SRPG 131 – Langrisser Millenium Wonderswan (WS)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

SRPG 130 – Aura Battler Dunbine (PS)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

JRPG 47 and 48 – Kamen Rider Club and Dragon Quest III (FC)

This post will cover two games briefly — one because it sucks, and the other because I already played the remake of it (and played the original enough times that I don’t need to do it again).

Kamen Rider Club (仮面ライダー倶楽部 激突ショッカーランド), released 2/3/1988, developed by Tose, published by Bandai

This is a game based on the long running, popular Kamen Rider series masked heroes on motorcycles. By the time this game came out, there had been seven different KR series from 1971-1980. Then after a break, an eighth series started in 1987 and was still running when this game came out — I haven’t seen any indication of this, but it would make sense if this was released as part of the “revival” of the series. The series remains popular; I think there have been 36 series now plus all kinds of associated things, and a new series will begin this year.

Unfortunately, this game is garbage. It’s barely playable to the point where it’s hard to see it being released at all if it didn’t have the Kamen Rider name to support it.

You get to play as the first three riders and can pick up three more throughout the game. I don’t believe that the newest rider was included. You play through each of the rider’s levels in any order, then several more levels with all of them.

The first big problem, perhaps the most important one, is that there is no way at all to suspend the game — no save or passwords. Because of the bad design of the game it will take 30 hours (give or take depending on how efficient you are), so if you are not on an emulator that’s going to be tough. Also you have limited lives and a game over sends you back to zero, although there is a secret way to continue. It’s hard for me to understand how this happened. The developer, Tose, was not new to video games. They had already made games like Kid Icarus and Saint Seiya that had password/continue systems. It seems impossible that this was a deliberate decision by the designers with full understanding of what was going on, so it probably points to a rushed development or a lack of playtesting.

Even if you play it on emulator so that you can save your progress, the game is still garbage. The gameplay is mixed action/battle. The action stages are standard side scrolling:

The Kamen Rider can only do this weak downward punch that doesn’t accomplish much, and jump. After you jump you can mash the button to slowly descend, which is necessary to reach higher platforms. You earn money and XP by defeating enemies, running into them to go into a separate fight screen (although sometimes you get damaged instead of going to the fight screen)

There are also shops you can buy stuff from but there’s a lot of randomness in what you will get.

In the fight you just mash buttons to make the arrows fill up and then you’ll knock the enemy back; eventually you will win gold and XP. (There is way to much button mashing in this game for my taste)

But not very much gold. And you need a ton of money — passing every stage requires you to spend money to open gates, so that the main thing you do for the whole game is just grind money out of the enemies (or from gambling games). This is why the game takes 30 hours or more.

If the game had some kind of suspend feature it might at least minimally playable if you like the battle system, but as it is, there’s no point. Later in 1988 there is an Ultraman Club game but it’s by a different developer and seems to be a much better game.

Dragon Quest III (ドラゴンクエストIII そして伝説へ…), released 2/10/1988, developed by Chunsoft, released by Enix

I have already played the Super Famicom version of this and discussed my experience as a kid with this game, so I’ll just briefly cover some details relevant to the Famicom version.

The major innovations in this game were the addition of battery-backed save instead of passwords, and the ability to create 3 characters in addition to your Hero, with several possible classes. Later in the game you can change your classes at the Tower of Dharma, which becomes a series mainstay. Aside from those big changes, this game is really just a refined, expanded version of Dragon Quest II.

It was hugely popular in Japan; DQ2 had already done great sales but DQ3 did even better, and I think this may be where other companies really started copying the DQ style in their own games. It’s interesting that even up to this point, 2.5 years after DQ1’s release, there still have been very few games that were actually trying to do the same thing as DQ. The majority of these RPG-“sphere” games still incorporated action into the game rather than purely command based. By the time we reach the Super Famicom I know from my play of those games that the action-RPG hybrids are in the minority compared to the tons of DQ-style command games, and I wonder if this will start being evident going from here.

SRPG 129 – Summon Night (PS)

Summon Night (サモンナイト), released 1/6/2000, developed by Flight Plan, published by Banpresto

This is Flight Plan’s other major SRPG series after Black/Matrix. It basically consists of 6 core games plus a bunch of spinoff titles. Summon Night 3 was the game that really made me an SRPG fan rather than just a Final Fantasy Tactics fan. Before that I had tried Fire Emblems, Tactics Ogre (plus gaiden), and FFT Advance, but I was never able to get into any of them. Then when I lived in Japan I randomly picked up Summon Night 3 from the local game store; I had never heard of the series and could barely find any information about it online but the cover looked interesting. We’ll get to SN3 later, for now, let’s look at the first game in the series.

In contrast to the dark, complex world of Black/Matrix, the tone of Summon Night is a bit more “cute” and friendly, although the storylines themselves usually have a fair amount of seriousness and dark stuff in them. As usual for the series you begin by choosing your main character, with a choice of 2 men and 2 women. The first game’s main character is a Japanese high school student who is accidentally summoned into Linbaum, the world of the game. As far as I know this is the only game in the series that uses this trope.

The element of the game that drew in the most fans was the detailed and distinctive character designs, along with the fully voiced dialogue. After arriving in Linbaum, the MC is accosted by this kid Gazel who tries to steal her money, but eventually joins their house, where a bunch of kids live. We learn that the city is controlled by some rich people and there is a huge income inequality in the city.

It turns out that the MC was summoned to the world by some kind of botched summoning attempt. The first part of the game involves her trying to figure out why she was summoned there and hopefully find a way home, and then of course she gets swept into a larger plot that eventually involves the fate of the world.

The “summoners” in the world are people that can use a “rite of contract” to use Summonite Stones of five different colors on certain objects. This gives either an item, a “miss”, or a summon creature. The creature will then be bound to an item which can be equipped by anyone to use the spell. These summoners are associated with various factions (such as the “blue” or “colorless” faction). For this game, only the MC can do the rite, as a product of whatever botched ritual brought her to the world.

During the “adventure part”, you can move to various locations. If there is a character there, you will have a conversation. The ones that move the plot along are marked EVENT. From time to time there will be a space that has no character but has some kind of secret event; most of these involve optional characters and such.

On the whole, this is the strongest part of the game — the characters are memorable and interesting, and there’s a good mix of lighthearted character development and more serious plot stuff.

You can experience some boredom because all of the story is done through these sequences like in the image above, with any “action” being done just by sound effects or description. It’s a visual novel style that isn’t to everyone’s taste. But I like it fine. Also the text is done in a nice, readable font.

Most of the chapters end with a “night conversation” where you can talk to someone and increase their friendship level. There are a few different endings that are at least partly based on the level, although it seems to be less restrictive than the later titles.

Now for the battle gameplay. The first game is basically the same as 2-4 in terms of overall play.

Each character has a class, and several upgrades they get when they reach a certain level. The class determines what weapon you can equip, and what kind of summon stones you can equip (out of the 5 colors). There are three equipment slots.

The battles are done with height and facing, on a player turn-enemy turn basis. For counterattacks, you can freely switch between “block” or “counter” at any time on your turn (for any character). Later games add additional reactions, but this game only has the two.

If a character reaches 0 hp they are removed from the battle. There is no immediate penalty, but like the other games, there is a hidden value that increases when you make bad choices or when people die in battle. If it gets high enough, you get a bad ending. From what I saw in a walkthrough, the bad ending value is high enough that you are unlikely to get this ending if you aren’t losing your whole party in each battle.

One of my favorite things about this series is that the XP is not awarded individually to characters. Instead, at the end of the battle you get a lump sum which is then spent to level up members.

There are free battles you can do in addition to the event battles. This allows you to build up money and XP but also to use your Summonites to get new summon gems. There are also additional rewards for clearing free battles (like equipment or accessories you can’t get any other way).

The battle system has good points and it’s fundamentally the same system as the other games, but there is a big problem in the balance, which they didn’t fix until the third game.

This game has very sharp stat or level scaling in its combat formula, so that just 2 or 3 levels of difference can make it hard for a character to be effective. This means on the one hand that if you put all your experience into 2-3 characters, you can clear the whole game with very little trouble. The game gives you a lot of characters, though, and if you want to play with a full party of 8 (plus using the new characters that come in), the game does not give you enough XP through the story battles to make this viable. And the free battles give you so little XP that you will have to do a ton of grinding to make this effective.

Summonite stones are also pretty hard to get, making it difficult to experiment with the items to find the various spells you can learn.

This is a problem in Summon Night 2 also, but they addressed it in 3 by making it easier to earn XP and money through the free battles, and also putting in a system in the game that rewards you for not overlevelling. This system was put into the DS remakes of 1 and 2.

There is a button combo you can press that lets you put in various names for your MC to change things, and one of them (おっさん) gives you x2 xp. This is probably the best thing to do if you actually want to try to preserve any challenge or skill in the game, but as it is, unless you’re willing to spend a ton of time grinding free battles, it’s better to just enjoy the story and make a super main character.

There are some optional characters, a few side events, and some minigames, but a lot of the replayability that the series is known for didn’t come in until the later titles.

So while this is a decent start to the series, it’s unfortunate that the first two games are more fun as visual novels than actual games.

JRPG 46 – Fire Bam (FCD)

Fire Bam (ファイヤーバム), released 2/1/1988, developed by Live Planning, released by HAL Labs

I guess it’s Live “Plannig”

This is a “side scrolling action/adventure” type game. The main distinguishing feature is how fast the game is — you move quickly and can often run even faster in some of the areas. The backstory is that the main character (Bam) is about to come of age in the fire clan, but Domez, who fears the Fire Clan’s power, seals away most of the people in other dimensions and turns Bam’s parents into monsters.

The basic idea of the game is that you defeat bosses, which frees townspeople from other dimensions and also increases the available areas you can go in. You can return to the town to buy items from the newly freed people, and to save your game and heal at your parent’s house.

You start with a very basic sword and shield and nothing else, so it’s time to go into the overworld. As I said before, you run very fast. You can swing your sword and jump, but you can also hurt enemies just by running into them in some cases.

If you lose all your lives, you simply return to your parent’s house with no other penalty.

As you beat enemies you get various items, including the “fire” that works as currency to buy things. There are various doors you can enter — some are shops where the people tell you the inventory is sold out, but the instruction manual indicates that you need a special item to have these people sell you things. Other doors take you into separate areas of two types.

One type is a side scrolling area with blowing wind that makes you move even faster than on the overworld. You have to dodge and beat monsters for a while until you come to a boss. The bosses are weird looking; they remind me of that old Godzilla creepypasta.

You can go back in the same door more than once to fight a stronger boss. At some point I assume the door is permanently locked or something like that.

The other thing you can encounter in these doors is one of eight dungeons, which have an obvious inspiration:

These work just like the Zelda II dungeons, and when you beat the boss additional places will open up just like for the windy doors.

The items you can get include swords, shields, boots, and special items. These aren’t just simple stat upgrades, but actually have different effects. Some boots let you jump higher, others make you heavier so you don’t slip. The different weapons have different attack types. One very helpful shield you get early on lets you shoot out projectiles, which was a big help.

Overall this is not a bad game. I think my biggest issue with it is that it’s hard to keep track of where you’ve been and where you still need to go, because the overworld is kind of repetitive and when it increases in size it’s hard to tell which areas are the new ones that have appeared. I had a hard time fighting the bosses but I’ve gotten a lot worse at action games since I was a kid so that’s not surprising.

SRPG 1999 review, 2000 preview

I am now done with the very long 1999. As usual it’s time to pick a game of the year, which always seems like more trouble than it’s worth.

Looking through the list, Growlanser is definitely the game I enjoyed the most, and it was significant as the first of these real-time “action” SRPGs that I actually liked. In terms of significance, Fire Emblem 5 would be a worthy nomination as the last Kaga FE, the last significant Super Famicom game, and also a game that is well known among FE fans. Super Robot Taisen 64 has one of my favorite SRW stories.

I feel like it has to be Growlanser. So the full list now is:

1990: Fire Emblem 1991: Langrisser 1992: Just Breed 1993: Super Robot Taisen 3  1994: Langrisser II 1995: Riglord Saga 1996: Energy Breaker 1997: Final Fantasy Tactics 1998: Houshin Engi 1999: Growlanser

Now on to 2000. Fewer games than 1999 by quite a bit. There are also six systems represented, including the first PS2 game. The Playstation remains the main SRPG console but I think this is the last year that’s true of.

  1. Summon Night (PS) – I’m a huge fan of this series, but the first two are not great.
  2. Aura Battler Dunbine (PS) – I’m familiar with this series from SRW.
  3. Langrisser Millenium WS (WS) – Unlike the Dreamcast game, this is an actual traditional Langrisser style game.
  4. Rayblade (PS/DC) – This is Winkysoft’s attempt to make a SRPG amidst (or after?) their feud with Banpresto. I’m not sure which version I will play. From what I have read the DC version has some marginal improvements, but the PS emulation is much better.
  5. Super Robot Taisen Compact 2-1 (WS) – As usual, I won’t be playing this again. Same with the other SRWs, although I will make posts on them.
  6. Brave Saga 2 (PS) – Sequel to Brave Saga from last year.
  7. Super Robot Taisen Alpha (PS)
  8. Ogre Battle Prince of Zenobia (NGPC) – This is in the style of the original OB and is the second (and last) SRPG for this system.
  9. SDGGG Gather Beat (WS) – This is the first SDGundam G Generation game that has a full crossover storyline.
  10. Ningyou no Rakuin (PS) – Apparently a horror/Lovecraft game.
  11. Dungeon Savior (GBC)
  12. Velvet File+ (PS2) – This is the first PS2 game I’m playing. Since the start of this blog in 2017 I have been using the same Acer laptop to play almost all the games, and it’s handled everything up to now fine. Last year I tried to play Suikoden III and the laptop could not handle some parts of the game, so it may be that I’ve reached the limit of what it can handle. But we’ll see, maybe this isn’t as resource intensive.
  13. SRT Compact 2-2 (WS)
  14. Ring of Red (PS2) – This one seems borderline but I will try it.
  15. Brave Sword (PS)
  16. Gungho Bridage (PS)
  17. ZOIDS Empire vs Republic (PS)
  18. Juntai Taisen (GBC)

Some I will not be playing:

  • Digimon Cathode Tamer (no character advancement)
  • Seikai no Monsho (no character advancement)
  • Kakurenbo Monster Tactics (I guess)
  • Favorite Dear (not SRPG-style battles?)
  • Atelier Elie/Marie (GB) – I will wait until 2001 to cover along with the WSC and DC remakes.

SRPG 128 – Faselei! (NGPC)

Faselei! (ファーゼライ!), released 12/22/1999, developed by Sacnoth, published by SNK

A new console for this project, and another attempt by a company to make a handheld system. As with pretty much all the other handhelds created before this, it was never able to successfully compete with the Game Boy, or even the moderately successful Wonderswan. From what I can see there were only 93 games ever relased for the system, which includes some re-releases and stuff like “portable reversi [othello]”. It was first released in 1998, but the Color version was released about six months later, and it was discontinued in 2001 when SNK went bankrupt.

There are two SRPGs for the system — this one (which is borderline), and Ogre Battle Prince of Zenobia. This game was actually released in English, although only in the UK — the planned US version was scrapped when the American SNK offices were shut down, although apparently the release copies were already produced and some escaped into the wild. Even the Japanese version sells for over $100 on ebay.

I played the game on the Ares emulator (a project started by the late Near/Byuu, but continued now by other developers).

I used a “dot” filter post-processor on the emulator that made it look better but this isn’t reflected in the screenshots

Overall I would say the game is not bad, but it feels very limited — it has a lot of good ideas, but it’s almost like a proof-of-concept demo for a larger game that’s going to be developed later. (I don’t have many screenshots because I forgot which button I mapped screenshot to, and I kept pressing a different button)

The graphics are of course limited by the system, but I do like that the story sequences have backgrounds, and there are a number of cut-in pictures.

The music and sound are also limited by the system; it’s not bad, but nothing special.

The story is a rather familiar setup — the “Faselei” of the title is a mercenary group that is fighting for rebels against a stronger kingdom. We have the usual rival of the main character, as well as an eventual outcome with much larger stakes than the civil war. But all of this is done in only 13 stages, so there’s not a whole lot of development with any of it. They do the best they can, I think, but it can’t help but feel too short.

The system is pretty interesting, and I would like to see it be used again. Your characters are in mechs called “Toy soldiers”. You can buy parts, including weapons, backpacks (for items), computers, etc. Unfortunately you only control one character and so can only mess with their mech. Your ability to buy new parts and mechs is determined by your experience level. I think this is the only effect of experience, which you only get from story battles. On the other hand, you can do free battles for money (and once you reach level 5 you can also get items from the free battles that unlock the strongest mechs).

The equippable weapons depend on the mech, but include different types of melee weapons, missiles, and rifles. They have limited durability/shots, but the items you can store in the backpack can refuel those, and also recover health.

The computer is where you assign “chips” which determine that actions you can take. The number of chips you can assign to a mech is determined by the computer, while the number of actions you can take is determined by the mech itself. The chips include movement (green), attack (red), defense (blue), and miscellaneous (yellow).

Each turn, you are able to take as many actions as you have AP. You can use the actions from the chips you have set, and each action can be used as many times as you want (subject to ammo limitations and such). All the actions are then carried out simultaneously with the enemy. So you have to try to anticipate what the opponent will do, so that you can avoid their attacks or get within their range. You start out limited in your actions (for instance, to move left you have to first do a Left Turn and then Forward), but later you get more AP and better types of action.

If you run into another unit, whoever has the better FGT rating pushes the other back, dealing damage. The damage can be pretty severe in the case of tanks and other large units like that.

The enemies drop items, but you have to land on the items to get them. In the top picture here I’m moving forward 1 space to get the item, then using my rifle (weapon 1) to beat the structure up there, then going backwards, turning right, and going forwards.

The interface to control all of this is pretty good. As you put in the commands, it shows you what the effect of them will be (so you can make sure you are moving in the right place, ranges of weapons, and it will show you if you’re trying to move into a solid object you can’t pass) The customization menu is also better than some games I have played.

The map design is fine, the maps have different win requirements as well as different maneuverability. Often there are reinforcements so you have to decide when to use your limited resources and what items to bring. The balance is OK too although the “heat” command (x3 damage for your next attack) is mandatory near the end. I was able to beat the final bosses just at the limit of what I could handle, which I suppose is fine for not doing any free battles. If you get the hidden mechs I think you would be even better equipped to handle those stages.

So as I said in the opening, this is not a bad game (although only barely SRPG) and it’s worth a play, although don’t expect too much out of it, particularly the length of the game.

1999 is finished! On to 2000, although next week will be the retrospective post.


JRPG 45 – Jaseiken Necromancer (PCE)

Jaseiken Necromancer (邪聖剣ネクロマンサー), released 1/22/1988, developed and published by Hudson

The PC Engine came out in late 1987 and was quite successful in Japan. I played most of the PC Engine CD RPGs already, but I didn’t play any of the non-CD games that came out on the “hu cards”. This is the first one, made by Hudson itself. It’s a pretty standard top-down command battle game.

The graphics are noticeably better (at least in terms of the technology) than the Famicom. Unfortunately we’re back to passwords — there was some kind of add-on that allowed for save games on certain HuCard games and the CD attachment had save memory inside it, but for games this early you only have passwords. Fortunately save states can substitute for that now.

I’m trying something new starting with the 1988 RPGs, going back to the way I had originally played the Super Famicom games. I’m attempting to find an instruction booklet and at least starting the game with no information outside of the instructions. From the instructions I learned that I would be able to choose 2 members out of a possible 5 to accompany the main character, and there was also the backstory and a world map. The backstory was simple and standard — find the Jaseiken Necromancer sword to defeat the evil than is plaguing the world. Other than that everything in the manual suggested just a normal old DQ-style RPG.

The first thing you do is head to the king and choose your party members. I chose Kaosu, who is a priest-like character, and Baron, who is a fighter-type character. The other choices are Raimu (a magician using mostly attack magic), Maisto (a fast character who also learns some magic), and Romina. The last character doesn’t say anything about her abilities except that she wants to go. (I later learned from a walkthrough site that she begins weak and is weak for most of the game but by the very end she is one of the most powerful characters.)

The first town doesn’t give a whole lot of information, just some vague information about a shrine nearby and a town where I should be able to get better equipment. So I started exploring.

I levelled up and bought all the best equipment in the first town, and I still wasn’t able to survive long enough to find anything; as soon as I passed the invisible line that brought on more difficult monsters I couldn’t survive enough fights to even see where a town or shrine was, much less reach it.

After enough frustration I decide to look at a walkthrough. The first thing I learned is that the companions are poorly balanced and some are much better than the others. I had managed to choose the worst possible party, primarily because the characters’ agility scores are too low so they miss too often. So I restarted the game and chose the magician and the “fast” character, which was supposedly the best party.

With this party I was finally able to make progress. I reached the other town and bought better stuff (including armor, which is not sold at the first town). They also had a wider variety of spells to buy, but since MP is so limited I didn’t buy most of them. The most important seemed to be heal, light, and anti-poison.

The main first goal is making it off the initial island, but the man in the shrine won’t let you pass without the “Burn Staff”. You get this from a man in the southern shrine, but first it has to be uncursed. Unfortunately the guy who tells you he will uncurse things can’t handle this, so sends you to his master. The master is in a cave, and needs you to find an item in the cave to do the uncursing. With all that done you can move on to the next place, which is a desert area.

That’s as far as I played. As long as you pick a good party, this is a decent RPG given when it came out. As usual it requires a ton of grinding to progress, but most games at this point are like that.

SRPG 127 – Ouka Houshin (DC)

Ouka Houshin (央華封神), released 12/16/1999, developed/published by ESP, MediaWorks, and EXE Create

This is a game based on a tabletop RPG, by the same people who did Sword World and Record of Lodoss War. Those games were based on Western fantasy standards, whereas this game is based on Chinese mythology, and especially the Investiture of the Gods work that also provided the basis for Houshin Engi.

It’s the kind of SRPG that I’m not overly fond of; along the lines of the Dragon Force/Brigandine style of game. In contrast to those games this does have specific story battles, but for my taste there’s still too much repetitive fighting against random enemies that are emanating from castles or other structures. This is always my biggest issue with this kind of game.

I do like the graphics. The characters have a nice design, and fortunately they did not try the 3D polygon style that never works. The maps allow for enough rotation that you can see what’s going on, with the exception of the city maps which are very hard to navigate.

Music and sound: The music is appropriately Chinese-themed. The important story dialogue is voiced.

The story is pretty thin on the whole — there are so many characters that few of them are given any depth, and the story doesn’t really rise very far above “stop the evil people.” Your team is made up of sennin (basically Daoist sages who have gained magical powers through their austerity and other spiritual devotions) coming to Earth to deal with evil beings who are corrupting the world and trying to bring back some evil presence by hatching an egg. They needed a lot of characters because of the way the system works, but it may also have something to do with the source material. The left person in the first image above is sort of a main character, but even the main character isn’t really all that well developed.

The basic idea is that you need to cleanse the Yin energy from all the locations and restore the Yang.

The system involves an overworld map and battles.

The overworld map consists of a number of points, some of which are villages and others are caves/shrines/etc. The yellow places have been cleansed to Ying, and the blue are Yin. The lines coming out of them show connections between Yin or Yang points. You can make several different groups of out your characters and go around to the places (most of them also have Sage powers that can fast transport). If you go to a place that is Yin you may have to fight a battle first, then you can cleanse it. When you cleanse the right places you get the connection lines and this gives you toku, which basically acts as money. Enemies will come out of certain Yin places and try to recapture the areas, although if you cleanse enough places in an area (or maybe complete story events) the Ying level will turn to “MAX” and then the enemies cannot take it over anymore.

Additional places open up as you cleanse certain areas and complete certain story battles.

This all happens in real time, and your characters are not automatically healed after battle. So you do sometimes need to spend time waiting in order to recover their MP or HP.

The battles are pretty standard SRPG grid battles; characters have their own types of weapons with different ranges and areas, and there is a fairly complicated magic system that I never quite figured out — using the spells is easy enough but the way you learn them involves gaining levels but also something that you gain from cleansing the various places. But some characters learned huge amounts of magic while others learned almost none, and I was never entirely sure why this was.

On the whole the game was difficult to figure out, and this is partly due to things being needlessly complicated, and issues with the interface. The instruction booklet is not very clear on many parts of the game. I didn’t figure out how to buy things until near the end of the game (you have to use the power to go back to the clouds and then buy things from the sages), and even then how to equip things was not straightforward. I did eventually figure it out with a combination of the instruction manual and the game itself, but managing all the different groups wasn’t very fun either.

The map design is mostly generic; there are only a handful of actual story battles.

Finally, the balance. Without fighting a lot of extra battles (i.e. waiting for guys to come out) it’s hard to keep your levels even, and it’s much easier to just use a single group for most of the tasks, and have some side groups to deal with some of the generics. On the whole I didn’t find the game too challenging until near the end, when the unique enemies started having a lot more power and the ability to cast very damaging spells that sometimes hit the whole map (you can get these too).

But the final battle was a different story and a situation that has become familiar to me now. It represents a huge leap in difficulty; the boss has multiple places that you can damage it but they keep changing, and it has very damaging attacks. I looked at a video of the boss and they were much more highly levelled than me. So I thought I would grind a bit, but it turns out that once you get to the point where the final boss is revealed, you cannot fight any more battles, so you’re stuck with whatever team you have at that point (unless there was some way to train that I never figured out). So that’s where I stopped — I think this is the 5th or 6th game that I have had to stop on the final battle.

So as I said above, I still don’t really like this kind of SRPG.