Thursday, March 13, 2025

Game 543: Phantasy Star (1987)

  
"Why is she flying? Why is she in space? Why doesn't she need oxygen to breathe in space? How can she fly in space?" -- the types of questions that probably go through no one's head but mine.
           
Phantasy Star
Japan
SEGA Enterprises (developer and publisher)
Released 1987 for SEGA Master System in Japan; 1988 for the SEGA Master System in the United Kingdom and North America; 1994 for the SEGA Genesis in Japan
Date Started: 4 March 2025    
    
All right, fine. Let's do it. I've covered Dragon Warrior (1986), The Legend of Zelda (1986), and Final Fantasy (1987) already and noted their influences on both console and computer games. If I'm going to continue sampling console games, I might as well finish off the list of the foundational ones, starting with Phantasy Star and continuing with, I don't know, Fire Emblem (1990) and maybe . . . sorry, can't bring myself to say it yet. Give me credit for getting this far, at least.
     
This is only my second SEGA Master System game, but since its controller is essentially identical to the NES, there isn't much of a learning curve. The previous experience was with Miracle Warriors: Seal of the Dark Lord (1986), which it seems to me anticipates many of the mechanics of Phantasy Star and might deserve some of the foundational credit that Phantasy Star gets both mechanically and narratively (it probably makes a difference that Miracle Warriors had a PC release first, while Phantasy Star was developed natively for the SMS). In any event, I covered the history of SEGA in that entry.
       
He can't really learn the lesson if he's dead.
       
Phantasy Star's backstory blends science fiction and fantasy elements. It takes place in a multi-planetary system called Algol, but it's not explicitly in the future of our universe, as evidenced by the dating: "Space Century 342." Civilization started on a planet called Palma and spread, after the discovery of space travel, to the planets Motavia and Dezoris. In the most recent era, this empire has been ruled democratically by King Lassic, but Lassic has lately fallen under the spell of the priests of a "new religion from another galaxy" who promise eternal life to anyone who joins. They gave Lassic a fearsome suit of armor, and soon after, he began to rule as a tyrant. The economy and social order have collapsed, and monsters stalk the worlds.
   
The main character, named Alis, is from Palma. In the opening scenes, she witnesses her brother, Nero, a resistance fighter, killed by Lassic's Robotcops (who look a lot like stormtroopers). With his dying breath, he hands her his short sword and suggests she seek out a fighter named Odin. "Maybe the two of you can stop Lassic." Alis swears to do exactly that.
      
That's the shortest short sword I've ever seen.
     
I can't think of a previous RPG with a canonically female protagonist, but please correct me if I'm overlooking something. My understanding is that SEGA employed an unusual number of women on the design team, including story writer Chieko Aoki. This is in some ways the origin of JRPG protagonists with defined names and backstories, although oddly this characteristic has not yet been present in most Japanese RPGs that I've sampled, save for the eroge ones like Knights of Xentar (1991) and Mad Paradox (1992). I generally prefer RPGs in which I can define the main character, but I've certainly played plenty of games with fixed PCs that I found enjoyable despite this preference.
    
The game begins in Alis's hometown, which consists of a couple of screens and a few houses, NPCs, and shops. This being a console game, and consoles of the era having primitive controllers, everything is done frustratingly with the directional pad and a couple of buttons. If there's a hell, I'm going to spend eternity scrolling through menus with a controller, constantly overshooting what I want to select, constantly hitting that button that cancels rather than the one that activates an option. I know it's silly to complain about literally the only interface that was even possible for console games of the period, but it's a big part of why I'm a computer RPG addict and not a console RPG addict.
     
The game begins outside Alis's little pod house.
     
I was less bothered by the graphics than I expected. You know from previous experience that I don't like anime and I don't like chibi, but while the game certainly has some influence from both, it's relatively mild. Alis and the NPCs in the game strike me as far more similar to the character icons in classic iconographic games like Ultima than the GCLMs of Zelda and so many of its descendants.
         
The music, on the other hand . . . Phantasy Star follows the era-normal convention of not allowing sound effects to be turned off independently of the music. Since the music is crude, repetitive, and cloying, I'm not hearing any sound effects, if there are any.
    
Alis starts with a short sword and leather armor but no money, so it'll be a while before I can afford anything sold in the town. There are three stores: a food store that sells cola and burgers; and an armory that sells different types of shields; and a "second-hand shop" that sells "flashes," "escapers," and "transers." "Flashes" turn out to be light sources for dungeons; I haven't experimented with the other two yet.
       
I guess food probably heals you. I never bought any.
       
Stepping to an NPC, or entering an NPC house, switches the perspective to a 3D background. These backgrounds flesh out the futuristic nature of the setting, with carefully-manicured trees and bushes sharing space with clean, rounded architecture. It doesn't really look as if society has collapsed. NPCs offer some tips:
   
  • "In some dungeons, you will not get far without some sort of light." It turns out you can buy "flashes" at the second-hand store.
  • "I'm Nekise. One hears lots of stories, you know, but some say that a fighter named Odin lives in a town called Scion. Also, I have a Laconian pot given by Nero. That would be helpful to you in your task." I guess maybe the game does take place in our future if people are still trading Laconian pottery.
     
An outdoor NPC . . .
      
  • "If you want to make a deal, you should head for the port town." 
  • "You need a dungeon key to open locked doors."
       
. . . and an indoor one.
      
  • "The Camineet Residential Area is under martial law." I guess that's where I am.
  • "There is a spaceport to the west of Camineet."
  • "I'm Suelo. I know how you must feel, dear, no one can stop you from doing what you know you must do. But if you should ever be wounded in battle, come here to rest." I end up taking advantage of her offer a lot, as the only other way to heal is to pay for it at temples.
             
Two universes collide.
      
There's a temple, where I can pay for healing and resurrection (when I have companions). The manual spoils who your companions are going to be. I'm apparently destined to find Odin, an "esper wizard" named Noah from Motavia, and a cat named—groan—"Myau."
   
Finally, one of the buildings opens into a small dungeon with no enemies (and no need for a light source), but I do find a treasure chest with 50 "mesetas," the world's form of currency. This is quite a haul, since the character starts with no money and earns only a couple mesetas per battle. I buy a "flash" and a leather shield with the money.
    
It's nice to know that iron-banded wooden treasure chests will still be around in the future.
     
Robotcops block access to what looks like some sort of transport tube, so I take a different exit and find myself on an overworld map. I'm not sure what I'm seeing at first, but it turns out to be three locations connected by some kind of conveyor belt transport: the Camineet Residential Area, the Parolit Residential Area, and the spaceport. Walking under the platforms allows me to enter the first two but not the third.
      
The entire area is surrounded by a wall, and the moment I step outside the wall, I'm attacked by a scorpion. Enemies are not visible in the exploration window; you're just suddenly taken to combat at random intervals. Combat is turn-based and, like Final Fantasy, inspired by Dragon Warrior (which was in turn inspired by Wizardry). Each round, Alis can attack, cast a spell (not at first; she has no magic until later levels), use an item, try to talk to the enemy, or run. I attack it round after round until it's dead, but by then, I've lost half of my hit points. He delivers 4 experience points and 13 mesetas.
      
The starting area is in a walled compound.
      
Through experience, I find that the area inside the wall is safe except for a little forest, where every time I enter, I'm attacked by enemies that are way too tough for me, including owl bears (despite the name, they are just eyeballs with wings) and multiple scorpions at once. On the grass, I'm safe inside the walls and I face easier enemies outside the walls, including "sworms," which just appear to be giant bees.
     
How did this make sense to anyone?
     
The Parolit Residential Area has the same shops and services as Camineet, but the armory sells weapons rather than shields. The cheapest is an iron sword at 75 mesetas, so that'll take a little while.
    
NPCs say:

  • "This is the Parolit Residential Area."
  • "The Forest is a dangerous place."
       
As I've learned.
      
  • "Medusa has been reborn and lives in a cave to the south. If you see her, you will be turned to stone."
  • "To the east lies a port town called Scion."
  • "There is an underground passage to the Gothic Forest somewhere to the west of Parolit." I assume this means on the island to the west of Parolit, as I searched for and could not find an underground passage on this island.
    
Again, Robotcops block access to the transport to the spaceport, but at least these guards tell me what I need to pass: something called a Roadpass. 
     
She'll only come out at night.
     
I head out to explore the rest of the world, but I can only last a couple of combats before I need to return to Camineet to heal. Thus, much sooner than I expected, I settle in for a period of grinding near the city. In about 20 minutes, I've defeated enough sworms and scorpions to rise to Level 3 and afford my first weapon upgrade to an iron sword. At this point, I'm strong enough to take on the more difficult forest enemies, like owl bears, or to face a couple of sworms or scorpions at a time. When you face multiple enemies, the game decides randomly which one you attack. I'd rather I had the ability to target a specific enemy.
    
My statistics at Level 4.
     
At Level 4, I get my first spell, "HEAL," and 4 magic points to cast it. This is enough for two castings. Leveling also comes with increases in maximum hit points and your "attack" and "defense" scores. Feeling stronger, I start to expand my explorations a bit. The game comes with a map of Palma; it shows that the land is divided into three islands. Camineet and Parolit are on the eastern one. There's a cave and some kind of settlement to my south, another cave and settlement to my east, and what looks like a compound to my northeast.
     
The map of the starting island.
     
I loop counter-clockwise around the starting compound and soon learn that I want to stay the hell away from the water; otherwise, I get attacked by "fishmen" who wipe away half my hit points in one blow.
    
I reach the cave to the south and use my "flash" to light it up. Dungeon exploration is in tiles, although it does a movement animation between them that suggests continuous movement. This dungeon is a bit larger than the first, with several random encounters with "wing eyes" and green slimes. I suddenly remember the warnings about Medusa, but I don't encounter one.
       
Or maybe it's a "great slime." The game likes to abbreviate things when it has plenty of room.
     
I do find a man who has been turned to stone. I have no way to help him yet. 
         
He was apparently in the act of punching Medusa.
     
Back outside the cave, I head south. There is indeed some kind of village in the woods, but I can't make it through the woods to it. Every time I try, the game tells me "the path in the woods is unclear." I guess I need some other help. By the time I return to the compound, I have enough money for my next upgrade, to a "tit. sword," which I hope stands for "titanium." 
     
No idea on "CRC." Clerical? Circular? Cricket?
      
I make my way to the port town of Scion to the northeast. Here, I find:
   
  • An armory selling armor. I don't quite have enough for the "light suit," but I add it to my list. 
  • A second-hand shop selling flashes, transers, and "secrets." I don't know what that last item is, but I have enough for it. When I try to buy it, though, the clerk just tells me, "I don't know who told you that. You had best forget it."
     
Nobody told me anything. It's right there in your menu!
       
  • NPC: "You need a compass to pass through the Eppi Forest." That must be the impenetrable woods I encountered earlier. 
  • NPC: "I recently found a talking beast in the cave where medusa lives." Weird. I didn't. "I sold him for a good price to the merchant from Paseo." Ah. I wonder if this is the Myau who's destined to become my companion, which means that the statue is likely Odin.
  • NPC: "Odin set off to kill Medusa. He went with an animal that can speak! The animal had a bottle of medicine hanging from its neck. But I don't know what that is for." That confirms it, I guess. The medicine will probably restore his flesh. That means I have to go to Paseo, wherever that is, and find this animal.
  • NPCs: "A cave called Iala can be found on the peninsula to the south of Scion"; "A cave called Naula lies on the north coast of Baya Malay"; and "There is a hill called Baya Malay to the north of this town, but none of us dare approach it."
      
I later find Iala.
      
  • NPC: "They say there are Motavian living on Motavia and Dezoriann on Dezoris. I'd sure like a chance to talk to someone." That has to be the most useless NPC statement since, "Ugh. Me tough." in Ultima II.
  • NPC: "A door locked with magic can only be opened with magic."
     
My next stop is the cave Iala, but the moment I get inside, I encounter a locked door. The moment I get out, a couple of beasts called "goldlens," which look just like owl bears, which look just like wing eyes, kill me. On a reload, I win a few battles and return to Scion to buy a light suit. 
        
Not getting past that.
      
The compound north of Scion is surrounded by a stone wall with one entry, but it also leads to a locked door. Same with a cave on the far north of the island. I have no idea how to get to the other two islands, so at this point, I'm a bit stuck. 
    
I need:
      
  • To find Paseo, wherever that is, to find Myau, to find the potion, to restore Odin. Paseo doesn't seem to be on this island, as I've explored the whole thing.
  • A compass to get through the Eppi Forest.
  • A Roadpass to get to the spaceport.
  • A key or way to unlock doors to get through the other dungeons.
  • Some way to cross the water to the other islands.
       
To make sure I haven't missed anything, I make another loop of the island and its towns, reaching Level 6 in the process. My new spells are "BYE" (ensures you can flee combat) and "CHAT," which has something to do with talking to enemies, but I don't know how it differs from the "Talk" option on the combat screen.
     
This sounds like the beginning of a ballad.
       

I check out the "escaper" and "transer" from the shop. The escaper is yet another way to flee combat, and the transer automatically takes Alis home in Camineet. Neither helps with my current predicament.
    
On the extreme parts of the island, enemies become a lot harder. There are giant tarantulas, vampires, and "evildead" that I can't defeat. Fortunately, it's easy to avoid these places. I find that at my current level, I can now kill one fishman but not two.
         
Groovy.
      
Unfortunately, I don't find anything new, so I leave it to my commenters to tell me what I'm missing. I'm not sure whether it's something mechanical (e.g., a menu option or button combination I'm not seeing that will open those doors or get me across the rivers between continents) or plot-related.
       
Is there an easy way over the water?
      
Phantasy Star isn't quite what I expected, but neither do I find it terribly compelling. I agree that it has a better plot and perhaps better inventory and combat than most console RPGs and quasi-RPGs of the period, but I wouldn't put it on par with Final Fantasy. Still, I'm just getting started, so we'll see how I feel at the end.
   
Time so far: 2 hours
 

99 comments:

  1. You've already done one thing you need to do to advance. You just need to do it a couple more times for it to actually take.

    More explicitly: Gel gb ohl gur frperg n pbhcyr zber gvzrf. Ur'yy tvir va naq fryy vg gb lbh. Ab, V qba'g guvax guvf vf ernyyl uvagrq ng.

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    1. Well, that's annoying. Thank you.

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    2. Sadly, it seems a core tenet of Japanese game design at the time was "make the player repeat the same action multiple times with no prompting before letting them advance." You see the same sort of aggravating "puzzles" in many otherwise-enjoyable Japanese adventure games of the 80s (I'm looking at you, Snatcher!).

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    3. You don't have to go to Japanese games for that. We just had "Walls of Illusion" with its levers which needed repeated pulling without, as I understood it, any hint it's required (except maybe you making sure that nothing happened anywhere the first time).

      And I'm quite sure there have been a couple examples of 'Western' adventure games on The Adventurers Guild with puzzles featuring said element and not clueing the player in somehow.

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    4. You got stuck on exactly the same thing I did back then. And yeah, the translation is wonky at best. Wait until you see how they spelled the end boss...there even exists a fan retranslation because of this.
      Apropos fan translation, there exist remake versions of Phantasy Star 1 and 2 for the PS2 which luckily also received a fan translation treatment.

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    5. The translation here is actually pretty good compared to contemporary (late 1988) games like Zelda 2 or Simon's Quest.

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    6. There is one particularly egregious, though non RPG, Japanese example of having to repeat a seamingly useless action 108 times. If you know the lore behind it...

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    7. Based on what other Japanese adventure games I've played, I don't think Snatcher was all that special in that department.

      @Delfayne, what game? I know there's a western game which has a similar number of tries; Armed and Delirious, but that isn't tied into Buddhism, it's just nuts.

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    8. The Hitchhiker's Guide to the Galaxy does stuff like this (for example, having to listen to the Vogon's poetry twice to get a password.) Needless to say, a lot of the strategies that companies used to make text adventures long enough to be "worth the money" are also directly responsible for why people don't pay money for text adventures anymore.

      Though, it probably didn't help Hitchhiker's to have its main creative consultant be a wry humorist who did not play video games, which is a common factor with the infamously irritating Japanese NES adventure game Takeshi's Challenge. I guess it makes sense that Douglas Adams was a good writer, because it's extremely hilarious to read transcripts of these games or stories about people's experiences playing them! It's just the playing them part that's the issue.

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    9. My understanding is that Adams actually contributed very little to the HHGTG game beyond a licensing deal.

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    10. I think that's not true; according to Jimmy Maher, Adams spent a week at the beginning of the design process setting up the main design with Steve Meretzky, and then in order to finish the design Meretzky sat on his head for four days, which someone usually needed to do in order to get Adams to produce anything. Maher described the two coming up with the final puzzle together.

      But the deeper truth there is that Meretzky was certainly doing enough there that HHGTG's difficulty can't be chalked up to inexperience at text adventure design; particularly since as Maher says Meretzky did almost everything off the main path. The bloody-mindedness in the design is surely there on purpose.

      (Incidentally Adams did play games and was an Infocom fan before starting on the game. Not that that would have been enough to make him a pro at designing them!)

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  2. Those SECRETS look enticing. Perhaps you should try again... and again.

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    1. Secret secret! I've got a secret! (Parts made in Japan, at that!)

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  3. This one is a readers digest of dungeon crawling mechanics. I loved to play the streamlined version in the switch because it took me nothing to understand mechanics and all. There is a lot of grinding, not much depth and it is very short, and sometimes I wish more crpgs/jrpgs dungeon crawlers were like that.

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    1. I actually remember the late game dungeon navigation being brutally difficult. For me as a child. I'm sure a man who has lost count of how many Dungeon Master clones he's beaten won't have any issues though.

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    2. Nah I am a lazy b* and I can only remember beating EOB2 and Lands of Lore. Thing is that the switch version has a lot of QoL improvements that refine the game to the simple fun thing it is.

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    3. The dungeon mechanics can be rough, but nothing Chet hasn't already conquered

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    4. And nothing compared to a Wizardry, early Ultima or similar pioneers. These JRPGs took some parts of these systems and stretched out while leaving others in a skeleton state.

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  4. I played some of PS 2 on the genesis but never got very far. The JRPG interface improves drastically after this, when they realize that a single button can perform ALL actions (talk, search, open, etc.). Then it's just pause menu, cancel, action, move, and they become far more intuitive.

    I don't know what your game-that-cannot-be-named is, but I hope for the sake of your project that it has to do with monster collecting, since that's THE seminal JRPG in my opinion. Easy enough for kids to play, but with a complicated system hidden under the hood for people who care.

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    1. Although, come to think of it, that's still several years off. Not sure of your chronology for playing these console/handheld titles.

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    2. Probably a certain demon-collecting game, owing to commenters hyping it up to the point that if Chet ever plays it it has to cash a check that it can never hope to balance out. In theory anyway, I said the same of Krondor.

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    3. "The JRPG interface improves drastically after this, when they realize that a single button can perform ALL actions." I would point out that this is at the expense of limited interaction with the game world. To me, the ideal is Ultima VI or Nethack, in which I can open, close, bash, pick, lock, search, or spike that door. I don't really think simplifying the game options to fit the limited nature of the controller constitutes progress. But I suppose I agree that if your game is going to offer limited options in the first place, there's no reason not to keep the mechanics simple.

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    4. "Not sure of your chronology for playing these console/handheld titles." Anything up to the current year of my main list is technically fair game, though I've been taking pains not to play any particular console game before it's obvious precursor. I've also tried to make sure that I play the first RPG released for each console before any other RPG released for that console, although sometimes dating or translation issues make it difficult.

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    5. Nethack does have many different ways to interact with things, but in Ultima VI, with its roughly eight different verbs, I think there were few cases where any verb other than the obvious one was applicable. Later in Ultima VII, they condensed it so you'd do everything with a double-click.

      But the interface method you prefer feels very direct and intentional -- first you select an action from a wide range with a single key press, then choose the target, and finally see the result immediately. I think that this creates a satisfying feedback loop that makes you feel completely in control.

      I grumbled about keyboard interfaces in roguelike games in the past, but after playing Infra Arcana recently, while still unhappy with some things, the absolute directness and instantaneousness of the controls do give a vague feeling of satisfaction.

      When you get used to this, even having to move a mouse cursor or a menu selection to a specific target can feel like trying to steer a boat with a wet noodle.

      Funnily, I don't use a keyboard to play Infra Arcana -- I use a game controller, specifically the Steam Deck. I've got 34 keyboard keys mapped to the controller buttons and trackpad menus. It's a weird mix of the laid-back posture of a console game session combined with an interface designed for IBM 101-key keyboards.

      A reduced version of this approach might have become feasible with the SNES controller, which has 12 inputs.

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    6. My presumption is that the game that cannot be named is one of the Megami Tensei games

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    7. Oh, really? I thought it rhymed with "Porno Pigger"

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  5. I'm pretty sure she's holding that sword by the base of the blade, and you're looking at the hilt.

    If I were forced to make a guess, I'd hazard that CRC. SWD might be supposed to mean Crescent Sword, implying a scimitar. Except scimitar would fit in their 8 character limit anyway. Maybe it's just a cyclic redundancy check sword.

    In any case, I had the Phantasy Star Collection on GBA years ago and promptly lost it only a few dungeons into the first game, so I'm looking forward to this one.

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    1. After I wrote this, I looked at the manual again and realized that it spells out the abbreviations. CRC is "Ceramic," which of course raises more questions than it answers.

      I guess I agree with your interpretation of the image, but then aren't the quillons pointed in the wrong direction?

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    2. About the "ceramic sword", there are some sci-fi settings in which it exists some kind of futuristic ceramic material, usually used for armors, but sometimes also for melee weapons.

      For example, in "Warhammer 40.000" they have "ceramite", which it is "a form of heat and shock-resistant ceramic material used in the manufacture of the higher-quality types of Imperial infantry, vehicle and aircraft armour", and in the "Fadins Suns" TTRPG they have "powered ceramsteel armor" (which it is their equivalent of a Space Marine power armor from "Warhammer 40.000").

      Probably the idea of some kind of advanced ceramics as a futuristic material for scifi settings comes from the real-world Space Shuttle's use of ceramic tiles as a heat shield.

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    3. The sword appears to be similar to the one in the splash screen image, in which case the "quillions" are really more of an abbreviated hand guard.

      Ceramic knives exist today, and are handy for when you have a glass cutting board. (I do, and have some ceramic knives for use on it, but it's fallen out of use in recent years.) In my (admittedly limited) experience, their advantage over metal knives is they don't really dull—while their disadvantage is that they chip.

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    4. "some kind of futuristic ceramic material." Yes, that makes the most sense to me. And we don't have to go to JRPGs or sci-fi games to find analogs. Think of Might and Magic IV-V with its many materials that we can't possibly take literally, or The Elder Scrolls with its glass weapons and armor.

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    5. Ceramic body armor is also real. First used in Vietnam for helicopter crews. Basically the same principle as enameled cast iron cookware. You would never use ceramic alone, but coating other materials with ceramic will make projectiles shatter when they it it.

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    6. Planet's Edge, the sci-fi RPG also made by New World Computing (like Might and Magic) and covered on the blog a while back, featured ceramic armor a few years after this one here.

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    7. Ceramics are used in Tank Armor, going back into the '80s. Ceramic plates were used in Military Flak Jackets back in the 80's and 90's .....

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    8. CRC is indeed to mean like, high tech space ceramics. There was a classic time in sci fi where ceramics were elevated (can't think of the right word here)

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    9. Technically, in The Elder Scrolls the glass equipment isn't the thing you use to make windows and drinkware, it's a translucent ore that can be fashioned into armor.

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    10. The comedic rogue-like Dungeon of Dredmor (2011), had an extensive use of "plastic ore", which could make a long list of of armour and weapons (plastic platemail, plastic boots, plastic arrows, plastic cones ...), all of them absolutely terrible and way worse than whatever equipment you started with or could be found level 1.

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  6. I get the feeling that this one is going to be a bit of a monkey paw for your readers. Odd that you're actually playing this one in multiple entries instead of just one.

    I've never played this one, just a good chunk of PS2. I'm curious as to whether or not the nice dungeon design I saw in the sequel originated here or if it's just a one-off. This one may just be fondly remembered because it was a JRPG on a system that didn't really have JRPGs compared to the competition.

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  7. Why do you assume she's in space instead of "it's night time and she's jumping"? It's still a pretty fierce jump, but it's not like physics-defying

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    1. Surely it's just an abstract title screen not meant to depict any actual event.

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  8. Later games in the series establish that "CRC" is "Ceramic".

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  9. Ha, I was wondering if this one was going to show up on the blog at some point. I'm pretty much on board with your assessment, though; it's somewhat better than some of the really early RPGs, but the original Final Fantasy is definitely better. I'll save some further comments for your rating post.

    By the way, I assume that the "cloying" music you're listening to is from the 1987 Western release. The Japanese version (and the unofficial retranslation thereof) had much better sound quality due to later revisions of the Japanese Master System having an upgraded sound card—a YM2413, which is in the same family of sound chips as the one in the Adlib soundcards on PC (although with fewer channels than those cards). It's still not the greatest soundtrack ever, but it's much less grating than pretty much everything released for the Western Master System.

    https://www.youtube.com/watch?v=zDPvSoiCAWg

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    1. (Shoot, forgot to mention: the YouTube link I included above is a comparison video, with the Western sound/music in the first half and the Japanese sound/music around the two-minute mark.)

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  10. This comment has been removed by the author.

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  11. Unfortunately, in Brazil, we only had access to these lousy console RPGs. Personal computers were very expensive (and still are). There's nothing before the Super Nintendo that's superior to Final Fantasy."

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  12. As soon as I saw that screenshot halfway through the entry, I heard: "Watch out, boy, she'll chew you up" in my head. Then I saw your caption, which did not disappoint, and had to grin.

    To all your questions on the title screen besides "Why is she in space?", the answer could easily just be "Magic". Not the most uncommon feature in the genre of games covered by this blog.

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    1. I was going to post the same Hall & Oates reference, but you beat me to it. Well played, Busca.

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    2. "...the answer could easily just be "Magic""

      You mean she could have anything that she desires?

      Am I pushing this too far?

      Delete
    3. None of this explains why the maneater is attacking Alis, who's very clearly not a man.

      Delete
    4. Maybe because he's a mane-eater, and her long hair qualifies?

      Delete
    5. @Anon: Nice.

      @Buck: Not sure I get what you're saying. What I meant is that in a CRPG context this all could be explained by her using a magical object or spell to allow her to fly and to breath where she should not be able to, we've certainly seen examples of both in the past.

      Of course it might just be, as others have said, a high jump in front of a starry night sky or an abstract picture not relating to the game's actual plot. For all I know (never played the game) she turns out to be an alien from another planet and flying and breathing or whatever in space are just natural to her.

      Delete
  13. However, despite the hardships, the worst NES games are still better than a lot of the crap that's been played on this blog, especially the shareware of dubious origin."

    ReplyDelete
    Replies
    1. I unno... NES games could get real dire, and most shareware doesn't ask for $60.

      Delete
  14. "I end up taking advantage of her offer a lot, as the only other way to heal is to pay for it at temples."

    A bit earlier you wonder if food heals you, which I understand is indeed the case. Don't know if it's cheaper than the temple, but I guess the advantage is, you can take it along as this game's version of healing potions.

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  15. It's interesting that you find the music "crude, repetitive, and cloying," if only because the music in this game is generally considered to be quite good for the era (though those considerations apply mostly to the FM-synthesis soundtrack, which was only included in the Japanese release---since later ports of the game---such as the excellent Switch release---use that soundtrack, it's the one I'm familiar with). Then again, I already know from reading this blog that your preferences with regards to game music are far different from my own!

    ReplyDelete
    Replies
    1. Yes, the FM synth soundtrack is actually quite good for its time, while the soundtrack of the western release certainly doesn't reach that level. I do believe there are room translation patches for the Japanese version that, along with smoothing out a few translation hiccups, allows you to play the Japanese version with English text and FM synth soundtrack on an emulator.

      Delete
    2. By console standards maybe, but nothing compared to what the C64 had to offer at that time.

      None of that matters though if you're not into that type of music.

      Delete
    3. An example of what C64 had to offer: https://www.youtube.com/watch?v=4EcgruWlXnQ

      Delete
    4. Id say use the FM synth and the sms Power retranslation over the pure US release. It's closer to what it would have been like in Japan.

      Delete
    5. @Buck and @Radiant, I've listened to plenty of C64 music, and while I'd agree that there is some spectacular stuff there, the best of it didn't arrive on the system until long after it was (at best) a hobbyist platform. Of course, it's disingenuous to compare the cream of any console's soundtracks as though they're representative of the system's library as a whole. Konami, in particular, did some spectacular compositions with the Famicom's limited sound channels that trounce 90% of the C64's library.:
      https://youtu.be/7tUbo1j6qVU?t=166&si=7rxeZPcZwrvA7RTM

      Delete
    6. Also, I should agree that Rob Hubbard's work on the C64 was spectacular, and certainly did arrive at the system's peak. But his work is so remarkable specifically because of how much better it was than the majority of computer games at the time.

      Delete
    7. I'd argue that there are a lot more games with music like Hubbard on the C64 than there are games with music like Castlevania on the NES. But, here's the caveat, C64 usually didn't have good music during gameplay unless it came at the expense of sound effects, whereas NES music usually played during gameplay. Most of the C64's hits were on the loading screen.

      Delete
    8. The SMS Power translation with the FM music is definitely the best way to play, although you have to use an older version of the translation to avoid its "quality of life" "fixes" (i.e. cheats). The original translation is pretty bad and the Western music is even worse!

      Delete
    9. I hold a grudge against Rob Hubbard for getting tapped to convert the Ghouls 'n' Ghosts OST to the C64 and then replacing the iconic level 1 music with classical music. Who would dare replace Mario's 1-1, or Sonic's Green Hill Zone? And, of course, my grudge ultimately rests with Capcom for letting such crummy ports exist as long as they got their cut. (I mean, C64 GnG isn't so bad besides the music, but Street Fighter II does not belong on an 8-bit system.)

      Delete
    10. @Morpheus: I guess it's difficult to say what the musical 'hits' were on the C64 unless there were some contemporary charts for them (based on what?) separate from game sales (I'm not aware of any, but might just have missed them back then).

      If we're talking popularity as in catchy tunes that many people noticed enough to talk about and even sometimes firing up a game or keeping it going just to listen to them, my impression was there were quite a few in-game soundtracks among them, like e.g. Commando, The Last Ninja, Rambo, International Karate, ... all of which show up, for example, in the top group of the HVSC's Top 100.

      On the other hand, if your criteria are more geared towards what the composer managed to squeeze out of the SID chip in terms of intricacy, variation and other such musical qualities, you might end up closer to something like Skytopia's list and there may well be more loader tunes among them.

      Of course, a piece like Monty on the Run lands high up in both rankings.

      Delete
  16. So... super simplistic *and* badly balanced?

    Like a... JRPG?!

    ReplyDelete
    Replies
    1. 1/10. Try harder next time.

      Delete
    2. I don't know anon, it still sounds like that's describing JRPGs. ;)

      Delete
    3. I don't even mind those excursions, if they wouldn't always end up in a Duplo vs. Lego comparison.

      Delete
    4. That one's easy Duplo is bigger so it's obviously better. We don't really need the complexity of Lego.

      Delete
    5. What I usually see as a characteristic of JRPGs is their obsession with the gameplay systems and how the endgoal is usually more about gaming those systems than any other narrative (looking at you Atlus games).

      And how often the narrative is around "can we be friends?"

      Delete
    6. Duplo also tastes better. When I ate Lego I ended up in the hospital.

      Delete
  17. Not sure if your comment about playing Fire Emblem next is a jest or serious, but I think it’d be interesting to see if SRPGs fit your definition of games you want to play for this blog. I’m a huge fan of the series, but the first two games are rough. Then again, you played through quite a few rough games already :)

    On-Topic: Phantasy Star is definitely a product of its time, even though having a female protagonist was pretty progressive. It’s one of the best games on the SMS, but also one that IMHO hasn’t aged well. If someone wants to play it today (outside of covering the original SMS version for historical accuracy), get the Sega Ages version on the Switch. It gives you the FM Soundtrack of the Japanese version and adds quality of life features to remove a bit of the tedium of 80’s JRPG design.

    ReplyDelete
    Replies
    1. The Switch port is the way to go for sure---for your average player, anyway. I suspect that some of the quality-of-life features it adds would actually /detract/ from the experience for our intrepid blogger here, since Chester actually *enjoys* mapping dungeons!

      Delete
  18. I played quite a lot of Phantasy Star IV on an emulator, and it's a top tier console RPG. I did try going back to the earlier ones but, as you have found they are more limited.

    The blend of fantasy and sci-fi was novel enough to me at the time, I expect for you having seen multiple other variations on that theme, perhaps not so much.

    ReplyDelete
    Replies
    1. I think this game is really good for an 8 bit RPG. Well above DQ/DW1. It's the middle two I consider forgettable (Sega seems to agree considering the amount of PS1 callbacks in PS4 vs straight up not referencing PS3 at all).

      Delete
    2. To be fair, PS4 had a whole dungeon that served as a big reference to PS3. Otherwise.. yeah not really.

      Delete
  19. "but it's not explicitly in the future of our universe, as evidenced by the dating"

    **looks around sheepishly**

    ReplyDelete
  20. "The game likes to abbreviate things when it has plenty of room." Actually, it doesn't have plenty of room; like in most Japanese console games, everything is double-spaced. The gaps above each line were used for accent marks in the Japanese version (namely, ゛and ゜).

    ReplyDelete
    Replies
    1. As is the case with nearly all Japanese games of this era, the text is also built to fit into a language that tends to use fewer characters for each word. In reference to that specific screenshot, for example, the Japanese name for the enemy is グリーンスライム, which translates to "Green Slime" but takes up only 8 characters instead of 11.

      This difference between the two languages was an issue for translation for a surprisingly long time. Developers didn't want to allocate more memory space to names than they absolutely had to

      Delete
    2. And that's why many modern fan translation hacks use methods like memory expansion to get their stuff in.

      Delete
    3. I meant to say rom expansion of course.

      Delete
    4. This game also far before translations went through a decent process and many problems occurred. Originally it was not an iron shield, but a boron shield. Since abbreviations were required to fit in the space and since BRN means little (in an RPG sense), Iron was substituted.

      The "first food store" is a poorly translated fast food store. This is poorly localised from the original Japanese of drug store. Cola was originally a "perorimate", a play on the Japanese calorimate energy bar. The burger however, was originally "ruoginin", which seems very similar to arginine, which many Japanese energy drinks contain.

      Delete
  21. Apropos of futuristic dwellings, there's a small district of spherical houses in the Netherlands. They SUCK: https://www.youtube.com/watch?v=3kwDVw0u4Kw

    ReplyDelete
    Replies
    1. That was an interesting side trip. "Humans weren't meant to live in a box" is one of those things that sounds good on the surface but falls apart under scrutiny.

      Delete
  22. If I remember correctly, you have to face the walls in the dungeons to see the doors. You don't see them when walking past them to your side.

    ReplyDelete
  23. Another good question not asked by you on the opening image is, "What is generating an airflow in space, such that her hair is blowing?"

    We need answers to all these questions.

    ReplyDelete
  24. I went over your list and I think the earliest "canonic female" are female party members in Mandragore from 1985, although the party itself was mixed.

    ReplyDelete
    Replies
    1. Shadowfire (if one can count it as a CRPG) from the same year also has a female party member.

      Delete
  25. PS1 is a very historically important game in terms of JRPGS, and I think you should keep that under consideration.

    ReplyDelete
    Replies
    1. I don't know how to take this. Is it a threat?

      Delete
    2. AlphabeticalAnonymousMarch 14, 2025 at 1:06 PM

      Audible laughter was produced.

      Delete
  26. I've got this eerie feeling that if/when he gets to Phantasy Star II, Chet's going to post an entry that's just "Game XX - Phantasy Star II (1988) - (shouted from the other side of my house) WHAT THE $#&% IS THIS $&@%!? WHY WOULD YOU DESIGN A GAME THIS WAY!?"

    And this is coming from someone who *likes* Phantasy Star II! :D

    ReplyDelete
    Replies
    1. I don't think Chet is going to play more Phantasy star games.... I am surprised that he even played this one. It's a nice game and not terrible long, a bit grindy but overall nice.
      In contrast what I think made people like this so much is that it was hard to find anything else on de MS that could tell a story that was not one page in the manual or three sentences on the startup screen.

      Delete
    2. I hope he doesn't play Phantasy Star 2.

      Delete
  27. "They gave Lassic a fearsome suit of armor, and soon after, he began to rule as a tyrant. The economy and social order have collapsed, and monsters stalk the worlds."

    Too real man, sans the armor part.

    ReplyDelete
  28. Phantasy star was remarkable for the 8 bit Sega. A huge step forward. Very engaging. I loved it until completion. I still have wonderful memories of it.

    ReplyDelete

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