Card Master: Seal of Rimsalia (カードマスター リムサリアの封印), released 3/27/1992, developed and published by HAL
This is an early Super Famicom RPG that I skipped initially because it was released in English (as “Arcana”). I played this game as a kid; I assume that I rented it from a video store but I know I never finished it. It’s a first person “blobber” dungeon crawler game.
The main feature of this game that sets it apart from others is Rooks’ card and summoning. At the beginning of the game you only have Sylph (air spirit) but as you go on you will get the other three. These elemental spirits are virtually ineffective at attacking but they gain a number of spells as Rooks levels up. They recover 1 HP and MP every step in the dungeon, and once you get more than one, you can freely switch between them (in battle you can do this on Rooks turn as a free action). In the first dungeon, Sylph is not very useful, but once you get a second spirit and start learning more effective attack spells, they become much more important. The spirits recover their HP and MP even if they are not currently summoned, meaning you can switch between them effectively and use their spells even in regular random battles.
A big problem with a lot of these early games is that spellcasters have very limited MP and there is no way (or no cost-effective way) to restore their MP, meaning that the spellcasters are basically just dead weight healing potions, or can only really be used in boss battles. So it’s nice to see games break out of this pattern.
Aside from Rooks and the spirit, you get a number of other allies. But they join and leave as the story progresses, so you never quite know who you are going to have. You also get a game over if any of the human characters reach 0 hp. Defeated spirits can be restored in towns, or later Rooks will get a spell to bring them back.
The battle system is typical AMID, with some element of battle placing — I think the enemies or allies who are in the back row are harder to hit. In addition to the sprites and basic attacks, you can buy “cards” in the town that Rooks can use to do things like flee from battle or use elemental attacks. I never really used these much although I think some of the encounters would have gone more smoothly if I had.
There is fortunately an automap, although it is limited — it can only show you a certain area around your current location, and it does not mark anything except for stairs/exits.
The dungeons themselves are relatively featureless. Basically the only things to find in them are treasure chests and an occasional boss or story sequence.
The game takes place over 5 chapters. Each one has a town you start in, and then a dungeon or series of dungeons. Once you move on to the next chapter you can’t go back (not that there is any reason you would want to). One thing that I never was able to figure out: the Gamefaqs maps seem to imply that in the English version, when you return to town you do not always have to start from the beginning of the chapter’s dungeon. In the Japanese version you do, but I don’t know whether I am misinterpreting the walkthroughs or whether this was an actual change in the English version.
Overall I thought the game was relatively easy. There are some encounters in the later chapters that some with a lot of strong magicians using area attacks, but even there I never got a game over.
The story is serviceable but nothing too out of the ordinary. The goal is to stop an evil demon from being revived by a magician. There are some surprise betrayals and such, but you can pretty much expect a 1992-level story from the game.
So overall this game is decent; it’s a lot more playable than some other SFC games but it’s nothing special. There is a patch someone made (https://www.romhacking.net/hacks/4505/) that apparently improves the game, although I wasn’t able to find a full description of what the changes are.
I’m continuing to crawl my way through FE5. The game’s difficulty is frustrating to the point where I can’t play the game for very long in one sitting before I get tired of yet another reload, and I have to put the game aside for a while. If I had to rank this game purely in terms of the fun I am having with it, it would be last place among the 5 Fire Emblems I have played so far — the punishing difficulty and permadeath is just too much. But I can respect the game design and I would like to finish it if I can. It might take a while.
Stage 9
I had a really difficult time with this stage. You need to protect the house in the upper left. The biggest danger are 5 dragon knights that have huge range and they all have Kill lances, plus one is boss-class. Once you enter any of their ranges, they will attack any units that are in range, and if there’s nobody in range they will head for the house. You start with 4 new units up near the house, and the bow knight in particular is worth saving because there’s a special dialogue that gives you an Elite sword.
There are several strategies that apparently work, but after many failures and resets, and trying various methods, I eventually won by initially feinting towards the south and drawing off four of the dragon knights, beating the boss with Asbel. I retreated the 3 regular units from the map and left only Sephira (the bow knight) on the house. I then headed through the top path. I don’t completely remember how I dealt with the 5th dragon knight (who heads towards the house) but my units were able to reach the left part early enough that Selphira didn’t get overwhelmed. I then tried to capture some of the laggard units at the bottom right but after having to reload I just got tired of the stage and finished it without doing that.
Stage 10
This stage has the first “long archers” (ballista). You can play the stage safely by taking a long time to exhaust their arrows before moving everyone into their range — this is what I did, although it loses you some useful items that you can get by playing more quickly. I probably should have at least tried to save the towns but I was so mentally defeated after stage 9 that I just wanted to get through this one with minimal resets. If you play it safe there’s really not much to fear in the stage except for the dragon knight you can see at the top of the picture, who I beat with Asbel. Karin went in to capture the bishop next to him for some useful items.
Stage 11
This stage is where the game finally defeated me and I had to raise the white flag — I did two things that violated my FE rules. The first one is that I used a cheat code to give myself a thieves’ key. I was almost entirely out of keys of all kinds, but the main reason for this was my misunderstanding of the capture rules; I lost all my thieves’ keys to capture baiting and had been relying on treasure and door keys up to now. I could see this was going to get more and more annoying so I hacked in one thieves’ key.
The second thing I did was I made two save states on the stage instead of one. I had gotten to the point where I was close to giving up on the game entirely, and so I accepted the lower difficulty rather than do that. Since then I have not made more than two save states on a stage.
The main issue with this stage is that when Lief reaches the center area, those two ballistae appear and a bunch of locked doors appear too. If you want to unlock the Gaiden chapter you have to keep Fred (the green horseman) alive and beat the stage in under 20 turns.
I spent an enormous amount of resets and reloads trying to get everything to work out, and I was never able to. In the end, I left most of my forces outside at the bottom and only took 5-6 up through the center. I accepted Fred’s death. Even after you get past that the stage is not a cakewalk, but the boss runs after you fight him once — for some reason he doesn’t use his spell so if you just range attack him it’s OK.
Stage 12
I believe this is the first fog of war stage that is not a Gaiden chapter. This one is comparatively easy; I had to restart because I moved Marth like that picture above, and then I couldn’t finish the stage in the 20 turns necessary to unlock the Gaiden chapter. I still had to reload about 5 times but given my experiences in the rest of the game, 5 reloads is a cakewalk.
Stage 12x
There is a lot to do on this stage, in theory. A perfect run of the stage would accomplish these things:
Recruit Troude
Recruit Tina
Recruit Perne
Do not let Tina use her Thief staff (requires everyone who has stealable stuff to have at least 3 magic)
Get the Knight Proof and Warp Staff from the dancers that show up on turn 25-30
Promote Lara to Dancer
Get all the treasures
I was able to do 2, 3, 5, and 6. It was too much trouble to recruit Troude. As far as getting all the treasures, you either have to use Warp staffs, or you can lure all the thieves down to the bottom. However, they tend to have fairly high Build making it hard to capture them, and their Speed is also high making it hard to steal from them. So I just let the treasures go and was contented with accomplishing the other stuff.
Stage 13
This map begins with Glade by himself on the castle there. While he can hold out pretty well against the enemies, I do not think that he can survive by himself if you go very slowly (once the boss reaches him, he has a lot of trouble). So we have to go fast. There are ballista and Horse Archer reinforcements which makes it especially hard to take along weak units. Discord advised me to have a Reblow staff user, although on my winning run I didn’t actually need to use it.
Once the main force arrives, some of the units will go for us. I beat the boss (Rist) easily with Armor Killer, but that’s only the first issue. Now all the initial units retreat and the ballista stop firing, but endless reinforcements come out from the top.
After a bunch of failures I got the tip from Discord that seems obvious now — to block off the sides so that the enemies can’t flood the castle area. Doing this let me finish the stage fairly easily. I didn’t bother with any of the stuff at the bottom.
I’m past the halfway point of the game, and I hope it doesn’t take another 3 weeks to finish it.
I’m back from a 2 week vacation — I finished Xenoblade Chronicles DE, and played some Sigma Harmonics (DS) which I will cover after FE5. But this is going slow.
Stage5
The stage begins with Eyvel and Nanna stuck in the middle area. Nanna can heal but is mostly useless for fighting (her Earth Sword is decent but she dies too easily). Eyvel is awesome of course but she can’t stand up to all the enemies on her own; more and more difficult ones come out. However, when you open the door, a story event happens and Eyvel leaves. I had a hard time getting past this part because of all the mages coming down (as you can see above) and the tough enemies from the arena area are still there.
A mage with meteor at the left is a danger but I just had him waste his spells on Arbel. There is an area at the left with two strong mages guarding some chests.
I did not want to risk the stage at this point and have to go back to my save state, and the chests didn’t seem worth it. I was told that the Jormungards that the mages have cannot be used by any of my characters for quite a while so stealing those isn’t too important either.
Stage 6
This is yet another escape map. The enemies are very strong and so the dialogue encourages you to use Karin to carry people over the wall. At first I took this too seriously and tried to do it for everyone, but the enemies start moving towards you so you can’t really “stealth” the map like that. I carried a few slow people over but mostly went through the doors. Also there are 6 houses with items and such. Four of them can be picked up as you move through the town, for the other 2 I took Karin over there as everyone else was escaping. I had a close call but was able to escape.
Stage 7
I had a lot of trouble with this stage and eventually had to ask the discord for help — I think this stage is kind of unfair with a hidden gimmick. At the start, there are two ways to go down to the bottom of the stage. One has axe bandits and the other swordsmen. At first I decided I would turtle in the houses, but this does not work because on turn 2 reinforcements start coming in, and they are difficult.
There are two keys to surviving this stage: One is that the bandits can be ignored; they will not move unless you go attack them. Second is that once anyone reaches the castle and escapes, the horsemen reinforcements will all begin to retreat. I feel like this is something that would be hard to figure out on your own, unless the dialogue in the stage gives you a clue to do that.
So I sent Karin down to escape, but even then it was hard to survive the few turns it took her to get there. Meanwhile, there is also a swordsman that can be recruited by Sefy — I got the advice on discord to capture bait him and then as long as you block the way north he will try to escape the stage by going south instead, which will put him near Sefy.
There is a coliseum at the bottom but I’m not that stupid.
Stage 8
FINALLY we can use the between battle menu to arrange items and such. This is also where the “fatigue” system is implemented, so some of my characters could not be sent out. But on the whole this is a much easier stage than the previous ones.
My main difficulty was that I kept killing Marty, but I didn’t realize that Ostin has the “wrath” ability which makes him critical on counterattacks. Oops.
Stage 8 Gaiden
This was a frustrating stage for me. You begin with Tanya and Dagda alone vs. a bunch of enemies; fortunately they are pretty strong so it’s not as bad as you would think. Meanwhile everyone else went up the left side. I kept having to reset or load state because of bad moves, and then eventually when I reached the boss I could not hurt him effectively with anyone I had. So I had to restart the stage all the way from the beginning — unfortunately Asbel was fatigued so I couldn’t send him out, but the Fire Sword was in the convoy so I was able to use that along with Lief’s Light Sword to finish off the boss.
There is a mysterious thief in this stage who immediately heads for the exit and basically can’t be dealt with — I wonder if the only purpose of that unit is to open the door to the boss so that you can finish the stage even if you have no keys (which I am very very short on, I have no thief keys left since I lost one to capture baiting).
I’ve started promoting units as well, which is nice.
Kawa no Nushi Tsuri 2 (川のぬし釣り2), released 4/28/1995, developed and released by Pack In Video
This is the first post where I revisit the Super Famicom to pick up some games that I skipped in my initial runthrough. This game was skipped because it’s not really an RPG.
Fishing games are a (somewhat?) popular genre of video games; they’ve been around since at least the NES era and many games have fishing minigames as well. I’ve never really liked them that much. I don’t know if the River King series was the first one to have a storyline and some RPG-like elements in it, but I think it’s certainly the best known. The Japanese name includes the concept of the “nushi”, which is like an old, big fish that lives in a certain lake or stream that everyone wants to catch to prove their fishing skill. I have no idea where this idea originated — whether it has some basis in actual fishing or is just a concept for games and shows. In any case, the “River King” (as it was known in English) has around 8 games along with 3 “sea king” games; some of these were brought out in English but not this one. The first game was for Famicom (with a PC Engine remake).
At the beginning you choose which character you want to play as in the family. I don’t know for sure what this affects, perhaps it’s just cosmetic. Then you begin the game.
The graphics are pretty good, which is maybe not surprising given the 1995 release date. You can walk around and talk to people to get information, buy bait, sell fish you’ve caught, and such. Going down to the river is what lets you fish.
The fishing part is pretty familiar if you’ve played fishing minigames in other RPGs. You choose a bait, then let the rod loose. When a fish picks up on it, you have to alternate between holding down a button to reel the fish in, and letting go when it starts struggling. If you mess up it will run away. What fish you can catch depends on the bait you use as well as the rod.
The RPG element comes in when you meet random encounters wandering around. They are various animals like bats and squirrels.
The combat system is rather interesting. When you attack, a white dot will start moving around on the animal. You want to hit the button when it’s on the spot that will do the most damage (which is different from animal to animal). However, the longer you wait, the faster the dot will go and the more it will move into the “miss” areas of the picture so you can’t just sit and wait as long as you want.
The unfortunate thing about the combat is that I believe the only effect it has on the game is to increase your HP when you gain EXP. It has absolutely no effect on your fishing ability. So the only real purpose of fighting is to increase your HP so you can survive longer when you need to walk to other rivers.
There also aren’t any weapons, armor, or anything like that. Perhaps the developers were assuming that the primary audience of the game would be fishing game fans rather than RPG fans, so they intentionally kept the system simple and streamlined so it would add something to the gameplay without overshadowing the fishing.
The game doesn’t really have a developing storyline; the goal is just to fish the 4 “kings” (nushi) of rivers to win. Talking to people can give you hints about how to best catch the fish, but you also have to do a lot of experimenting.
I’m not a big fan of this kind of fishing game so I didn’t play it all that much. It seems like about half of the games were localized so it must have had some degree of popularity in the US. The last game was released in 2007 for the DS (in both Japan and the US); I’m not sure why no more games were released after that.
Shining Force III Scenario 2 (シャイニング・フォースIII), released 4/29/1998, developed by Camelot, published by Sega
This is part two of Shining Force III; in system, graphics, etc it’s exactly the same as Scenario 1. The story here is focusing on Prince Medion and takes place at the same time as Scenario 1. In both that game and this one I found the plot a little hard to follow because of the parallel stories.
The game starts out very similarly to the first scenario; I thought the first few chapters were mildly challenging, at least in Shining Force terms. As usual the game is generally low difficulty because you can always retreat and try again, and even if your main character is killed and you get a game over, you keep all the XP you earned.
We start with the usual Shining Force group — the main prince character, a centaur lance user, a mage, and a cleric.
You can carry over your save file from Scenario 1; it will keep some flags that change what characters you can get, as well as making it so that some of the treasures are no longer available (because Symbios’ party already took them in part 1).
After the first 2 scenarios there’s (I guess optional?) centaur archer and fighter; it took me a while to find them because they are in a basement that looks like the HQ. I was also supposed to be able to get an additional character in the next town from doing something in scenario 1 but I guess I didn’t do it — I have a vague memory now that I was not able to save one of the characters because it was too difficult.
Battle 3 has the first ruins map; these are the same as in Scenario 1. You have to first acquire the map to the ruins and then once you enter it, a thief will appear. Some of the chests in the ruins can be opened, others you have to let the thief take the treasure first, then attack the thief to get it for yourself. If you use Return to escape the battle or get a game over, you don’t get a second chance (I’m not sure what happens if you use Return before you even open the ruins).
The next few stages are pretty easy; Battle 5 has Valiant as a boss but he didn’t really put up that much of a fight for me despite his spells.
Next up is this annoying port town where you have to maneuver around boxes and in and out of houses to go anywhere. The battle itself has a cannon shooting at you; it doesn’t hurt you but it knocks out parts of the walkways so that you have to go back and head a different way. It takes a while but only a few enemies are there at a time so it’s not so bad. You can save Stella (which isn’t hard since she won’t come towards you to attack) and I guess that will affect things in Scenario 3.
Since they took the ship we needed, now we have to go through this hidden cave. Hazuki the ninja joins up here.
That’s as far as I got this week. I’m going back to Grandia this coming week, and hopefully with Easter and the NCAA basketball tournament (nearly) over I’ll have more time to play.
7 years ago I decided to play all the RPGs for the Super Famicom that had not been released in English. I now have completed this, more or less. There are some games I skipped that perhaps I shouldn’t have, some games I didn’t finish, and a few that I “finished” on a technicality. But I feel like I fulfilled what I set out to do.
If you’ve read many of my posts this may not be a big surprise, but the games on the whole were much worse than I thought they would be. I wasn’t expecting to find a ton of games that could match up to the stuff Square was releasing, but I thought more companies would at least copy them. It’s amazing that Final Fantasy VI, if I had played it, would have been game 48 out of 129. And yet FF6 is miles ahead of almost every game that was released after it.
It was surprising to find companies releasing games well into 1995 that were offering almost no innovation over the system that Dragon Quest II had in 1987. Even when they do add a bit of stuff, it’s often poorly implemented. The interfaces are also not great.
So it’s unfortunate that overall I enjoyed the games less than I thought I would. The saving grace was that for a lot of them I could listen to podcasts or watch some football game (in the fall and winter) while I played them. There was a point at which I was wondering whether I just didn’t like retro games at all, but when I did the SRPG games I enjoyed those much more than the SFC RPGs, even the ones that weren’t so great.
Here are my top 13 favorite games I played on the blog (not counting the SRPGs):
Monster Maker 3 (this is kind of a stealth pick but having played all the games I think this game is better than I gave it credit for at the time. It has some pretty bad design choices but there is a lot to like about the game too.)
In closing, thank you to everyone who read my posts over the years, and especially to those who commented. Also thanks to my Acer Spin 3 for running all the games, and the DS4 wireless controller for handling most of the input. In the 7 years since I started the blog I moved three times and worked at 4 different places, but this was sort of a standard thing that I kept up…hopefully I can continue going forward for at least another few years.
Solid Runner (ソリッドランナー), released 3/28/1997, developed by Sting, published by ASCII
It was a strange experience starting up this game — it’s been sitting on my list for years as the final game I would play (at least once I started the SRPG project so that FE5 was no longer the last game). I didn’t know anything about it and have never heard anyone say anything about the game. But it’s probably a good final game in that it embodies a lot of the frustration that has arisen for me throughout the project. The game has a nice setting and the story has interesting aspects, but it’s hampered by a high random encounter rate and an interface that isn’t always friendly.
Of course as is true for most late-era SFC games, the graphics are good. The main character is Shuu Askin, who lives in Solid City. The game is taking place in 21XX in the real world; I think Solid City is supposed to be in Japan although the entire game is in the city so it’s not completely clear. Shuu uses a “runner” (basically a mech) to carry out various jobs for money. He’s engaged to Airin, the daughter of Tao who is the head of “Dark Dragon”, the town’s Chinese mafia. Recently they are having trouble with Babaria, a gang that has come in from Europe, who is selling drugs in the town.
The first part of the game is just taking some random jobs — a number of them involve “bio monsters” who are some kind of human-monster hybrid; this may be caused by the drugs or some other thing.
Shuu has a computer where he takes requests. You can also pay a small amount of money for rumors and information, but I was never clear on exactly what the purpose of that was. Maybe it unlocks some of the requests? (I think a few of them are optional). Once you have a request you have to go out to the town.
You can visit any place you know about (or at least is relevant) in the 10 sectors. At some point you will proceed to a dungeon area.
The random encounter rate is high. Every battle is 1 vs 1, which is pretty unusual for an RPG at this stage. You can use one of 4 weapons, which are generally two shoulder-mounted missile type things (which can reload at the cost of a turn), and then your right and left hand (which can be freely assigned but I usually had one melee and one shooting weapon). If you do a shooting weapon you can also hold left or right to strafe.
Both you and the enemy act at the same time. Depending on the moves chosen, one side might get an advantage — for instance, a strafe shot has the advantage over a melee attack. As far as I know there is no way to tell what the enemy is going to do except that enemies seem to have patterns that you can memorize (maybe even including bosses).
You can also “boost” which will increase your power for that round but runs the risk of breaking the weapon.
When you level up, you get stat bonuses and then you can go back to your base and pay the mechanic to raise the mech’s HP (and recover it to full). This is the only way to recover your mech’s HP aside from using items. Money is only gotten from completing requests (I think there are only 10 or so that actually give money) or selling drop items. Later on you can fight in a tournament that gives some extra money, but money is quite tight in general.
Buying things from the shop is frustrating because (in 1997!) the interface is still not very good in terms of showing you what kinds of items you are buying or how good they are compared to your current equipment.
The story is quite dark. Shuu used to be a soldier, but he quit after an incident he was involved in where civilians were killed by his troop. After a few missions, Babaria attacks Tao’s house, killing both him and Airin (Shuu’s fiancee). After that, Shuu’s goal is simply to take down Babaria.
Many of the requests are also quite dark stories, often ending with the deaths of people you were trying to save.
Around a third of the way through the game I lost one of my weapons to a boost, and I equipped an item I had found in a dungeon. This turned out to be very lucky because it was a melee weapon that inflicts the lightning bolt status on the enemy, which lowers their hit rate. This weapon made 90% of the remaining battles in the game trivial, including many of the bosses. The only enemies that presented any kind of challenge were ones that were immune to the status effect, and often I just ran from those fights.
I think the writer of the gamefaqs walkthrough was not aware of this because he recommends a ridiculous amount of grinding levels (especially near the end); I beat the game something like 30 levels below his recommendation.
The dungeons tend to be large and involve a lot of “throw switch to open door” or “find the keycard”. There were times when I turned on a no-encounter cheat because of how frustrating it was to figure out where to go when you are encountering monsters every few steps.
The storyline grows to involve Babaria’s research into bio creatures, and the attempts of some of the creatures to form their own way aside from humans. Babaria’s leader is I believe supposed to be a descendant of either Hitler or one of the high ranking Nazis.
Overall the story is not bad, and it’s unfortunate that it wasn’t paired with a somewhat better system — this is far from the worst I’ve played but there were so many ways that it could have been improved.
The end of the game at least is relatively happy, with Shuu finding a new love and continuing his work in Solid City.
—
So that is it — with game 128 I have (more or less) completed the project I set out to do when I started seven years ago nearly to the day (my first post was Feb 3, 2017 but I don’t know if that was the exact day I started playing GD Leen). It is very nice to have this off my plate.
I will do “final thoughts” post on the Super Famicom Games sometime in the middle of this week, and then starting next Saturday we’ll be back to 1998 SRPGs.
DARK LAW 〜Meaning of Death〜, released 3/28/1997, released by ASCII
ASCII is responsible for a lot of the late Super Famicom RPGs. This one fits in to a kind of “spiritual trilogy” with Dark Lord (for Famicom) and Wizap! When I played Wizap! I found it difficult to play, with a rather inscrutable system and annoying gameplay. I have the same feeling about Dark Law. It’s interesting that even the positive reviews of the game (both in English and Japanese) spend most of the review trashing the game but then say that “despite this I enjoyed it” or “you will feel accomplished if you beat it.”
The story involves two gods that are normally in balance, but the evil god has gained too much power, and now in the land of Rayfoll, monsters have appeared. You begin by creating between 1 and 4 characters (just names, genders, and assigning stat points). You can use up to 3 of them at a time. None of them have any story.
There are basically two things you can do in the game. The first is go to a cave outside of the town where you can explore a large-ish dungeon, fighting monsters and finding treasures. The second thing is to find quests to do in town — there are a fairly limited number of these, and they depend on your level to appear. You get good XP awards from the quests, but not enough that you won’t also have to do some grinding in the dungeon. I believe that all the quests are optional except the final one, which you need to be at level 13 to access.
The first character you create begins in an ancient temple with no memory. She heads to a nearby hut of a farmer Oriona and his daughter. After doing some hoeing for the farmer, evil troops come by and burn his house, kill him, and (possibly) abduct the daughter. Your MC heads to the nearby town to tell the King about what happened.
Once you talk to the King it’s basically freedom until the end. The first huge barrier you run into is the severe money limitation in the game. It is very difficult to get money even to buy the most basic equipment for your characters. You get some money from clearing certain quests. When you level up, you get money from your characters’ jobs (which you assign to them at a building in town — the money listed there is the money you get, not the money it costs to take the job). You can also sell some things you find. However, the money you get from these three sources is nowhere near enough. Maybe some people like the idea of sweating over the purchase of even the weakest weapons and armor, but I didn’t find it particularly fun (and this is a frequently criticized area of the game).
The quests feel very much like a tabletop RPG — I think they were going for a similar feeling to a game like Sword World SFC. However, that game was far superior to this one. A big problem with the quests is that so much of what you have to do is counterintuitive and mysterious, often requiring you to check things 3 or 4 times. One particularly egregious section is where you are trying to get a prism out of a wall. You are told “The prism is impossible to move” but you just have to keep hitting circle several more times with that same message, and then the encasing will break and you get the prism. (This is even putting aside the fact that getting the prism is not an obvious way to advance in the first place). Other places you just have to keep wandering around talking to people multiple times and examining seemingly unconnected areas of the map.
The stories in the subquests are interesting, although frequently tragic and sad. The first one involves the sighting of a mysterious wolf being in the forest. The second involves a dog who seemingly dies of old age but then returns to life the next day. The third involves the visit of a grim reaper to someone who shouldn’t be ready for death. These little stories are definitely the high point of the game, but they’re embedded in a virtually unplayable system that makes them unrewarding to see through to the conclusion.
The combat is done in a TRPG style. Each character has an action point meter that depletes when you move. You attack by facing an enemy, and if you have enough attack points the enemy will flash and you can attack. It’s a workable system, but healing is so expensive and spells so difficult to get that it seems like you want to have missile weapons on all your characters so they can avoid as many attacks as possible.
There is a magic system in the game, but you either have to buy the spells (at great cost) or make them yourself using a character with the “scroll” ability (they still cost money and you have to know some formulas; I used a walkthrough so I don’t know how you’re actually supposed to know the formulas). However, getting the scroll ability is random on level up, and levels are very limited.
The last sentence brings up another huge issue with the game — the incredible amount of randomness. Your hits may do 1 or 15 damage. Level ups vary greatly in how good or bad they are. Certain screens have potential random encounters that are devastating. You can save at any time and there’s even a “reroll luck” in the status menu when shows (I guess) that the designers recognized how swingy the game is.
In the end, I just found very little to enjoy about this game. I played the first three quests but when I realized I was going to have to grind over 1000 XP in the cave to access the next quest I decided that was enough — fortunately there is a translation patch so I can move on. I do like the idea of the tabletop-like atmosphere, which is one reason I enjoyed Sword World SFC so much despite its problems. But this one just had way too many problems for me to continue.
Next up is Solid Runner, the final SFC game! (I’ve actually already finished it)
BUSHI Seiryuuden: Futari no Yuusha (BUSHI青龍伝〜二人の勇者〜), released 1/17/1997, developed by Game Freak, released by T&E Soft
We are into 1997! By this point the Playstation and Saturn had eclipsed the Super Famicom (with FF7 coming out in January 1997). If you look at this chart from Game Data Room, it’s clear how the trend was going:
This game was developed by Game Freak, which of course is best known for the Pokemon series. What we have here is an interesting blend of styles — it appears like an action RPG but is actually turn based. The subtitle means “Two heroes” and refers to the two characters that you control during the fight sections.
The opening scene relates a myth about the creation of the world, and then we start in Mamoshima with the main character who is turning 15 (who we’ll name Kurisu)
That dog just follows you around in the first area, he’s not an actual companion
The graphics are quite nice, as you would expect from a game developed this late. Kurisu grabs his father’s sword and goes down to the shore to practice with Ido, and then you are able to cut bushes away so that you can proceed north. The game works essentially on a series of screens that are top down like the above. In the woods, Kurisu saves a small spherical being called Wokuu, who claims to be a girl that was changed into a monster — she is the second hero of the title. Returning home, Kurisu finds his house on fire.
A monster has stolen Kurisu’s sister, and Kurisu (after getting a bit more training from Ido) heads out to try to save her. After this first screen, there are monsters on the top-down areas, which somehow I do not have a picture of. They move one square for each square you move. You can swing your sword at them to get first attack, although if your level is too high it will simply kill them instead. When you get in a battle, it switches to a separate screen.
First, you get a target number of turns (7 in this case). For each turn under that target, you will get 1 “magatama” bead. Kurisu soon learns that collecting these beads is essential to destroying a large tower that is spawning the enemies appearing in the world.
The battles take place on a 2D field. As on the overworld map, you trade actions — you take one action, then all the enemies each take one action. The actions include moving, swinging your sword, and using a charge attack (which hits multiple enemies but makes you lose a few turns recovering). Wokuu can pick you up, which is the only way you can jump in this game. She can do a short or high jump but can only carry you for a couple of moves. You can also raise a shield, which will get broken by an enemy attack or if you swing your sword. The shield can also be thrown to act as a distance attack. Finally, as you progress in the game, Wokuu will get more abilities (such as the ability to go attack enemies herself).
The system is well done, I think. The enemies have a variety of attacks and patterns, and you will have to make use of all of your capabilities to clear the battles, especially clearing them under the turn target to get the magatama. You have to change your tactics based on the specific enemy, as well as whether they’re above or below you, and you get a variety of additional moves as you progress through the game. It means that even fights against easy enemies are still worth thinking over because you need those magatama to win the game.
When you enter a cave or dungeon (or the like), it becomes a larger 2D side scrolling map.
In these areas the controls and gameplay are identical to the battles on the overworld, except that there is no target turn number and you can’t get the magatama. In these sections, Wokuu’s ability to stop your falling (by hitting X when you are falling) is more useful, and you have to use it to get some of the treasures. You can also hit select to see enemy HP, and in these kind of places it will reveal breakable walls as well.
The main goal in the first section is to remove the mushrooms from blocking your way to leaving the first island. Along the way you fight enemies and get some bits of info about the backstory of the war of the gods.
The second area is buffeted by snow; here we have two goals, one is to stop the snow, and the other is to get a more powerful sword that can cut through the stumps. Stopping the snow involves recovering a mirror that can reflect the sunlight back to the area.
After accomplishing these goals, Kurisu finally chases down the monster that captured his sister, and chases it through the next large dungeon.
The bird boss is not all that difficult, but at this point the game froze after I beat the boss. I could not pass this freeze — I tried changing the emulator settings, using a different rom, and even a different emulator, replaying the dungeon and fighting the boss again, and every time it froze. This isn’t a known bug, I don’t think, since people have played through the whole game with and without the translation patch. I’m not sure if starting over from the beginning would let me progress, but at least for now I’m not going to do it.
It’s a shame because I was enjoying the game — the gameplay is an interesting mix of action and turn-based strategy, the music and graphics are good, and the story is interesting enough.
One additional note — although this game gets generally good reviews, there’s one thing that everyone complains about. I mentioned above that you need to get the “magatama” beads by clearing battles quickly. The problem is that you end up needing an enormous amount of these beads just to get a bad ending, and a common experience people have is to reach the end of the game and find out that they need to do a whole bunch of grinding even just to get the worst ending. It’s definitely worth taking extra time as you play the game to get magatama beads to counteract this.
I’m disappointed I was not able to finish the game. I may replay it at some point in the future, or maybe if I can get a save game that starts after this boss I can continue there.
The next game up was supposed to be Milandra, but this is just a Mystery Dungeon clone so I will skip it and move on to Dark Law.
G.O.D. (G.O.D~目覚めよと呼ぶ声が聴こえ~), released 12/20/1996, developed by Infinity, released by Imagineer
This is the final game of 1996. The strange sounding title seems to be a Japanese translation of the German chorale Wachet auf, ruft uns die Stimme (“Sleepers wake, a voice astounds us” in the usual translation sung nowadays), which was the basis for one of Bach’s best-known cantatas BWV 140.
The game begins with you choosing your name and the title you call your mother by (I picked “okaa-chan”).
Kurisu is riding his bike to Hokkaido by himself for some reason. You can talk to various people in the town and then it’s off through the fields. Eventually Kurisu reaches Tsubane village (I’m not sure if this is a real place), where some bullies challenge him and it’s time to learn the battle system. At the moment all we can do is attack, though.
This game uses the hi-res text system that is found in other games of the period. After beating the bully Kurisu goes to investigate a ghost on Tsubane mountain, where he finds a boss bat that becomes a recurring comic character throughout the game.
After beating the bat, Kurisu comes across a “god stone” inside the cave.
He hears a shaking and then goes out to see alien ships invading the Earth.
The scene then suddenly shifts to 10 years later (2006) where Kurisu is working for an organization called BLESS that is dedicated to fighting the aliens. It seems that Kurisu was an amnesiac but now has recovered his memory (the first part of the game). Kurisu immediately goes back to Tsubane Mountain to find the god stone again, which awakens an unused part of his brain.
Each time you find one of the seven God Stones, you can unlock an additional level of Chakra power. To actually learn the Chakra abilities, you have to get Cosmo Stones from beating the monsters, which will add points to the ability you have selected. You can earn points in a different ability from the one you have equipped to use the powers from. Once you reach Level 4, you can pair two abilities (if they are at least level 4) and then you’ll get to use both of them, plus get an additional passive ability. At level 7, all of the Chakra powers for that command will get a big upgrade.
Personally I found that prior to reaching the level 4 combos, the Chakra commands were not very useful (with the exception of the Hundred Fist attack technique). However some of the L4 commands are quite powerful — particularly the ones that absorb HP/MP from the enemy, recover HP/MP, and let you attack twice.
In addition to the Chakras you also have Psycho powers which are basically spells.
However by this point the biggest issue with the game becomes clear — how slow and sluggish everything is. The key/button response is slow, there is loading time, and battles take a long time just because everything seems to be moving through molasses. Although I thought that overall this game was pretty good, this sluggishness really keeps it from being in the top tier of games. It was remade for Playstation in 1998 and from what I can tell from videos, the PS version runs much more smoothly.
The first 2/3 of the game or so involve travelling around the world, finding the God Stones, and gathering the game’s three companions:
Heath (the dude in the above picture), who works at the Neo Kobe bless group and fights with guns. He’s powerful but his defense against spells is so low he often dies, and his speed is low as well. Later on with a x2 attack effect he’s quite good.
Mina, a girl with psychic powers who can read people’s feelings and intentions. She is the primary healer although she can cast some damage spells as well. I mostly used the absorb HP/MP ability although later I switched that to the “recover MP” ability.
Basil (I guess?), some kind of Tibetan monk who used to be a thief. He has a lot of powerful attack spells; I didn’t find him as useful as Mina but he can offer some support.
The healing spells and items never seem adequate to keep up until the very end of the game. There’s no point to the “Miss You Turbo” item which raises dead with 250 hp, because that’s functionally the same as the “Miss You”‘s effect of 25 hp, based on the damage the enemies do. Too many of the mid to later game bosses seemed to depend a lot on luck of hoping they didn’t spam their powerful abilities.
Along the way, they keep getting opposed by Michael, who tells them to turn back but gives no explanation for why. He just reduces everyone’s HP and MP to 1 and then leaves.
Meanwhile we go through the usual process of getting a ship and then later an airship.
Before Basil joins, we have a 4th party member Ai, who Heath has a romantic night with and then she later becomes pregnant. She stays behind at one point while we do some jobs, but then on the way back the aliens have attacked the place she was staying.
Ai and her unborn child are both killed. There are a few pretty dark story elements like this throughout the game.
The story doesn’t really develop beyond the fetch-quest travel nature until the last third or fourth of the game.
Eventually the party learns that the aliens are actually from Earth; they existed before humans but after everything was destroyed by God in the great flood, they took off into space on Noah’s Ark. But now they are reclaiming the planet that was once theirs. The final destinations are the three lost continents — Lemuria, Muu, and Atlantis, as well as the Lunar City where the aliens currently are (mostly in cold sleep). Atlantis of course comes from Greek sources, where as Lemuria and Muu were 19th century hypothetical lost islands that were theorized to explain certain issues of biological origins before plate tectonics and continental drift were understood.
In Atlantis, Kurisu encounters his mother again, who has been turned into some kind of alien-human hybrid that is giving birth to all the aliens and monsters on the Earth.
Partway through the battle she starts to heal us, and eventually begs us to kill her so that the aliens will stop appearing….and Kurisu complies.
The final showdown is in Muu, where Ra Mu the leader of the aliens is. Following richie’s recommendation in his GF walkthrough I got to level 54 and then took him on — this might have been a bit too much because the boss was pretty easy despite the 7 different faces in three phases.
However, it’s still not over. The final boss is God himself, who wants to absorb all humans back into himself to make the perfect being, and he destroys the Lunar Base with the cold sleep aliens to prove his power. We decide to fight him (I forgot to get a screen shot, but it’s just depicted as light with no body) and eventually defeat him.
But the game is still not over. We get a big parade and a feast, but a little boy is scared of us — if we beat God, does that mean that we are now God? After the credits roll and you get the End screen, it says “Will you continue?” If you pick no, you get this:
You became God. GAME OVER
If you pick yes, the party wakes up uneasy about what the boy said and they go to the south pole to an Earth Shrine. There, they take on manifestations of their sorrow, fear, and anger. You have to use healing spells to win the fights or remove all your equipment. It’s not entirely clear to me what this is supposed to mean; after the fights it shows everyone’s life afterwards and you get an ending but the “are you now God” question doesn’t really seem to be answered or even addressed.
Overall this is a decent game. As I said above, the sluggishness of everything is a huge problem, and I would probably recommend the PS version if you can read Japanese (otherwise you will have to do this one since it has a patch).
We’re done with 1996! All that is left are four 1997 games. The next post on SFC games will be January 13, although I will have at least one other post next Saturday.