SFC Game 92 – Hi no Ouji Yamato Takeru

Hi no Ouji Yamato Takeru (火の皇子 ヤマトタケル), released 9/29/1995, developed by MIT and Aim, published by Toho

Sigh. You would think that by the end of 1995 designers had figured out how to make at least a decent game, but stuff like this keeps appearing. The title would suggest it’s patterned after the famous figure from early Japanese myth-history, Yamato Takeru. It does seem to take place in early Japan (sort of) and some of the events of the story are based on the Yamato Takeru myth, but it’s basically an original story.

The graphics are underwhelming, and the interface is overall bad. The shop interface is strangely modern, allowing you to buy multiple things at once, buy an item and sell your current equipped one at the same time, and you can see the stats of equipment and who can use it. But you walk slow, the menus are annoying to navigate, and you can’t see what any spell or ability does without looking at the instruction manual.

The battles are old DQ style, right down to the “Takeru did 6 damage” message rather than numbers appearing — you will definitely want a speedup button for this. There’s some system based on the movement of the sun through different zodiac signs but it’s hard to tell what effect it has except in a few parts of the game where you the sun has to be in a certain position for an event to occur.

You can get 12 different “juuma” to join your party that you can summon. I never understand why designers go through effort to make systems like these, and then make them virtually unusable by stupid decisions that should be caught during playtesting. You have to summon them using consumable items — you get plenty of them so that’s not an issue, but they don’t stick around for very long before they go back to the mirror and have to rest a while. Also any levels you gained while they were out go away (except for the HP). So each juuma quickly becomes unusable; the only purpose to the system is a few places in the game where you have to summon one to make an event happen.

The story is OK. As in the myth, Takeru is a prince, and is banished to Izumo Province to subdue the “Kumaso Braves”. However, in the myth it was because the Emperor feared his power. Here it’s because the goddess Tsukuyomi has been supplanting the traditional goddess of Yamato (Amaterasu). When Takeru’s brother tries to kill the Tsukuyomi priestess, Takeru intervenes and cuts off his brother’s arm, and thus is banished.

The rest of the game is mostly fighting against the Tsukuyomi takeover, but there are bizzare elements like someone from Greece coming with robots. Then halfway through the game one of the party members who Takeru has fallen in love with dies, and a huge part of the second half of the game is getting to the land of Yomi to recover her, with the help of Susanoo’o. This ends up with you fighting Satan(!?), then going to the moon and then defeating Tsukuyomi and restoring her to normal.

The game balance is a mess. The boss above, Yamata Orochi, is a huge difficulty spike that requires a bunch of grinding, but in the latter half of the game most of the bosses have as much HP as the grunt monsters in the dungeons (up until the final boss). I guess at least we can say the enemies sometimes have some nice graphics.

The ending is dumb too; after restoring Tsukiyomi and bringing Takeru’s girlfriend back to life, they head back across the rainbow bridge, have a short conversation, and then just line up on the bridge and face the player.

There’s no credits, “The end” or anything, the music just loops until you turn the game off.

I’m sorry if this post seemed more annoyed than usual, but I would expect this kind of game in 1992, not 1995. Fortunately Seiken Densetsu 3 is next.

7 thoughts on “SFC Game 92 – Hi no Ouji Yamato Takeru

    1. kurisu Post author

      I don’t know; I don’t keep track of the game times when there’s no in-game timer. It wasn’t an especially long game. The encounter rate is high but Takeru has a cheap spell that stops random encounters for a while, which speeds things up.

      Reply
  1. Morpheus Kitami

    I think its a shame this was so bad, early Japan feels really unused as a setting, There’s Cosmology of Kyoto, but that’s a bit daunting to play owing to difficulty emulating it and its reputation.

    Reply
    1. kurisu Post author

      Maybe so — I’m fairly certain it’s not an emulation bug because I saw this mentioned in a number of reviews of the game, but the complete lack of a staff roll is odd. One site pointed out they thought some of the music was good but there was no way to find out who the composer is.

      Reply
      1. Healy

        Huh! Yeah, I wasn’t suggesting it was an emulation bug, just that the game ended before the credits rolled due to some programmer’s oversight. It’s the kind of suspicion that could be confirmed or disproved by looking at the game’s code and checking for the credits, but frankly I wouldn’t blame anyone for not wanting to go to that length for such a shitty game.

        Reply

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