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Three Famicom games

I’m continuing with my plays of old RPGs as well; this is a post about three games that I don’t think deserve their own post. SRPGs will be back next week.

Zombie Hunter (ゾンビハンター), released 7/3/1987, by High Score Media Work

This game is a side-scrolling action game that has RPG elements. Surprisingly, CRPG Addict did a fairly detailed post on it, so I will just cover the basics. It’s a side-scrolling action game with RPG elements. It’s the only game so far (aside from Druaga) that does not allow any game save or password, so it feels a lot more like just a standard action game.

The game is side-scrolling, however, it has an RPG-style “encounter” system. As you move along, you will hit places where enemies appear and you have to defeat those enemies before you can move on. You can revisit the place to fight the game set of enemies again. The encounters will give you XP, gold, and usually some kind of item as well (I think maybe each encounter has a rare drop item you can get if you keep fighting it).

The items you get include weapons, armor, and heals. The weapons are different types, although all but the base swords will break after a number of uses.

What I found frustrating about the game is that there is no way to heal aside from the items — perhaps if you could do that the game would be too easy, but it means that you’re going to have to practice until you can defeat the enemies without taking that much damage and then grind up gold and such. There are several paths through the game so it has some replayability, but you can go to CRPG Addict’s post for a much more thorough review.

Getsu Fuumaden (月風魔伝), released 7/7/1987, by Konami

To me this game is not really an RPG, although I think you can see it as maybe a spiritual ancestor of metroidvania games. The main character is trying to recover the stolen wave swords after his brothers’ deaths from the Dragon Master. I initially confused this game with Namco’s Gempei Toumaden (which was included later in Namco x Capcom) but this seems to be merely inspired (or a ripoff?) of that game.

The game is divided into a number of areas, that you traverse in a top-down style.

When you go to one of the temples (like the one left of the main character) it’s usually some kind of shop or just an NPC that will give you a hint. The torii-like thing at the top left leads you to a side scrolling dungeon.

Your life (bottom bar) is always max 64. The “sword” (damage) starts at 5, and every time you get to 256 XP it adds one to your sword bar (to a maximum of 64).

There is no equipment per se; there are some items you can buy and I believe a few of them do increase your total stats or attack, but not really as equippable items. The game is basically just navigating these side-scrolling stages and figuring out where to go on the map to find the items you need to proceed (and the bosses). I was annoyed by repeatedly getting knocked into the pits by monsters, which subtracts a life. If you get a game over you get a password and I think you keep all your stats but lose some money.

I didn’t get this far, but there are also a few first-person maze segments as well, so they were really throwing every genre into the game.

On the whole this feels a lot closer to just a pure action game than an RPG, despite the ability to level up your sword via XP. It’s probably not a bad action game for the time it came out. Interestingly there was a sequel for Switch that came out a few years ago and I believe it got an English translation.

Cleopatra no Mahou (クレオパトラの魔宝), released 7/24/1987 for Famicom Disk System, by Square

This is definitely the worst of the three games. Its only point of interest is that it was Square’s last game before Final Fantasy, and the development team included a number of people who would go on to bigger things (such as Nobuo Uematsu).

The core of the game is a very short adventure game that would probably take less than an hour to finish. The story is about the son of an archeologist who disappeared while searching for the Tears of Isis. The son has to free his father.

The game has the usual adventure commands you expect (move, look, use item, etc).

The only reason the game takes more than an hour to beat is that a clumsy RPG battle system has been needlessly grafted into the adventure game. The battle system is an extremely basic one with even fewer options than DQ1, and whether you are going to succeed or not is primarily based on just what level you are compared to the enemy. Most of your time in the game is going to be spent grinding levels against random enemies to build up your levels to the point where you can beat the few enemies you have to beat, and get enough money to buy some of the quest items you need.

When I play a game like this it always makes me wonder if I am only judging it harshly because I’ve played so many other RPGs, but contemporary reviews were pretty harsh as well. The graphics and enemy animations were well received and the low difficulty level was seen as a plus, but the time wasting encounters and slow speed of the game were criticized as well.

It reminds me somewhat of Tombs and Treasure, an NES game I liked as a kid that combined RPG and Adventure, but that game didn’t require any grinding.

I’ve really found it interesting how many different ways there have been to integrate RPG elements into games. I’ve played 18 games so far of these early RPGs or pseudo-RPGs. Most of them have been action or “adventure”-style RPGs, with two maze exploration and three dragon quest-style RPGs (of which two are Dragon Quest).

Puppet Princess of Marl Kingdom (PS1)

Puppet Princess of Marl Kingdom (マール王国の人形姫), released 12/17/1998, developed and published by Nippon Ichi Software

This game is (I believe) the second RPG made by Nippon Ichi, after Angel Blade which I covered earlier. I’m not sure exactly when N1’s games began to gain steam, but just looking at their releases I feel like this must have been their first hit game. It was followed by two sequels (in 1999 and 2000) and a Marl puzzle game. This first game was localized as “Rhapsody: A Musical Adventure” but none of the other games were.

This game is often classified as a tactical/strategy RPG but for me it doesn’t qualify. It’s basically a standard RPG but the battles are on a small grid — the grid itself introduces only a small amount of added strategy. I still wanted to play the game because it looked interesting and it has a connection to La Pucelle Tactics, but rather than wait until the end of 1998 I figured I would just play it now.

The main character is Cornet, a girl who can play the trumpet — not just to earn money, but to convert certain “puppets” into party members. She is accompanied by the fairy Kururu, who is important to the story but (I think?) does not do anything in battle.

The story is pretty basic and focused more on cute things and (vocal) songs than anything deep. Cornet wants to marry a prince, but when the evil Marjoly kidnaps the prince she has to track down 5 “hearts” of various elements and then save the prince from Marjoly’s botched spell that turned him to stone. In comparison to Angel Blade, I think this is a big step forwards to the more irreverent, developed humor that you see in Disgaea compared to the cookie-cutter boringness of the earlier game.

The graphics are quite good — as I’ve said before, I much prefer this kind of art to the (often sad) attempts at 3D polygon art that games in the PS1/Saturn era tried to do.

You can also collect various illustrations throughout the game — the maps by StarFighters76 on GameFAQs do not have the illustrations (the chests are just normal items instead). Were they removed from the DS version of the game or another re-release?

Your party is made up of Marl and three other characters from your pool. These consist of the puppets (16 of them in total) and monsters that can offer to join your team. The main difference with the monsters is that if they reach 0 hp they are permanently dead. Also, every character joins at level 1 no matter what, and characters not in your active party earn 0 xp. This makes the monsters effectively useless, and most of the puppets aren’t very worthwhile either since you’re better off focusing on a small team.

Each puppet (or group of puppets) has a sidequest associated with it, although completing it doesn’t seem to grant any rewards. Some of the sidequests are annoying too (requiring level 30 characters, which my guys didn’t even reach by the end of the game).

The dungeons are mostly done through a series of “rooms” connected by entrances, so it’s useful to have (or make) maps.

The world map is just a “pick a place” variety.

The battles are random, and done on a grid. Each character has attack and special moves, and Cornet can use “concert” to boost attack power, and the musical staff in the top right will build up until she can use “rewards” that do extra damage. Overall the game is fairly easy, with only one or two bosses that require more than a very basic strategy.

One big drawback of the game is that it’s sometimes difficult to know what you are supposed to do next. The middle part of the game is somewhat non linear, and the trigger events sometimes involve talking to a random person in a town that now has a new line of dialogue to open up something else.

On the whole I had fun with this game despite the flaws. From what I understand, the second and third games abandoned the grid-based system in favor of a traditional RPG, and the DS remake did this as well (plus a whole bunch of other changes).

The next few weeks should be SRPG game posts as I try to get through the very long 1998.

Ys VI: Ark of Naphishtim (PS2)

Ys: Ark of Naphishtim (イース -ナピシュテムの匣), released 3/10/2005, developed by Konami, published by Konami Shanghai

I’ve had Ys VI for quite a while (I either bought it right before I left Japan in 2005, or more likely I bought it in 2013 on another trip). I was waiting to play it until I had finished the other Ys games before it, which I’ve finally done, so I can play this game I’ve had sitting around for ages. Because I played it on an actual PS2 I wasn’t able to take screenshots, so I’ll have to try to borrow some screenshots from the internet to do this post.

The Ys series started out with the hugely popular Ys I&II — not just the successful computer originals but the highly regarded PC Engine port. After that, though, the original team disbanded. Ys III’s side scrolling gameplay was not as well liked, and the ports weren’t great. Ys IV had the weird double release, with a (rather bad) Super Famicom game and a better PC Engine game — although by this time, the “run into enemies” style was pretty out of date. Ys V finally added more action elements, but that game had a number of problems as well.

It was 8 years before Ys VI came out, and I wonder whether at the time people thought the Ys series was just dead. In 2003, Ys VI finally appeared, as well as PS2 ports of the first three games. The PS2 port of Ys VI (with the number dropped) was released a few years later in 2005 — as usual the port was not handled by Falcom.

One big change between Ys 3 and 6 is that the mess of competing computers (PC-98, MSX, etc) had been swept aside and replaced with Microsoft Windows, which probably allowed for easier development. DirectX 9 was out by this point. Obviously the graphics are far better than anything the series had seen before, and the technological advancements also allowed for a more fast-paced, action oriented game.

Adol can do a basic attack, but you can hit the button several times to chain attacks together. You also have a jump-spin attack, a downstab attack, and a few more things that I never really used much because they were too hard for me to execute reliably. (The worst one in this respect was the dash jump, which you need to do in order to access certain treasure chests but I never managed to do it right)

Courtesy of Gamespot, obviously

As usual, Adol can do magic-like attacks as well. The way it’s implemented in this game is that you get three different swords, one of each element. By earning Elemen you can upgrade the swords, and as you do so, you gain the ability to use the sword’s associated power. Once you use it, it takes some time to recharge, depending on the level of the sword (I think it also helps it recharge if you beat monsters with it).

The bosses are huge and colorful. This game shares Ys V’s ability to equip an item and carry up to 9 of them, so you can have a lot of healing during a fight. I actually found that this alone did not break the difficulty of the combats — you can do extra levelling and sword crafting to make most bosses much easier (including the final bosses) though.

The game is relatively short, a feature it shares with the previous games. For extras, you have a Time Attack mode (vs all the bosses), a bonus dungeon, some optional bosses and item collection within the game, and harder difficulty levels.

The storyline is the usual Ys fare, where Adol comes to a new place and solves the problem there. For some reason when Konami did the PS2 port they replaced the anime opening with a CG one (contrary to what I’ve seen elsewhere, this was not something done for the English release.) All the lines are voice acted, but the quality varies.

The story brings back a few characters from previous games, particularly Dogi and Terra (from Ys V). But all the returning characters play side parts. The main storyline involves Adol’s ship being attacked by Romun Empire forces, which causes him to shipwreck on Canaan Island, a place that is cut off from the main lands by strong vortexes. He is saved by two daughters of the chieftain of the Eleshia people. He distrusts humans, but Adol slowly wins his trust and then goes out to try to find the magic mirror they have lost. Of course this will eventually lead to stopping a world-destroying evil. The plot is nothing special, but it’s enough to support the action without being so detailed and long that you just want to fight things.

On the whole this is a far better game than Ys 3, the Super Famicom 4, and Ys 5. I still have a strong nostalgic affinity for Ys I&II though. All of the Ys 6 releases are available in English. Unless you really care about voice acting it seems like the PC version (on steam) is the best way to play it.

I will be out of town next weekend, but I will try to schedule a post on Langrisser V.

Mirai Shinwa Jarvas (Famicom)

Mirai Shinwa Jarvas (未来神話ジャーヴァス), released 6/30/1987, developed and published by Taito

This game has two distinctions — it’s the first 2 megabit Famicom game, and it’s the first Famicom RPG to have a battery backup save system. Unfortunately the designers used these features to make one of the worst games of the system.

The backstory in the manual has little to do with the game. In the far future, humanity has sent out various spaceships. One of them, the Jarvas, returns home after a long journey to find Earth completely changed — all the civilization and technology is gone, and warlords are controlling the Earth that has been overrun with monsters. The main character (one of the Jarvas members) will search the Earth to find out what has happened. However, if you turn to the next page in the manual the “goal” of the game is given as “Defeat the 7 warlords and become king of the unified Earth.” There are no further story developments and the ending scene is basically just a generic “you became king, you win” screen.

As is typical of games of this period, when you start, you get dumped out on a world map with no introduction or indication of what you are supposed to do. The areas in this game are very large, and just getting your bearings and figuring out the basics of the game would take quite a while. It’s an action RPG so you get monsters on the map (like the one at the top right).

You move very slowly, and the attack has almost no reach. It’s rather difficult to learn how to fight the monsters without taking damage yourself. The only way to restore HP is to buy medicine in the towns, so until you can find the first town (which is not especially close to where you start) it’s a rough time. You also can’t level up until you find the town. Here’s a map of the first area to show you how large it is (courtesy of Starfighters76 on GameFAQs, a prolific map creator whose maps I have used several times before):

Credit to Starfighters76 on Gamefaqs.

The majority of the map is empty, with just monsters that appear. Letter A in the middle has an “old belt” item if you search the stump (a villager gives a vague clue about this); apparently you need this item for later. #1 is the town, which should be your first destination.

This is the only picture I could get showing how short the weapon reach is

Until you find the town, you can’t make any progress in the game. The town has six buildings. Three of them are shops (weapon, item, armor). One is a quest house which gives you two possible quests — this is the only way to make money in the game since the enemies drop no money. It’s also a trap because if you pick the second quest, you’re screwed since you have to go to another area to complete the quest and you can’t do that without 100 gold to buy a pass (you start with 80). So you should pick the first quest, the pot.

At the guild you can change class (to Fencer, Fighter, Mage). Fencer seems to be the best choice. You also level up here if you have enough XP; just pick any option and you will level when you leave. The guild also allows you to fight duels, which you need to raise your fame.

Raising your fame is necessary to recruit mercenaries, which you need to do in order to pass the barriers to the castles (#4 in the map above) — the goal of the game is to conquer the castles in each of the seven areas.

The duels are on a 2D map but seem to be bugged because regardless of your stats or armor, if you touch the opponent you instantly die. The only way to really win the duels are to intentionally get hit by the projectiles and hit the opponent while you have the post-hit invincibility, or use your own projectile weapons. There is also a glitch you can exploit — when you select the duel option in the guild, if you then mash B quickly enough, you can exit the guild and it will count as winning the duel.

The 6th building is a boat that takes you to the upper right island where the pot (for the quest) is. You don’t get a choice whether to take the boat or not if you enter the building, and it’s a one way trip (you have to take another boat to a different area of the map).

So basically the first thing you have to do is build money and XP by repeatedly taking the pot quest (200 gold a try), until you move up a few levels and can afford some better equipment and medicine (the equipment does not change your stats on the status screen but it does help).

You then need 5 Fame, which you get by “winning” 5 duels. At this point it’s time to recruit the 500 mercenaries you need to get into the castle.

The mercenaries are the brown guys you see wandering around that give you no XP. You need to walk over them and choose “recruit”. Each one is 25 guys so you need 20 of them. They’re quite annoying to find because they appear randomly, you walk slowly, and if they go off the edge of the screen they disappear.

Once you get the 500 people you can go through the castle gates — the mercenaries are not actually in the game, they just act as a key for the door.

The castle was impossible; I died about 10 times before deciding I had seen enough of the game. Judging from the walkthrough I was using, what you want to do is go to another area and get a projectile weapon, which makes things much easier. But to do this you have to go through an area with monsters way above your level, and just avoid them. I guess if you weren’t using a guide you would just keep levelling and buying equipment?

I think this is the worst game I have seen so far in this journey through the early console RPGs. It has all the worst aspects of these early games, and even with a guide is very slow and difficult to play. As you can see the graphics are bad, and there are only 3 BGM tracks in the entire game (including the title screen music).

The kusoge wiki entry for this game did point out that the game does provide some innovations and game elements that sound interesting — class changing, recruiting soldiers, battery backup save, job quests, and a big open world. They’re just implemented so poorly and with so many bugs and so few hints, that the game is punishing to play. Even at the time it was reviewed poorly.

Deep Dungeon 2 (FDS)

Deep Dungeon 2 (勇士の紋章 ディープダンジョンII), released 5/29/1987, developed by Hummingbird Soft

This is the second of the four Deep Dungeon first-person RPGs. Since this one came out only five months after the first one, it’s not a big surprise that it is nearly identical to the first game, just with new maps. You still control just one hero; there are eight dungeon levels but divided between a tower and a dungeon.

After spending your initial gold, it’s time to enter the first floor. (You can transfer your character from the first game and start at level 2)

One difference this time is that time passes even if you do anything, so you can get attacked if you are trying to map. The random encounter rate is high, but if your own level is high enough, enemies will no longer appear on certain maps. Compared to the first game, you can find a lot more gold in your travels (which restores when you leave the dungeon).

The random encounters are fairly easy. This game has a much easier starting curve than the first one, and you don’t miss as much. However, you need to be careful of the fixed encounters which are quite strong.

As with DD1, there is very little that you actually need to do to win the game; most of your time is just mapping the mostly empty floors, finding gold and raising your level.

I don’t have much more to say about this game — it’s essentially the same game as Deep Dungeon 1, but it runs a little smoother and has a few changes. There will be more significant upgrades in the next Deep Dungeon game which took a year to develop.

Seiken Psycho Calibur (FDS)

Seiken Psycho Calibur (聖剣サイコカリバー 魔獣の森伝説), released 5/19/1987, developed and published by Imagineer

This is the third game in Imagineer’s “Wave Jack” series. The first game (Ginga Densetsu) was a hybrid shooter/adventure game (like The Guardian Legend), and the second game (Kieta Princess) was an action game/mystery game hybrid. The unifying element of the games is that they came with booklets and audio cassettes that expanded on the background of the game and gave some clues to puzzles in the game. They also featured theme songs by a popular idol group at the time. The third (and last) Wave Jack game was Seiken Psycho Calibur, and it’s not hard to see what game they were influenced by:

I think people are sometimes too quick to use the term “ripoff” — Zelda itself borrowed elements from Hydlide and Tower of Druaga, although of course it develops its own feel and system well beyond what those games had. SPC is more obviously based on Zelda, although it’s nowhere near as good of a game. I think it does enough things differently from Zelda that it’s not just a pure ripoff, but the accusation is probably justified.

The story is pretty basic, although perhaps the material included with the game expanded on it more — the story in game is just the usual “main character is the descendant of a legendary hero who beat the demon 300 years ago” setup.

Rather than the large map of Zelda, this game is separated into 9 areas, each with a boss. You start in an area where there are a number of houses with clues, some shops, and two training areas. You get 100 coins to start, and 200 total food (the red oval), which decreases as time passes. If it hits 0 you start losing HP. You also have two meters, P (which is hit points) and F (which is strength).

The starting area is interesting because you can never come back to it, so you are basically choosing a starting set of things with your 100 money. Some of the items will be available from other shops later, but the Clothes (which raise defense) are only available here. I went with the clothes, which are 80 coins — this means you can’t pay 50 coins to train your power or force, but it seemed reasonable. Once you’ve visited all these areas and chosen your starting stuff, it’s off to the first level.

You wander around the levels, which are relatively small. Unlike Zelda there’s not much to find in each one — the first level has only three things of importance. There’s a shop that sells the Boomerang (essentially the same as Zelda except it actually does damage), 100 food, and Trent Fruit (bombs). There’s also a boss that drops a key, and then you can use the key to free the first of two fairies (which will go in one of the four boxes there below the Force and Power meters.

Beating the regular enemies will give you food and money, and occasionally things that will increase your hit points although I’m not 100% sure how that works. The Boomerang is a good weapon but 100 coins is a lot (nobody dropped more than 1 for me); you can return to old areas other than the starting area, so you wouldn’t have to buy it now.

The first boss shoots out fireballs but is not too difficult. Beating him gives you the key.

The fairy can be brought out to block 3 projectiles, and then it will disappear for a while to cool down. The other blocks are a second fairy, sword techniques (which you learn as your Force meter goes up), and the secondary items. The fairies and sword techniques are at least something different from Zelda.

The second area has no shops or items, just this spider boss which drops a key; you need the key to go into an underground part of the level where you will find another boss. None of this is necessary to go to the next stage, but you need to raise your Force to learn the sword techniques, some of which are necessary to pass areas or fight bosses — you wouldn’t necessarily have to do it in the order given, but you would have to do them all eventually.

This is where I stopped. It’s a pretty bad game, especially under the shadow of Zelda. The control feels stiff, and there are annoyances like not being able to use your sword when you first enter a level.

Apparently the purpose of the included cassette tape is to give you clues to getting through the Lost Woods (another Zelda influence) on the final map; you have to go in a way that forms the theme song which you can hear on the tape.

I’m not sure why Imagineer didn’t make any more Wave Jack games, but I have a feeling it just wasn’t worth it to include all these extras in the game — from what I can see the price (4900 yen) was on the expensive side but not an unusual price for a Famicom game. So they were probably not making as much money as they could have and I doubt the extras were a big draw for the game (especially since all three games got lukewarm or negative reviews even at the time).

I also played Deep Dungeon 2, so I will do a post about that midweek and then next Saturday I will post about Tokyo Majin Gakuen.

Tech issue fixed

For some reason the last three posts did not show up unless I was logged into the admin account — I only noticed this today. It seems to have been caused by an issue with a cache plugin for wordpress. So you should be able to see the last few weeks of posts now.

Too bad it’s just my slow crawl through Shining Force III but I’m on the last stage so we’ll be moving on soon!

Grandia (end)

I played a bit more Grandia but I think I am going to abandon it; if I were more than 1/3 through it I might tough it out to the end, but I just don’t like dealing with the 3D maps. In addition to that I find the battle system often feels sluggish, having to wait for all these spell and move animations to finish before you can keep playing.

So it’s back to Shining Force, then I rolled more random games. The first one I had already played so that will be the next old game (Seiken Psycho Calibur), the second one was a game called Jade Cocoon for the PS1, which I guess did come out in English.

Grandia (PS1) – Part 1

Grandia (グランディア), developed by Entertainment Software Publishing, released 12/18/1997 for Saturn and 10/26/1999 for Playstation

This is a Playstation-era RPG that I’ve always heard good things about. It started out on the Saturn, and from what I understand the development team had also mostly worked on the Lunar series prior to this. From what I can tell, the Playstation port is essentially the same thing as the Saturn version; there were a few graphical changes and some bugs were fixed but there was no extra content or major upgrades.

The initial backstory involves godlike spirits called the Light Winged Ones using the power of the Spirit Stone to give blessings to people, but when the humans decided they wanted to become Winged Ones themselves, that darkened the spirit stone and broke it into seven pieces. Adventurers have sought out the ancient technology of the “Angelou” civilization that the Winged Ones used, but thwarted by a giant wall called the “End of the World” they’ve basically failed.

Our main character is Justin, a 15 year old who has a mom who was a former pirate but now runs a restaurant, and a deceased father who was an adventurer. His dad gave him a stone that he believed to be one of the seven Spirit Stones although most people now think that the spirit stones and Angelou are just legends. The beginning of the game involves Justin and his 8-year old friend Sue doing kid stuff with town bullies and such.

My biggest problem with this game by far is the 3D maps. I find them extremely difficult to navigate, and I am constantly getting lost, wandering in circles, and being unable to see where I can go. This game really needed an inset minimap — you can press select in town to zoom out like this:

But personally I do not find that sufficient to navigate the areas, and the dungeons don’t have that (they have designated spots where you can zoom the camera out). I’ve always had issues with 3D games; I was never able to get into Super Mario 64 or Ocarina of Time because I could not deal with the 3D environment.

Because of this it took me a long time just to clear this initial section where you are running around town trying to find things. In any case, once this is all done Justin wants to go to the nearby Sult Ruins to find out things about Angelou, and the museum curator gives him an intro letter to let him do so.

First we have to go through the Marna Road, and this introduces the battle system. Enemies are encountered on the map (symbol encounter) and you can get a surprise attack or be surprised. I believe that once you beat an enemy symbol it only reappears if you leave the map entirely, but I could be wrong about this.

The battles themselves are done in a kind of combination real-time and turn-based system. The bar at the bottom right shows the enemies and your characters, and they move right on the bar at a speed determined by their Action stat. When they reach COM you can give them a command, and then once they reach the end of the bar they will take the action. Being attacked can stop your bar movement temporarily or even return you more to the left (known as IP Damage). You can run into problems of stunlocking and being stunlocked, but I have only had this happen a few times so far.

The speed of Command->Action depends on the move, and the more you use moves the faster they will go off. A character who gets attacked when they are between COM and ACT will have their action cancelled and they’ll suffer IP damage. If they get hit when they are at the right of the bar but haven’t done their action yet they will be Countered for additional damage, but they will still get to do their action.

The basic actions you can take are Combo (two attacks; if you kill an enemy you will do an attack on another one), Critical (slower attack but can cancel enemy moves), Magic/Skill, Run, Item, Defend (either defense+ or evade+), and Look (see enemy stats and what they are doing).

Each character has weapon levels, and they gain XP from the levels by doing attacks or moves in battle. Levelling up the weapon levels gives you stat bonuses (i.e. a sword level gives +1 str and +2 speed), and if you reach certain levels you will unlock new moves.

For magic, you have to find a Mana Egg which you then take to a shop and use to give one type of elemental magic to a character (Fire, Wind, Earth, Water). There are three levels of magic spells each with their own spell point pool, and there are combinations of elementals as well.

So there is a lot going on in the fights. Overall I think it works fairly well; it feels fast paced and gives you more to do than just mash one button.

This is from a later scene

In the ruins we are introduced to three army women adversaries (Mio, Nana, and Saki); they’re also at the ruins searching for something on the orders of Mullen. They are part of the Garlyle Army, and they’re searching for some final piece to advance their nefarious plans.

When we reach the bottom, Justin’s spirit stone activates — it turns out that his dad did indeed give him a real spirit stone, and a mysterious woman named Liete appears, telling Justin to find Alent which is on the New Continent. So after escaping from the Garlyle women and Mullen, Justin decides to go to the New Continent. There’s a fetch event here where we have to clear out a mine of monsters to get a passport from an old adventurer, and then Justin tries to leave in the morning on his own, without telling anyone. But his mom realized what he was going to do and left a letter, and Sue sneaks on to the ship.

Also on the ship is Feena, an adventurer who is considered the best adventurer in new Parm. When the ship they are on encounters a “ghost ship”, Feena allows Justin and Sue to tag along to solve the mystery of that, which turns out to be just a big kraken:

Feena’s fire spells are deadly against the monster, and it goes down pretty quickly despite the tentacles. Now Feena sees that Justin and Sue have some real adventurer qualities, and tells them to visit her at her house.

In New Parm, Justin tries to join the adventurer’s guild with an introduction letter from his mom, but it turns out the head of the guild is the son of the old leader, and this guy is a complete tool who refuses to pay any attention to Justin. They go visit Feena, but then the new leader guy kidnaps Feena and tries to marry her by force. Of course we go save her.

We manage to save Feena, although she’s pretty worried about pissing off the adventurer guild because you can’t do adventures without their permission. But Justin helps her see the silliness of that idea and she tells the leader to screw off. She joins up with Justin to search for more information about the Angelou and try to bypass the World’s End, even though she’s skeptical that any of this is real.

First goal is the Dom Ruins, where Justin hopes he can learn more about the Angelou the same way he did at Sult Ruins.

Dom Ruins is a big place where you have to keep going back and forth between sides of it…I still find the maps hard to navigate.

The ruins boss was another enemy I didn’t find too hard, powerful spells and moves took it down pretty quickly.

After this, we do indeed get more information from Liete — it seems that Arent is on the other side of the huge wall so Justin is going to have to try to get past there. On the way out we find a child who is hurt on the ground; we try to help but it, but it needs some special herb to heal so this is another side fetch-quest. Once the herb is recovered, the child recovers but can’t speak to us because we don’t understand the language. Just then, then the Garlyle military shows up again. Apparently they’re the ones who hurt the child; they are chasing the “demi-human”(? I guess? I don’t know how the english translation deals with 亜人) for some reason. We’re all captured and set to be executed.

However, Mullen’s underling Leen appears to free us, or at least set things up so we can escape. On the way out, we have to fight each of the three military women.

They are all really fast and can often act multiple times for each action of yours. Saki was the easiest, I think. Nana is a little harder because she uses these yoyo attacks that hit a large area and are able to do IP damage so that it’s hard to get turns, but even so I was able to beat her fine. I think Mio is the hardest because you can get stunlocked if she decides to keep spamming her balloon move (that puts people to sleep) and the stungun move. But if you can start cancelling her attacks and get a bit lucky it’s not so bad.

We escape on a train, and the child (Rem) gives us some tree nuts that let us communicate with him. Unfortunately, the military is on the move.

But Justin manages to uncouple the train and disable the brakes so that the military people are sent forward while they can escape. Justin and the rest head for Rem’s village, hoping for some information.

This is as far as I got; it seems like this is only about a quarter of the way into the game. I think overall it’s fun but the 3D maps are really annoying. I believe that I will play Shining Force III this coming week and then return to Grandia the week after that.

Märchen Veil (FDS)

Märchen Veil (メルヘンヴェール), released 3/3/1987, developed by System SACOM

For various reasons I was not able to play that much in the past couple of weeks so I’m still not quite done with Sakura Taisen 2; I don’t think that game needs two posts so I will do another early RPG this weekend.

Märchen is a German word meaning “folktale” and was borrowed into Japanese; the “veil” in the title refers to a fictional race or monster type in the game. This game was originally released in 1985 for the PC88, and then ported to a bunch of other systems, including the Famicom Disk System in 1987. Unfortunately this is only half of the game, Märchen Veil II came out for computers but was not ported, so console players can only see half of the story.

You start out by creating a save file just like in Zelda.

You then are presented with the “Visual Stage”, which gives you the story, although it continues off what must have been the introductory story in the instruction manual. It’s fairy tale like, fitting the title — the main character is a prince of the lake kingdom, and after going through many trials he earned the love of a princess. But a wizard didn’t like this and teleported the prince away, changing him into a monster called a Veil. The prince finds that he has his sword as well as a bracelet that the princess had given him, and he sets out to find his way back to the princess.

Each of the eight stages has one of these “visual stage” at the beginning. In 1985 this was quite unusual; most RPGs and adventure-style games had no developing plot at all, and only a handful of games even had any dialogue in the game. For consoles, the two Dragon Quest games did have a lot of town dialogue, but even DQ2 doesn’t have all that much of a developing plot. So I suppose this was a selling point of the game at the time (of course by modern standards the cutscenes are pretty thin).

Then the action part begins. The original computer version operated on multiple screens like Hydlide and Zelda, but the FDS version has a scrolling map. It doesn’t scroll very smoothly, and the whole game is a bit choppy and sluggish.

It also follows the general pattern of the action-RPG-adventure hybrids from this area in that the difficulty level is pretty high and a lot of the content is hidden in secret areas with no hints. It’s not as bad as some games, but if you don’t use a walkthrough you will be wandering around a dying a lot before you figure out what is going on.

Your weapon is a sword that shoots things out of it. If you find additional hidden swords in the levels you can increase the number of projectiles (and maybe the power?) You get more hearts by killing certain monsters that drop fairies, and if you collect 4 fairies you get a heart upgrade. Refilling your health can only be done by finding full heals hidden in the stages, or sometimes beating enemies or destroying things on the map will give you a small refill.

There are a fair number of items in the game, like boots that make you walk over rough areas without slowing down, or a cape that lets you finish the first stage by flying over one area. But there are a lot of places on the map where you fall into a pit if you walk into it and you can only escape by mashing the attack button. There are other times where I suddenly died without really understanding why.

In the first stage you have to walk off the right side of the map, taking you to this weird area with random things shooting everywhere. If you get the cape above you can then finish the stage.

Once you reach that castle, it’s time for the second Visual Stage.

The prince meets Phoebus, who can’t help him but tells him to seek Neptune — this will require beating a monster, though.

Fortunately the monster has a safe place you can stand in (near the top) where you can just shoot it without dying.

That’s as far as I played — this is a pretty bad game; even in 1987 it was not reviewed very well. It’s nice to see that contemporary reviewers also complained about things like inscrutable secrets and high difficulty because it feels then like I’m not judging the game unfairly from a modern perspective. Even if you did want to play it for the “visual stage” aspect you only get half the game unless you hunt down Märchen Veil II for a computer system.

Next week will be the Sakura Taisen 2 post, then I am playing Grandia. I may have mentioned this before, but I basically missed the entire PS1 era of RPGs with the exception of the Final Fantasies, Xenogears, and Chrono Cross. So I do want to try some of these well known titles as well.