Super Chinese World 3 (スーパーチャイニーズワールド3 超次元大作戦), released 12/22/1995, developed by Culture Brain
The last SFC game of 1995 is also the last of Culture Brain’s “Super Chinese” RPGs — there are a couple of games after this with the Super Chinese title but they are remakes or not RPGs. Unfortunately the series ends with basically a whimper; this is clearly a rushed product that was shoveled out the door with relatively little effort. The game is only 12 megabits instead of 16 like the last game.
The cornerstone of the series had been its mix of Action RPG and turn-based RPG styles. For World 2, they completely removed the turn based aspect and made it only ARPG. For 3, they have two options — you can play either the ARPG mode or the Turn Based mode. The two modes have slightly different story developments so I think the intent was that you would play both modes, although from what I can tell there’s no bonus if you finish both.
I initially tried the ARPG mode but I’m just no good at this kind of combat; I found people saying the ARPG mode was braindead easy and you could just mash buttons, but I got so many game overs in the early parts that I went back to the turn based.
The saving is still done with passwords rather than battery backed memory.
The story setup is essentially the same as before. Gingaramao is back again, trying to revive Dimetron to take over the worlds. Jack and Ryu, the kung fu brothers, initially don’t know anything about this. The storyline basically involves just trying to get to “Beautiful World” to stop Gingaramao, but there’s only one other world between the start one and that (Dino World). It’s a pretty short game; one route takes about 6 hours or so to beat. It does provide a sort of conclusion to the Super Chinese story if you care about that at all.
There are a lot of evidences of the laziness — buying weapons and armor buys them for all members of your team, for instance. In battle each character has their own HP but out of battle they all share the main character.
The ARPG system is the same as Super Chinese World 2, and it’s just as annoying — you fight random enemies until the game decides the fight is over. There are various moves you can do but they require Street Fighter-like combinations. Also as in SCW2, they have platforming stages.
The turn based system usually has Jack and Ryu, but you can use a spell to switch between Linlin (a new character) and Shubabarn, who was an enemy in the last game but promises he’s not going to join the enemies again. You have a basic attack, and then hissatsu and jitsu (roughly techs and spells). Each one can be used a certain number of times until you rest at an inn. Bosses for some reason are 1-on-1.
Levelling is fast and there are few challenges in the game (on the turn based side at least). The final boss is the one exception; he gets 5 attacks per turn and you have to be at a decent level just to survive his attacks. I found that I had levelled up so quickly just from playing the game that I was strong enough to beat him, but this was the only boss that provided any true difficulty.
Honestly I don’t really want to write any more about this — it’s a boring game, but at least it was short. There’s a translation patch so you can try it out for yourself.
Next up is the last 1995 game, the PC Engine game Seiya Monogatari: Anearth Fantasy Stories, which I’m about 2/3 done with. It’s a genuinely good game — probably in the top 5 I’ve played for the SFC/PCE games. So we’ll have at least part 1 of that post next week.