia from her mind control by going up to the NE castle. I took only Selis, Aless, and Fee. Julia will helpfully follow them, and if you take the roundabout path to the north you can avoid the 12 units from moving. The mages can be taken out pretty easily, then Selis talks to Julia and Julia visits the castle to receive the Naga magic.

 

With Naga, Julia can take out the 12 powerful units plus Julius on her own. I sent Selis with her for the leadership bonus and to help pick off some of the units. As I said, this “special weapon to kill the final boss” has been in all four games to now.

After the credits you get a ranking — mine was pretty low because I let a lot of castles get destroyed, and lost a fair number of units (it saves the stats even if you reset).

Overall I had fun with FE4 — I’m not sure that the larger maps had the same quality of design as the previous games, and the numerous palette-swapped characters felt more generic than some of the previous titles. But the story was entertaining, and the gameplay in general was fun. As I said before, I really did not like the way gold and items were handled in the game despite fans of the series praising it.

This is the last we’ll see of Fire Emblem for a while. The next game was released in September 1999, one of the last games for the Super Famicom. I always find this amazing because at this point the PS2 was six months away and the Nintendo 64 had passed its peak release schedule. But the last game for the SFC came out after the PS2’s release!

Next up is Energy Breaker, the last of the SFC SRPGs (aside from Fire Emblem 5).

SRPG Game 56 – Fire Emblem: Genealogy Of Holy War – Stages 6-8

Stage 6

You start out with a whole new set of people here, and slowly build up your party again. Given the length of this game, it’s almost like two games in one. Lakche and Skasaha are twins, children of Arya and Aeden. I found that Lakche was a great character but Skasaha not so good, even though they should be similar. I think it may simply be the equipment; Lakche starts with the Hero Sword, which is a big help. You can put siblings together and they may get a critical hit bonus.

The first task is to choose between Johan and Johalva, or kill them both. It seems like the best one to take is Johalva; if you conquer the south castle, Julia gets a better attack magic than if you conquer the left one. But neither character is all that good (because early FE hates axes). This was a little tough to do with both armies rushing me, but eventually I was able to get Lakche in there to talk to Johalva. I did have to restart though — the first time I went too slow. Johalva chased Arthur into the mountains and got killed by counterattacks.

The rest of the stage is not too bad.

Stage 7

 

This stage is quite complex. You start with three separate groups of characters — Leif, Finn, and Nanna at the bottom, Patty and Shannan at the left, and the main group in the NE.

The first group is separated from the rest of the party until near the end of the stage. They start out having to deal with some troops attacking their castle, and another force will come out later. You can abandon the castle (without it being destroyed) and head away. Despite my unpromoted Finn I kept everyone at the castle except Nanna, who went out to deal with the town bandits. This took some coaxing (Finn kept dying) but it worked in the end.

Patty can talk to Shannan and give him a legendary weapon, which makes it fairly easy to keep that team alive provided Patty doesn’t make a wrong move. I moved the main army towards this area, took out all the enemies, and conquered the castle.

Now we have to head south, and recruit Aless. He has a legendary weapon so you have to be careful, but once he’s recruited he’s a great unit. Tinny can also be recruited fairly easily. Now we have to head back up to take over the castle we skipped and rescue Leen (our gen 2 dancer)

 

The final area’s not too bad except for the boss — the bosses on the whole get much more difficult from this point out. It was helpful to use all of the evade up effects stacking on each other. Next stage we get Folsety again, which is a good boss killer.

Stage 8 

The beginning of this stage has a few units go up to the castle at the top. I found it impossible to actually defend that castle with the annoying spear knights, and so I just abandoned it and took everyone south. It wasn’t that hard to deal with them all near the starting castle before I moved forward.

Recruiting Faval with Patty isn’t too difficult (I may have danced to get her into range).

Sety has Folsety so there’s not too much difficulty with him and these dragons, although a lot of them went around the castle to attack me instead. Bows > Dragons

I got trolled by a thief here that stole 65,000 of my gold and then I wasn’t even able to save the town. Oh well.

One side note — this game reuses enemy faces quite a bit.

He starts out on the first stage as Zane but he appears at least 5 more times. They even did this with some more significant figures, which is kind of strange.

Three stages left!

SRPG Game 56 – Fire Emblem: Genealogy Of Holy War – Stages 4 and 5

Stage 4

This is a long stage with a lot of annoying backtracking. A lot of the enemies are mages with long range Blizzard attacks, and there are a fair amount of bowmen and pegasus knights as well. First we head up NE all the way to the castle at the top. 

 After that one is conquered, the bottom part opens up, but a troop of pegasus knights also heads towards the castle at the top. So I kept about half my force there (including the bowmen) and sent everyone else down. Unfortunately I didn’t realize that a fair number of units cannot cross the mountains and so can’t make it to the next castle without first conquering it and then using the Warp Staff. Also, you really want Levin down there so he can visit the castle for the Folsety magic. I also had to deal with Pamela heading back for a second round of pegasi.

In the end it took a lot of resets but I managed to conquer and hold the bottom castle against the reinforcements, losing only Arden in the process. I revived him with the one use of the Valkyrie staff (30k repair!). At this point the rest of the stage is not difficult. 

At this point I had my love matchups: Arden/Aida, Levin/Fury, Azel/Tilty, Jamka/Aeden, Dew/Lachesis, and Alec/Sylvia.

Stage 5

This is the last stage of the first generation. As far as I can see the instruction manual says nothing about the generations, but it is on the back of the box, so I don’t think it would have been a surprise. But it is a sudden development that this stage ends when you still have 2 castles left, so I think that would have been a shock to people playing for the first time.

The first challenge is reaching Sigurd’s father so that Sigurd can get Tyrfing. You need to move up their fast so the enemies will not go for his dad, but you have to sent some units W as well. I had to restart at least once but finally I was able to open a path up.

Next it’s through the desert, which is annoying because everyone moves so slowly. I don’t know why SRPGs always think they have to have slow movement areas in every game. There are mages hiding out on bluffs, but the pegasus knight can take them on effectively. There’s also a large force of dragon knights; I hung back until they killed Cuan and Ethlyn and then came up to where I was, using my bows to take them down. Then it was a laborious walk through the desert to the next area, with the final boss of the generation.

 

Folsety took him down in one turn, and the rest of his troops evaporate.

Then boom, generation one is done. Overall this stage is fairly short because of the reduced length, and not too difficult since a lot of people have legendary weapons at this point. I managed to fix Tyrfing up to 25 uses or so and repair the other legendary weapons to full before the end of the stage.

Now we have 6 more chapters — I’m already on chapter 7 but I will save that for two more posts covering three stages each. This is a long game!

SRPG Game 56 – Fire Emblem: Genealogy Of Holy War (SFC) Prologue – Stage 3

Fire Emblem: Genealogy of Holy War (ファイアーエムブレム 聖戦の系譜)
Released 5/14/1996, developed by Intelligent Systems, published by Nintendo 


And we’re back to the major franchise of SRPGs, the one that started the whole genre and is still going strong today. The game is different in many ways from FE3, although some of the new concepts in introduced were used in later games.

The biggest change is that there are only 12 maps, but the maps are very large. Each map contains a series of smaller stages within it. By conquering one castle it typically opens up the way to the next one or causes new enemies to appear (from what I have seen so far, there are never any real choices about what to do next). 

Probably because of this, they didn’t feel that they could only allow players to save between maps. I would have expected them to allow a save after conquering a castle; instead they allow you to save at the beginning of each turn. This of course makes the game considerably easier than the previous ones. You don’t have to play as carefully because the risk of a bad move is much lower. They provide 4 save slots so you don’t need to worry about saving yourself in an unwinnable situation. I had a system where I kept the first save slot for the beginning of a chapter, and the second save slot for a safe turn after conquering a castle, just in case I screwed something up and needed to go back.

Here is a list of many of the other changes from FE3:

  • The weapon triangle finally appears. In this game it only affects hit rates but the effect is rather large.
  • Skills have been introduced. Each character has skills like Pursuit (allows a second attack) or Steal (take the enemy’s money). 
  • Promotions now occur at level 20, and can be done in any castle without an item. The level stays the same so there is no longer any purpose to delaying promotion.
  • Money is kept on a per character basis, and you can no longer trade items except with a character’s lover (otherwise they have to sell the item to a shop and then have someone else buy it). This is my biggest annoyance in the game — it’s not fun from a gameplay standpoint and it makes no sense whatsoever within the game world. Sigurd visits a town and receives a magic staff he can’t use as a reward. He refuses to give it to any of the clerics under his control and sells it to the castle instead.
  • Weapons can be repaired freely at a castle (for a cost). The shop inventories are extremely limited.
  • Attack and magic attack have been split. Rather than the “weapon skill” stat, there are now individual weapon skill stats for each type (they only change with promotion)
  • Mounted units, after using their attack, can move away if they have remaining move points. The dismount option is gone (there are no indoor maps).
  • There are some interface improvements, like being able to see the attack range of units, a nicer sortable unit screen, and other things like that.

Another big system in this game is the Love system. Halfway through the game the story switches to the descendants of the initial group (thus the game’s title). The children you get will depend on who you paired up in the first part of the game.

First off, let me say that I’m using my own romanizations for the names — it’s too much effort for me to check the romanizations of all the names against either the NA official ones or any fan translations.

Prologue Chapter

 As an introduction chapter, this is a small sized map (although still larger than previous FEs).

This is basically two parts. The first part is a race to save the towns, although you have plenty of turns since it takes 10 turns for a barbarian to destroy a town in this game. I kept the armor knight in the castle to defend it and sent everyone else out, making heavy use of the “attack and retreat” ability of the mounted knights. This also helps a lot with the bosses since you can rush the castle and then retreat, letting someone else go in.

The second part is a horde of barbarians that all come at you; it can be a bit hairy but in the end I got a few lucky dodges and succeeded. I made sure to to get the silver sword for Sigurd from the NPC unit that comes in. 


 

Chapter 1

The first full sized map. We start at the castle at the top right and there are three castles to capture — each castle is almost like a full stage of another FE.

I started out sending everyone down. The initial town is not hard to save. The difficulty at the bottom near the castle is Aira. You have to conquer the castle before she will join (at Sigurd’s request), but before that she’s a nasty fighter that can easily take down party members. I lost several times due to this and it took some effort to maneuver everyone around to not die. Meanwhile, I moved Dew and Aeden towards the party and sent one or two units over to help out with all the guys attacking them.

 

The second castle is not hard to take, but there is a town all the way to the left that is tough to save. I managed to do it on the last possible turn but you don’t get an item, just money (500 gold since everything else was destroyed). 

At this point I was worried because I had not left a defender in the initial castle, but the troops that come out at the top are dealt with by NPCs so it’s OK. This part you have to move very slowly through a forest — I never like these parts in SRPGs because you spend so much time just moving each person individually and then ending the turn. Sigurd picks up Dierdre in the forest and Alec gets a hero axe from a helpful fairy. 

 

The boss would be difficult except that Dierdre comes with a silence staff that completely neutralizes him. I made sure to have Azel kill him so that he could get the magic ring.

Chapter 2


 

Each chapter begins with fixing everyone’s weapons, and then seeing how far they get in the arena. I just have everyone fight until they die and then reload. 

 

I didn’t leave anyone back in the castle because now that I have a warp/return staff it’s easy to send someone back. The first big problem in this stage is the barbarians heading for the towns. They’re in an inaccessible place on the map — eventually some new units will come out to help, but you have to go incredibly quickly to save the first village. The prize is a discount ring; I saved all the villages except that one. 

 

Once the left castle was taken care of I headed north and met up with the two new units. The top castle wasn’t much of a problem. At this point the castle on the upper right activates and some pegasus knights begin to head for the base. I warped Midayle back there so he could shoot them, and also Levin (to recruit Fury). It takes them a while to get there but once they do it’s no problem. I eventually realized I had forgotten to actually visit the villages I saved, so I sent Fury to do that.

 

Meanwhile the next castle has a bunch of shooter units and horsemen that can come in and wreck the troops. I had trouble with Sigurd killing them too efficiently which caused him to get attacked so many times he died. I also had to be careful with some of the weaker characters like Diadre because the shooters could gang up on them. They can’t actually be attacked without Fery (except for one who is in range for a bow/magic shot).

Once the intermediate castle is conquered the shooters disappear, and it’s time for the final castle. A troop of horsemen led by Zane. I took out his entire troop and he began to run away. I’m glad I jokingly posted a screenshot to discord calling him a coward, because they informed me he was heading back to the castle to get reinforcements — indeed, if you let him get back to the castle he will appear the next turn with a full new set of units.

 

I could not stop him from reaching the castle, but I was able to get there quickly enough to sit on the castle entrance so he couldn’t come out, kill the rest of the guys, and finish the stage.

Chapter 3

My love pairings were starting to come together here. Basically each character gain some love points when they start next to each other. There are also some events that raise love points, and some people start with stronger love towards certain others. When both people’s love points reach a certain point, they are lovers and their child will appear in the next part of the game.

Sigurd and Diadre automatically become lovers, and Cuan and Ethlyn are lovers at the start of the game. Other people can be paired up freely. At the beginning of chapter 3 I had Jamka and Aeden in love with each other, Aira and Arden interested in each other, and Levin and Sylvia interested in each other. There were a large number of other one-sided feelings.

This stage has a lot of wandering around. First we go up the center lane to take over the castle there; meanwhile I sent some horsemen fanning out to stop the pirates from ravaging the towns.

 

After the initial enemies, the Cross Knights and Eltshan show up. They are quite difficult; their sheer numbers means they can usually kill someone, and Eltshan gives them a large leadership bonus. Lachesis can remove Eltshan from the battlefield but she has to reach him first. This part took the most resets of any part so far. Sigurd’s leadership bonus helps, as does Lachesis’ cheer.

Then we continue to take over west castle, which is nothing compared to the Cross Knights. Once this is done, new enemies appear from the north, and there are several allies that appear way up at the top of the screen. They can get overwhelmed easily, and I think you need to use the chokepoint on the isthmus like this:

Here, Bridgid and Tilty can attack, Claude can use his area heal, and Fury can dart in and out and contribute. With this setup I was able to take out almost everyone (I sent in Cuan and Ethlyn to help but I think the initial 4 could have beaten everyone without help). The rest of the map is easy; one of the axe guys did go back for reinforcements but that was just extra XP. I got some initial promotions after this stage (just Ethlyn and Aira).

So that’s 4 chapters out of 12 — I’m pretty sure this will be the longest game I’ve played so far.

SRPG Game 55 – Dragon Force (Saturn)

Dragon Force (ドラゴンフォース), Sega Saturn
Released 3/29/1996, developed by J Force and Sega, published by Sega
 

 

This is a different kind of SRPG, that trends towards a type of “world takeover” simulation game like the Romance of the Three Kingdoms series. It’s questionable whether it actually qualifies as SRPG under my rules. It is not based around any fixed maps or “stages”, and there’s not much of a developing story. On the other hand, it does have a clear goal and path to victory that isn’t just “do as well as you can”, nor is there any arbitrary time limit or anything like that. I will at least play it until the end of this week and then see what I think.

I had a really hard time figuring out how to get started in the game. The Japanese instruction booklet explains the facts of how everything works but doesn’t give you much direction on what you should actually do in the game. You begin by choosing the leaders of one of the eight kingdoms. The basic goal of the game is to take over the world (either by conquering the other nations or convincing their leaders to join you) and then I think there’s a final boss you have to defeat after that.

 

I initially went with Tieris because I had read she had the easiest campaign — but she has an extremely difficult first fight. No matter what I did I could not beat the first fight, and I was wondering if I needed to give up and move on to something else.

But helpful people on GameFAQs suggested Wein as a better starting player. I agree with them that the designers probably intended you to play Wein first — he’s listed first in the instruction manual, the cursor starts on him, all the example screenshots in the instruction manual feature him, and he’s the most prominent on the cover artwork.

 

Anyway, with Wein I was able to actually get started and figure out how things work. Each month is basically a “turn”, with a hourglass counting down in real time. You begin each month with “castle actions”. You can search for items or try to improve your castle, equip things, assign “merits” to people (which you get from winning battles) and try to convince prisoners of war to join you, and save your game. The items you get can be equipped, or some of them raise stats or let a general use a new type of soldier.

Once that’s done, the month begins. Everything is in real-time. You’ll see people walking around all over the map. In a castle you can recruit soldiers. It takes some real time for them to build up and then you get to hire them as any type that your generals support. 

First up for Wein is to take the castle near the start. Fortunately these guys are weak. The battles are also in real time. You begin by seeing which general you will fight of the opposing team and what kind of troops they have. Then you pick who you want to fight them. Units have compatibility ratings with other units so you want to pick Horsemen against Soldiers, and so on.

The battle begins. You see what formation the enemy is choosing and then you choose your own formation. Within the formation you then have some various orders you can give — split up, gather at the center, front ranks go forward, all-out attack, etc. You can change the formation during the battle although if you pick all-out you can’t do any changes after that.

The battle lasts for 90 seconds or until one side retreats or is wiped out. Each general has a power meter that fills, and when it fills up they can use their special attack (if they have enough MP). 

 

If all the soldiers on both sides are eliminated, the generals can do a fight with each other. Either one can retreat, but if they choose to fight it goes to the death.

If one side retreated, they will flee the area and lose a lot of their soldiers (if they had any left). 

So this is basically how the whole game goes — you just alternate between the castle scene, and then one month of gameplay. The opposing kingdoms move their own units around and fight each other. They can’t eliminate each other entirely, and they seem to have places they don’t cross. Also neutral bandits or similar units can appear out of nowhere and come towards your places, so you can’t just leave castles undefended.

After conquering the green kingdom, I went north and met up with Teiris. She is a childhood friend of Wein so just agrees to join without fighting. Now I had two of the kingdoms.

This is where I decided to stop. It was getting a bit tedious for me in the same way that the Romance of the Three Kingdoms style games do — I was spending a lot of time fighting these grunt battles against neutrals and enemy forces, and I had 40 generals and 10 or so castles that were getting more time consuming to keep track of.

In the end, I think this does not qualify as SRPG by my definition because it doesn’t have distinct maps, it’s just “take over the world”. This is not a bad game by any means, but it’s not to my taste, I don’t think. 

Next we return to the Super Famicom for Fire Emblem 4.

SRPG Game 54 – Der Langrisser FX (PC-FX)

Der Langrisser FX ( デア ラングリッサーFX)
Released 4/26/1996, developed by Masaya
 

  

(Game 54 should be Dragon Force but I’m having a lot of trouble figuring out how to play the game, and it’s a pretty stressful time at the end of semester for me, so I’m going to switch the order and do DF next.)

This game is for the ill-fated PC-FX, NEC and Hudson’s attempt at a follow up to the popular PC Engine. They evidently started developing it in 1992, and by the time it was actually released it was woefully inferior to the Playstation and Saturn. It seems like its only advantage was that the console was designed to be good at playing full motion video, and it was designed to be upgradeable. But it cost $100 more than the Playstation (and within 6 months it was $200 more expensive). Ultimately only 62 games came out for the system, and though NEC tried some things to save the system they weren’t able to.

Der Langrisser FX is the only game I know I will be playing for this system — there are two more potential entries but neither one may turn out to qualify as an SRPG.

Of course, this is a remake of Der Langrisser for the Super Famicom, which itself was an expanded remake of Langrisser II. Der Langrisser changed a lot of things, but the most notable is the addition of multiple scenarios. The original story of L2 is now the “light” path. On Stage 7 you can take the “Imperial” path instead, and then from there you can do the “Independent” and “Chaos” paths. There are also different paths within these major paths, although I don’t know how much the story actually changes or how different the maps are. There are a total of 78 stages plus 3 hidden secret stages.

 

I have to give this game a lot of credit for they way they implemented the multiple paths. Having different paths is not a new concept — Super Robot Wars 3 did it in 1993, and Tactics Ogre had major route splits as well. But often the route splits in games don’t actually modify the story or make big changes, they just take a different path to the same outcome or show you different things that are happening at the same time. Tactics Ogre went somewhat beyond this, although in the end the story does end up in the same place. But Der Langrisser actually lets you join opposing factions; if you pick the Imperial route you’ll be fighting against all the people that were your allies in L2 (or the light path). The Independent path puts you against everyone, and I think the “Chaos” path allies you with the demon enemies.

The overall game is a bit shorter, and easier, than L2, and there are some gameplay changes (like you can no longer buy multiple types of units for one commander). I’m not sure what the full differences are, though.

There seem to be no gameplay changes from Der to Der FX except for the addition of one extra secret scenario that I can’t find much information on. The graphics were redone (with new face portraits) and perhaps 50% of the dialogue is voiced. There are also some FMV animated sequences added. If you can understand Japanese this is probably a better way to play Der than the original SFC version (although maybe the Saturn or PSX ones are even better).

 

I’m going to do the Imperial route this time. I had initially planned to do the Imperial->Independent but the first stage of the Independent path is pretty hard if you haven’t focused your XP on Hein, Elwin, and Rohga. I may do this path when I reach Langrisser Dramatic Edition for the Saturn in 1998.

The first 6 stages are basically the first 12 stages of Langrisser II, compressed a bit and with a new character Rouga (and I think there’s a new character on the Imperial side as well). Stage 7 is new, with a character who is Rouga’s sister but seems to be attacking us. This is where you get the choice — Leon offers to let you join the Empire. If you pick no, then you’re on the Langrisser II path, otherwise you can do the other 3 paths. So I picked no.

It was strange after playing L2 to see Elwin ditch everyone and go over to the Imperial side (although Hein and Rouga follow). Here’s where I’ll start doing stage by stage coverage.

Stage 8 (Imperial)

This is the same bridge map that was in Langrisser II, although this time Keith and others are trying to block your progress. The fliers are problematic and the Angel Knights seem to be much better against bows than they should be. The pixies go down easily but the knights don’t. In any case Elwin’s pikemen were able to hold off the horsemen while I dealt with the flying units, and then once they were gone it was easy to break through and take out the rest of the troops.

Stage 9 

Vargas joins here. I guess one thing good about this route is that he will get to see his child grow up? We’ll see how it concludes.


Stage 10 

This is another bridge crossing level, with Aaron as the enemy.

Stage 11

This is a lot like the L2 stage where you’re trying to reach the Langrisser before Leon does, but here you need either Leon or Elwin to grab it before Jessica can make it there. I decided to just ignore the enemies and go for the Langrisser as quickly as I could, and let Laird take out most of the enemies.

This is where you can decide not to give the Langrisser to the Empire, which sends you on the “you vs. everyone” path. I tried this the first time but it leaves you with only Rohga, Hein, and Elwin. My Rohga was very underlevelled; I probably could have soldiered through but I decided just to continue on in the Imperial route.

Stage 12

Now we have the Langrisser, which I gave to Elwin (Leon can also equip it, I’ll shift it to him later when we get the Alhazard.

Stage 13

This is where the Imperial route starts getting really serious. I have to give Masaya credit for not pulling their punches at all in setting up the routes. Through the rest of the game you will end up killing all of the heroes from the Light side, and they all have sad death scenes (voiced in FX, of course). Here, we surround Loren’s villa and slaughter his entire troop, including him and Scott. They try to escape but you lose if any of them do, so you’re forced to kill them all to make sure they don’t alert others. This requires good units on the top of the map — I put Elwin up there with pikemen to make sure I could deal with Scott when he eventually began to run. Some horsemen appear and go up the sides of the map around the villa, but they move slowly enough through the water that they’re not a big threat.

I also found that this period and the next 3-4 stages was the hardest part of the game. As with both L1 and L2, once people start getting their 4th/5th classes the game becomes significantly easier. But here the enemies were getting harder but I still did not have the advanced classes yet. 

Stage 14

This is Aaron’s death scenario. I split my group into two, sending Elwin with his pikemen up to the top bridge. The harpies continue to be very annoying even with my bowmen and ballistae; often I end up just killing the leader of these units so I don’t have to deal with them. 


 Stage 15

Now we have to capture Riana. Having Egbert as a companion is weird; the rest of them seem fine but he just always seems evil no matter what we’re trying to do. But here we need Riana to be able to unlock the true power of both the Langrisser and the other sword. The main issue here is that once Jessica realizes what’s going on, Riana will start fleeing to the right side of the map so you have to have enough troops to block her long enough for Egbert to get up there. I think I actually just ended up killing everyone (except Riana herself, of course) which also ends the stage.

Stage 16

Hein has meteor now, and the enemies are getting it too. I really don’t like L2/Der’s Meteor — it seems unbalanced to me with its massive range and area. Although I suppose in general the enemies seem to get more use out of it than I do so maybe the unbalance works out in their favor. 

This is a pretty short stage — Rohga moves up to make Sonia flee, and then it’s just Bozel left. I didn’t bother trying to kill everything. I didn’t even hire troops for anyone but Leon, and just killed Bozel. Money becomes a problem from here on out because of how many generals I have; I usually hired just 4 troops per person.

After this you can chase Bozel or Jessica; I went after Bozel because it seemed more heroic. But presumably we’ll be slaughtering Jessica too by the end of the game.

Stage 17

Rohga can convince Sonia to join here. She always was terrible for me and I never got any good use out of her; I think she just joins too late in the game at not a high enough rank.

Stage 18

This is a tough stage because of how many meteor users there are. I failed the first time; the key was to move all the front units back at the start to pull them out of the meteor range. Hein’s ballista take out the wizards near the start of the map, and then I just advanced slowly, taking out the enemies as I went.


Stage 19

Another sad stage as Lester dies. This is a fast stage because Lester rushes you so you can take him out pretty quickly; I guess I could have farmed all the XP from the rest of the units but I decided to move on.

Stage 20

The sadness continues with Shelly dying here. By this time the game was pretty easy; Leon and Elwin were in their bonus classes and almost everyone else was in the last promote.

Stage 21

The death of Jessica. It’s an odd stage because 5 of your units start all the way to the left and 3 near Jessica, Liana, and Lana. I tried to see if I could beat the game just by using the 3 on the right — I picked Hein, Leon, and Elwin. I did it, but it took a lot of reloading. The three magic users can do a lot of damage and I was quickly left with just the commanders. Eventually I was able to heal Leon with Elwin, and then have Leon go up and kill Jessica with one hit.

Unfortunately the game froze during the ending, but I watched it on a youtube play. As I said before, I have to give the game credit for giving you the route option and then sticking with it. There’s no attempt to make the Empire seem less bad than it is on the Light route. 

I very well may do the Independent/Dark route when I reach the Langrisser 2 remakes for either the PSX or the SAT; it will be a while before I get there.

I have a feeling there is no real need to play this version, though. If you can’t understand Japanese you’re better off playing the original game with the patch, and if you can read Japanese, I assume either the PSX or SAT versions of the game are better than this.

SRPG Game 53 – Masou Kishin: Lord of Elementals (SFC)

Masou Kishin: Lord of Elemental (スーパーロボット大戦外伝 魔装機神 THE LORD OF ELEMENTAL)
Released 3/22/1996, developed by Banpresto
 


When I get to the Super Robot Wars games I usually post old message board posts; in this case I really don’t have much — I was doing a story summary instead, which is obsolete now that there is a full translation patch. I’ll add a bit more to what I wrote. In the main SRW games up to this point, in addition to the licensed franchises like Gundam and Getter Robo, they had original characters who came from another world La Gias. The third game, EX, takes place in La Gias, mixing up the licensed characters and the originals.

This game divides into two parts — one that takes place before SRW 2, showing the origin of Masaki and the other Masou Kishin characters. The second part takes place after SRW 4 and continues the stories begun in EX and the first part of Masou Kishin. The series then lay dormant for a long time, before a sequel finally came out in 2012, followed by two more games to finish the series.

Now on to the old posts.

—–

Despite 4S, the Super Famicom was not yet dead!  Almost two years after the release of 4, SRW Gaiden came out.  This was a huge advance on 4 in many ways — graphically, musically, gameplay, everything.  Although it is labeled Gaiden, it introduced a number of significant improvements that carried over to future SRWs.

Some of the changes that did carry over:
– For the first time, the map has a 3/4 view and full robots instead of just faces.  This would not be introduced into main SRWs until Alpha.
– Units now gain EXP for repairing and refueling.
– The Masou Kishin characters now get their own themes — this is the first appearance of Flapper Girl, Dark Prison, etc.
– Character faces now have multiple versions that show different emotions.
– The character designs for the Masou Kishin characters were all redone into the form that they have had ever since (even down to OGs).  As a comparison, here are Masaki, Shu, and Ryune in their EX and MK incarnations:

System things that did not carry over:
– The robots are full sized instead of SD (this is used in the next game, but then never again)
– Height and facing matters
– There is a “zone of control” system (Banpresto used this later in the Summon Night and Black Matrix series)
– Units have Prana in addition to EN

This is also the first game that Kono Sachiko, the character designer for many of the original characters, worked on.  She still does original character designs now.

My final verdict on SRW:LoE is “so-so”.  In general I don’t like the all-originals games as much as the regular ones.  LoE’s high point is the characterization and the dialogue between them.  The story is kind of weak; like I said, a lot of the plot points are retreads of EX and the plot sort of jerks around from one story to another.  There are a lot of places where the story writers don’t really seem to know what they’re doing (i.e. when Jogg and Rasetsu show up to take the Duraxylls and Tudy just lets them do it).  The battle system is OK.  You get attacked from behind a lot because everyone has such a high move rate and there’s hardly any terrain to block them.  The double-attack ability is the worst ability ever in a SRW game [2020 note: This is a system where people can sometimes get two attacks in a round, and this game still has the double move from the old SRW games. So you get situations where someone can take 4 attacks in a round, which can be an auto kill even for overlevelled units.]

Now that this game has a translation patch it’s easy to play it, so give it a try if you like SRW — although there’s a later DS remake that might be more fun.

SRPG Game 52 – Bahamut Lagoon (rest of game)

I didn’t say much about the story last time. This game has a much more RPG-like storyline (and overall feel) than some of the other SRPGs that lean more towards the strategy side of things. The basic story is that Emperor Sauther of the Granvelos Empire takes over the Kingdom of Kahna, where Bahamut dwells. Sauther’s goal is to talk to the Divine Dragons in order to open the path to a new world. Princess Yoyo, the daughter of the King of Kahna, can also speak to the Divine Dragons. After being driven out of Kahna, the main character gathers a band of fighters around him to try to defeat Granvelos. 

 There are more twists and turns to the story, but since there’s an excellent translation patch out I won’t give away the whole thing (there are walkthroughs on gamefaqs that have the whole story anyway). Overall I enjoyed the story with two caveats. The first was that I felt too many of the characters were joke characters, even some of the characters that were important to the main storyline (Matelite, for instance). The second is that the conclusion was kind of abrupt and vague, but that’s typical of RPGs.

Between missions you can walk around your ship and talk to people. This game does a better job than most of the other games in giving each of the characters a personality and making them memorable (even though as I said, a lot of them are just played for laughs).

It is annoying that you can only save at the beginning of each chapter. Typically the start of the chapter is a story sequence, then you can explore the ship and talk, buy equipment, feed dragons, and then finally change your formations and assign dragons to each party. This can easily take 15-30 minutes just for the pre-battle stuff, and to not be able to save before the fight actually starts is an odd design decision. Of course on an emulator, save states easily deal with the problem.

 

I don’t have much to say about the stages until Chapter 22 when they begin to get more difficult. By this time I had Salamander in Master Dragon form, which is a bit broken because he can’t take damage from anything. In theory you could win every stage just by ending the turn and letting Salamander do everything, but this would be incredibly tedious and take hours for each fight even with speedup keys. However, my Salamander was also very timid and would often heal instead of fighting — I actually preferred when he ran out of MP because then he had no choice but to fight.

My groups tended to keep similar units together, although I put Light Armors in some squads for greater mobility. By far the most powerful group was the Yoyo-Sendak summoner squad, who could often clean up whole areas of the battlefield just by themselves. I notice the Gamefaqs walkthrough writer is one of those people who overlevels and he claims he hardly used the spellcasters. But he also recommends all Master Dragons by stage 8 or something, which is completely absurd. This is a pet peeve of mine in walkthroughs; it’s annoying to struggle with a boss or stage, look up a walkthrough, and find no real advice because the walkthrough writer has overlevelled to the point where they don’t need any strategy.

Anyway, Chapter 22 is a large chapter that is difficult primarily because of all the cannons. They have high HP and can attack from pretty far away, damaging entire parties. Some of them are on HP regen terrain, and there are also healing units that can support them.

The Siegfried is the chief difficulty among them. What I eventually did was hug the left side of the screen and advance slowly, being careful to watch for the Siegfried’s range. Lightning can destroy both the walls and the regeneration spots, and you can ice freeze the moat to cross on the left. Sending out the dragons to “go” helped soften up the cannons.

For the Siegfried itself, by having the Dragons “go” to it and then moving Yoyo/Sendak up towards the middle, I was able to target Leviathan summon on the spots and take out the healing units, and then the dragons were able to destroy the Siegfried. From there the rest of the mission was not so bad — the remaining units (a dragon and two bosses) aren’t pushovers but they’re nowhere near as hard as the cannons. With Magic Gins to keep up the MP of the Sendak/Yoyo party it wasn’t too bad from there.

Chapter 23 is just finishing off the Granvelos soldiers but since there are no cannons it’s not especially hard.

Now we head into the other world. I actually got a game over on the chapter 24 battle (above) because I got hit with too many area attacks in a row. Advancing slowly from the bottom left was a better strategy and I won the second time. Game overs aren’t that bad since you can keep all your XP, money, and items.

Stage 25 is interesting because there are only a few enemies, and only two boss units you have to beat. But they constantly summon more monsters, who have over 9999 HP each. What I did was just rush the main character’s unit and the summoners up to the boss and use area spells over and over again until they died, and I defended whenever my guys were attacked by the summoned monsters. Not too bad.

Stage 26 has a bunch of enemies but the boss Alexander. Although these bosses look impressive, it’s annoying to keep track of where the single block is that you actually attack. But I did this by basically another rush/defend strategy.

The final boss is Alexander again. He’s huge and has 4 different parts. You have to beat the healing and spellcasting parts to hurt the main head, but you do not have to beat the status effects head. My basic strategy for this was to keep most of my units away from the action so they couldn’t get hit with the devastating area effect spells. I used a lot of summoning with a lot of Magic Gins, and also main character sword techniques when I could. Fortunately the attacks frequently were directed at the dragons, especially Salamander, so there wasn’t too much trouble surviving them.

Once you beat the game, you can start a New Game+ where you keep all your levels and can even summon Alexander:

But I don’t know if there’s much purpose to this mode; there aren’t any alternate paths or endings. I guess there are one or two places in the game where enemies appear but then leave before you can beat them, and you could do it here. Or if you just want to experience the story again.

A good game overall — impressive graphics, nice music, an enjoyable story and characters, and pretty fun gameplay.

SRPG Game 52 – Bahamut Lagoon (SFC) (Stages 1-13)

Bahamut Lagoon (バハムートラグーン)
Released 2/9/1996, developed and published by Square 
 

  

1996 begins! This is the twilight of the Super Famicom; Playstation and Saturn were starting to rev up their production starting this year, and by 1997 the SFC was in decline. I have five more SFC games on the list — four this year, and then the bizarrely late Fire Emblem 5 in 1999. Bahamut Lagoon is one of those games that I’ve heard about ever since I first discovered emulation in the late 90s, but I never played it. I usually play these games in Japanese, but for this one I decided to use the new patch recently released by Near (the developer of BSNES and other emulators). It’s a model of a good translation patch. 

The basic idea behind this game is that you have several parties, and each party has an associated dragon. The dragons affect what spells and moves the party members can use. The party can issue a general command to the dragon (Come! Go! or Wait!) but the dragons act on their own, and have stats like Timidity and Affection that affect how well they follow your orders.

The dragons’ stats are affected by feeding them items — they will eat everything from potions to plate mail to fire rods. The dragons have various elemental stats, which enable them to use different kinds of breath (and affect the elemental skills their associated party can use). They also have strength and defense for basic attacks. Dragons will evolve form when they gain levels in various stats, and there are unusual dragons and secret transformations as well.

I like the late-SNES era graphics.

Battles are done on a player/enemy phase system. You move a party, then the associated dragon will take its action. Units can either use a “field attack” which has a direct effect, or attack an enemy party. If that happens you go into a separate battle screen and enter commands for each party member individually. This slows the game down a bit but on the whole I don’t find the tempo to be all that bad.

 

Player characters have a class that determines their skills and what equipment they can use. There aren’t any class promotions although I think one character changes class from the story.

Using spells and techniques of certain elementals causes changes on the board — you can destroy things with thunder, set trees on fire with fire, freeze water with ice to cross, and remove poison fields with heal spells.

The first few stages are basically just to get you used to the system and aren’t very hard. After the first one you get a “ship” (which is an island, that’s what the “lagoons” of the title are).

Chapter 3 introduces catapult enemies, which are nasty, as they can attack from a pretty far away range and have an AoE attack. I did manage to beat all the enemies but it was rough and I lost a few dragons. Death is not permanent and you can revive the human characters on your team (if you can revive dragons I don’t know how to do it).

Chapter 4 has a ton of enemies, and healing enemies that are annoying but you can take care of by attacking with the human parties and just focusing on them. 

Chapter 5 has monster enemies, but they’re not hard.

After this chapter I found a “Princess ???” item in Yoyo’s bed; apparently if you collect 5 of these and feed them to a dragon it evolves into Bahamut. Getting them all without a walkthrough is hard.

Also after this chapter you can start doing “side quests” which are really just repeatable battles to build levels and get money. There are only 2 to choose from now. I didn’t bother.

Chapter 6 has some surprise reinforcements but nothing I couldn’t handle.

Chapter 7 introduces artillery things on the board that shoot at you if you stop in front of them. But they can be destroyed with thunder magic.

Chapter 8 is against dragons fought from outside the ship.

Chapter 9 has a floodgate you can release to hurt the enemies, although they immediately start healing themselves so it’s only useful if you can rush them.

Chapter 10 introduces treasure chests, which have either treasures or traps.

Chapter 11 has us going to a lake to find the next Divine Dragon (which all become summons for two of the characters).

 

Chapter 12 has some passages that close on you if you are in them, but that just stops your move for a turn.

Chapter 13 was the hardest one yet for me — there are “generators” that open up to make enemies, or you can lightning them to have them appear. I lost several characters but in the end I still won.

 

I will try to take more detailed notes for the rest of the battles (although I often say this and then don’t!)

As for my dragon feeding, I’ve been doing it rather randomly. I suppose it’s probably better to have one really powerful dragon but I’ve been spreading around the food. One thing I noticed is that the item drops you get from enemies depend on the elements you use to defeat them. So that can create a feedback loop where you’re getting nothing but fire equipment unless you make an effort to spread around what you’re using. There’s an ultimate form of the dragon you can get if you max all of a dragon’s stats but that seems hard to do. I especially have a hard time increasing life and poison.

1995 wrap-up

1995 was the longest year yet. Here were the games, which I’ll categorize in three sections — good, average, and bad.

Good: Majin Tensei II, Super Robot Taisen 4, Riglord Saga, Tactics Ogre

Average: Front Mission, Royal Stone, Another Bible, Shin SD Sengokuden, Arc the Lad, Little Master 3, Shining Force Gaiden: Final Conflict, Bounty Sword, Heian Fuunden, Tenchi Muyo, Sangokushi Eiketsuden

Bad: Gundam Cross Dimension 0079, Farland Story, Super Robot Taisen 2G, Battle Robot Retsuden, Sengoku Cyber, Farland Story II

This year was mostly Super Famicom games, but Playstation and Saturn both had their first offerings. Of course graphics and presentation are improving. Front Mission and Tactics Ogre introduced height and the isometric perspective, and Arc the Lad continued the trend of SRPGs with far more RPG elements than previously.

Which of the 4 good games should be the Game of the Year? For me it’s between Riglord Saga and Tactics Ogre. Both have flaws. But Tactics Ogre’s story writing is far beyond anything else, and it emphasized the role of class changes and job systems. Riglord Saga has an open world, non-linear style, and a neat skill system.

I think I am going to go with Riglord Saga because Tactics Ogre has some pretty serious balance problems, and the permanent death is too severe given the lack of in-battle saves and the frequent places where you have to fight two or more battles in a row. I think the designers realized they messed up there because in the PSX remake the following year you can do in battle saves (I used save states myself). But it’s very close.

Games of the year:

  • 1990: Fire Emblem
  • 1991: Langrisser 
  • 1992: Just Breed 
  • 1993: Super Robot Taisen 3 
  • 1994: Langrisser II
  • 1995: Riglord Saga