Tuesday, March 18, 2025

Phantasy Star: The Gang's All Here

 
No, I must not let my brother die unavenged. You're not the leader here.
    
All right. The solution to my recent conundrum was to keep pestering the guy at the second-hand store in Scion to sell "secrets" until he finally gave in—it took four tries, I believe. (Thanks to George Grady and thekelvingreen.) I don't know how an era player would be expected to figure that out. In any event, the "secrets" turned out to be a Roadpass, allowing me access to the spaceport from either Camineet or Parolit.
     
The spaceport offered a few new encounters and NPCs:
    
  • "Long ago, a spaceship was built in the gothic laboratory." Means nothing to me yet.
  • "The governor is in Paseo. He rules all of Motavia." So Paseo is on another planet. Got it.
     
The dialogue cut-off is funny here.
     
  • "This is Palma's spaceport." I think I could have figured that out. "From the spaceport, you can go to Paseo on Motavia."
  • A storefront offered a passport after I answered some questions: "Have you ever done anything illegal?" and "Do you currently have an illness?" Answering yes to either of these gets you kicked out with the admonition to "come back later." Answering no gets you a passport for 100 mesetas.
      
The passport gets me past a couple of guards and to the northern part of the city map, where there are three shuttles. All of them are bound for Motavia, so I guess I can't visit the third planet until later. Oddly, the shuttle trip doesn't seem to cost any money.
         
That is a planet we're flying into, correct?
   
An animation shows us blasting off from Palma, flying through space, and arriving at the desert planet of Motavia. The shuttles in its spaceport are all heading back to Palma. A few NPCs are present:
   
  • "It is said that ant lions roam in the desert." I know what an "ant lion" is in real life. In an RPG, it could be a lot of things.
  • "There is a cake shop in the cave called Naula on Palma." Why is there a cake shop in a cave? Why is there any kind of shop in a (locked) cave?
  • "Welcome to the Paseo spaceport on Motavia." I'm learning that every town has at least one NPC who tells you exactly where you are, in case you haven't been paying attention.
          
Exploring a new world.
       
I walk past two guards to the exit, where a conveyor belt takes me to a larger city full of more stuff. At the first store I stop in, the clerk offers to sell a "rare animal" for 1 billion mesetas. (Part of me wants to know what happens if you grind for 1 billion mesetas and then say "yes.") When I balk, he offers to trade it for the Laconian pot that someone gave me on Camineet. The animal turns out to be "Myau," a talking cat-looking thing with multiple tails and a vial of medicine that he says will cure Odin. He joins me and bounds along behind me as I continue to explore the city.
     
The manual: "An unusual animal who looks like a cat. He speaks the human language." I still feel some more explanation is needed.
     
He also appears as a party member on my status screen. He's Level 1, with no experience and no equipment. The book notes that there are weapons and armor that only he can use.
       
My cat cannot wield a sword. Cats are so useless.
     
As for the rest of the city:
    
  • The armory sells a couple of armor upgrades: thick fur for 630 mesetas (that's for Myau, though I don't know for sure that Alis can't use it) and diamond armor for 15,000. 
  • The second-hand shop sells passports, but I'm not sure how you'd get here without one.
  • There's a dungeon in town with a locked door.
  • "Motavia's governor and Lassic are not on good terms, it is said." Sounds like a potential ally.
  • "The governor loves sweets, I hear" and "A gift is needed if you wish to see the governor." Ah, I see. Classic console RPG logic. To gain an ally as part of an interplanetary revolution, I'm going to need to give the governor a cake that I bought in a cave—which of course is the only "sweet" in the solar system, in the only shop selling sweets in the solar system.
  • "This is Paseo, Motavia's capital." There he is again.
  • "It's not possible to pass through ant lion on foot." Wait, what is an ant lion here? 
  • "Some intelligent monsters have their own language." I guess that's what the CHAT spell is for. It never seems to work, though.
  • "There is a cave called Maharu in the mountain to the north of Paseo." Noted. 
      
We exit the town. There is indeed a whole row of ant lions to the north of the city, and walking into them initiates combat. I soon learn that when you have multiple party members, you specify an action for each character in combat, after which they execute together, just as in Wizardry. Myau is killed immediately, so have to reload. 
    
It soon becomes clear that large parts of Motavia are blocked off by lines of ant lions, which is what the NPC meant by not being able to walk through them. We fare better against some giant scorpions, but other enemies on the map are too tough for us, and I decide it's best to head back to Palma and get Odin so we can all grind together. Yes, I know how that sounds.
      
Alis contemplates a sea of ant lions.
     
A couple of passport checks later, we're back on Palma. We rest up, by some flashlights, and head to the cave. I notice that with Myau in my party, enemies now frequently attack 3 or 4 at a time, when before they were limited to 2. Myau doesn't fare well against multiple enemy parties, so I leave the caves and spend some time grinding him to Level 5 (and Alis to Level 9) before we try again.
    
We reach Odin and open the medicine, which is called "Alsulin." It turns him to flesh. Alis asks him why he tried to kill Medusa, and he replies that she has the Mystic Axe. He also says he stashed a compass somewhere in the cave. When he hears Alis's story, he agrees to join the party: "I must not let your brother die unavenged."
     
Odin's flesh—and clothing—lose their stone form.
     
Odin also joins at Level 1, though with statistics that I didn't get until Level 4. He also has an iron axe and iron armor, which means I don't have to worry about equipping him for a while.
      
Enemies start attacking us 6 at a time as we explore long enough to find Odin's compass. That should get us through the Forest of Eppi. By the time we get back to Camineet, Odin is Level 3, and I have enough money to buy us both iron shields. 
   
The compass does get us through the forest and to the town of Eppi, where:
   
  • The armory sells iron axes, needleguns, and bronze shields. Bronze shields are worse than the iron shields I already bought. The iron axe turns out to be so cheap it must suck. Apparently, only Odin can use needleguns. I can't quite afford one, but I'm close enough that I go back outside and do a little grinding.
      
For when you want to annoy the hell out of a bunch of enemies.
    
  • "The governor of Motavia might possibly help you well." Right, if I can get him a cake.
  • "Noah lives on Motavia." That's supposed to be my third companion. I should probably try to find him sooner rather than later.
  • "Are you looking for a dungeon key?" YES. "I've hidden a dungeon key in a warehouse in the outskirts of the Camineet." I didn't realize it was the Camineet.
      
And then there's the NPC who exists only to tell you the town name.
     
  • "Dr. Luveno had a laboratory in the Gothic Forest long ago, it is said." Okay, and from what I heard above, some spaceship was built there. Perhaps finding this ship is the key to more open exploration, untethered to the shuttle schedule between Palma and Motavia.
  • "Do you know what the hardest, strongest material in our world is?" NO. "It's Laconia! Arms made with Laconia are the best to have." Ah, that's why the pot was so valuable. I thought it was just from New Hampshire.
     
I have no idea what the "warehouse in the outskirts of the Camineet" is, but I take the chance that it's the dungeon that I initially explored, and I'm right. So this is the sort of game where you can't find things ahead of time; you can only find them when certain plot points have been tripped. 
   
We use the dungeon key to enter the cave Iala, south of Scion, where I proceed to waste about 2 hours Being Stubborn. I have no particular reason to be here, and will inevitably have to come back later for some quest item I haven't triggered yet, but I insist on exploring what turns out to be four 16 x 16 "worm tunnel" levels full of traps, chests, and trapped chests. I have to leave to refresh a few times, and at least twice I overextend myself, get killed, and have to reload from outside. 
     
Using my new dungeon key.
     
In the end, Alis is Level 13, Myau is Level 11, and Odin is Level 10. We have over 5,000 mesetas, and we've found an iron fang, which is one of the only weapons that Myau can wield. Myau got magic points at some point, along with a healing spell called CURE that Alis doesn't have.
      
I'm not sure it was worth the time I spent in here.
     
I now want to go find Noah before I spend any more time grinding or make any more decisions about where to spend money. But I figure I should get the cake before heading back to Motavia. Naula turns out to be the dungeon I thought it was, north of Scion. It's also four levels, but smaller than Iala, and with easier monsters and no traps.
   
And yes, on the bottom level, is, inexplicably, a pastry shop. I have to pay 1,000 mesetas for a shortcake.
     
How do you get ingredients down here? How do you have any customers?
    
The party takes the shuttle back to Motavia. I buy some thick fur, confirm that only Myau can use it, and give it to him. The locked dungeon in Paseo, which we now can open with a key, takes us to a small passageway that leads to an island with the governor's mansion. A guard stops us along the way and relieves us of the shortcake.
     
Is this what you dreamed of doing when you were young?
       
The governor turns out to be refreshingly open about his treason: "I am told you intend to try to kill Lassic. I admire your courage. In the Maharu Cave lives an espar named Noah. I will give you a letter of introduction to present to her [an error, I guess; elsewhere, Noah is called a "him"]. I have faith that you will kill Lassic and return here eventually."
      
I intend to kill Lassic. I don't intend to try.
     
The game automatically has us "rest" in the mansion. In our dreams, we're attacked by a "saccubus" with 255 hit points. It kills us all before we've whittled away a fraction of his health, but it turns out to just be a dream, and we awaken no worse for the wear. I'm not sure what that was about.
    
The map in the manual shows only one cave on Motavia. It turns out we can defeat the ant lions now, but it also turns out that they don't disappear after you defeat them, so attacking them is not the key to getting past them. Noah's cave is accessible without needing to cross their lines anyway. 
      
The map even shows the ant lions.
       
Maharu is a two-level affair that I have to roughly map because there are a lot of corridors and intersections. We find Noah on Level 2. He originally expresses annoyance that we're bothering him, but he changes his tune when he sees the letter from the governor: "We must protect the planets of the Algol system from evil." He recommends first going to the Gothic Forest to find Dr. Luveno; a manhole in the spaceport should get us there.
      
That governor must be a persuasive writer.
          
Noah predictably comes at Level 1, with a wooden cane and a white mantle. The manual makes it clear that he's going to be limited to wands and robes for weapons and armor. He also comes with a "Cure" spell.
    
Before we head to the Gothic Forest, I take the party back to Palma for some equipment upgrades. Alis and Odin get ceramic shields from Camineet, ceramic swords from Parolit, and zirconian armor from Scion. That means with the exception of the 15,000-meseta diamond armor in Paseo, I've bought the best of everything so far. I grind Noah a few levels and then head back to Motavia.
    
The party takes the conveyor belt to the spaceport.
   
I can't find a manhole to save my life. I realize Noah never specified the Paseo spaceport. We fly back to Palma, and there it is in the southwest corner of that spaceport.
    
Soon, we're in another dungeon. It's a quick, completely-linear corridor with only one branch that leads to an NPC saying, "I'm busy. Don't bother me." The dungeon exits into a little walled village full of gravestones and empty houses. After I give her a cola, an NPC gives me the story: "This was once the laboratory of Dr. Luveno. He went bonkers, though, and [is] imprisoned in Triada to the south of here." The second-hand shop sells a magic lantern, so I shouldn't need flashlights in dungeons anymore. Another NPC warns me of a nearby tower with a magic beast who turns people to stone. 
      
I'm not sure that a "magic lamp" is necessary. A non-disposable flashlight would have been fine.
      
Outside, it's clear that while underground, we crossed the river west of Camineet and are now on a second continent. I start exploring, find a passage through some mountains, and follow it to a pyramid-looking structure, which I end this session in the midst of exploring.
     
Yet another dungeon.
     
I'll talk about combat before I go. It's frequent and a bit boring, and I don't mind admitting that I've been cranking up the emulator speed to get through it quickly.  As I mentioned, it draws from a base that goes back to Wizardry: Each party member selects an action, and then you watch as the actions execute, threaded with the enemy actions in some kind of invisible initiative order.
      
Facing off against a new enemy.
      
The problem is that the system really isn't that interesting without spells. For most of the game, none of the characters have had any combat spells. At some point, Alis got FIRE, which blasts all enemies in a party for a few points of damage, at the cost of 4 magic points. Its comparison to a physical attack is not significant enough to favor it over saving those spell points for healing. She also recently got ROPE, which entangles an enemy for a round, so perhaps I'll find that interesting the next time I face a really tough enemy. (CHAT hasn't worked once. Neither has the "Talk" action, even on humanoid enemies). Myau and Noah don't really have anything better.
      
These guys seem cute.
    
Perhaps the bigger issue is that battles are too frequent to micromanage them with spells that may offer a slight edge but don't make a crucial difference in whether you win or lose. I've found that combat is a very binary affair: either the party whomps an enemy or gets whomped by it. If the latter is true, spending another 20 minutes grinding seems to be a better solution than slowing down every combat to experiment with things like ROPE. I think Final Fantasy offered more clear advantages to spellcasting, with a greater variety of interesting spells. I'll report again when I've achieved some more spell levels.
    
More on wherever the hell I am next time.
 
Time so far: 8 hours

54 comments:

  1. The terms "Palma", "Paseo" and "mesetas" caught my atention because there is a Spanish island called "La Palma", "Paseo" can mean "walk" or "promenade" in Spanish, and the Spanish currency before the Euro was called "pesetas". The first two can be coincidence, but that "mesetas" makes me think that at least one developer went to Spain on vacation.

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    1. I always feel like place and proper names are all over the place in JRPGs. The backstory is always like, "King Louis rules over the land of Syria with the aid of his wife, Queen Tatanka. The neighboring kingdom of Panipat, led by Duke Rostov, is threatening war!"

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    2. The funniest example of this I know is the anime Frieren where all the wizards' names are just German verbs in infinitive.
      Though to be fair, Japanese developers and writers aren't alone in this. Western ones aren't particularly discerning when it comes to non-western names and toponyms either. Like, I absolutely love the Geneforge series, but the Trakovites "Slavic-inspired" names are a mess.

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    3. My understanding is that most Western names sound equally exotic to Japanese speakers, regardless of the language they come from. So it doesn't come as "all over the place" to the developers.

      Essentially the inverse of the fairly common Western thing about pouring China, Korea, Japan, and the other cultures into a blender and serving up the slurry.

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    4. reminiscent of the unintentionally hilarious "Fighting Baseball" team rosters where a poor Japanese developer had to come up with whole teams of American sounding names such as "Bobson Dugnutt" and "Todd Bonzalez"
      https://imgur.com/old-japanese-console-game-fighting-baseball-had-some-creative-fake-names-players-KJJOKTS

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    5. I think all names in Frieren are German-inspired, so at least it's consistent.

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    6. @PRACZ, they're not "German-inspired" - they're actually just regular German dictionary words, used with very little regard as to what they mean or even which part of speech they belong to. "Frieren" means "to freeze", "Fern" is "far, away", "Sein" is "to be" etc.

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    7. I've noticed that Japanese writers seem to think that the name "Schneider" is particularly badass, while for me thr image it conjures up is a comic relief landlord with a very limited understanding of consent.

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    8. Schneider is derived from "schneiden" - "to cut", so I can at least imagine the thought process that resulted in giving that name to a guy with a big sword. But the word itself literally means "tailor".

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    9. Udo Dirkschneider sounds like a guy with a small sword.

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    10. >I always feel like place and proper names are all over the place in JRPGs. The backstory is always like, "King Louis rules over the land of Syria with the aid of his wife, Queen Tatanka. The neighboring kingdom of Panipat, led by Duke Rostov, is threatening war!"

      "Avatar comes to the land of Britannia to aid Lord British. He travels to Skara Brae, and with the aid of Toshi of Empath Abbey, Mariah of The Lycaeum, and Johne of Ararat helps save the day".

      Please proceed to count the number of languages here, starting with "Avatar".

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    11. Yes, that's another amusing example. I didn't say it was unique to JRPGs.

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    12. Interestingly, "Fighting Baseball" is not Japanese. It's the Japanese version of Visual Concepts' "MLBPA Baseball" (it seems like the MLBPA was unwilling to sell them the right to use real player names in Japan for whatever reason). So all those fake baseball players' names might have been made by Westerners!

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    13. Someone figured out that all of the goofy Fighting Baseball names were generated by taking real baseballers (and hockey players) and subjecting their names to some kind of crude algorithm (seemingly with some manual adjustments, because it's inconsistent).

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  2. "Ah, I see. Classic console RPG logic."

    That seems to be a common theme in every single paragraph.

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    1. Speaking of logic: if Odin is turned to stone, HOW can he drink a potion? :)

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    2. The potion one is explained in the text. I just elided it. Opening the bottle causes it to mist out and cover Odin; he doesn't drink it.

      But the cake thing . . it's not like there aren't plenty of illogical moments in computer RPGs, but it's like they went out of their way with this one. I mean, why not make it that the governor really wants the amulet that his grandfather, a famous adventurer, dropped in a cave? Something like that. "He like sweets so you have to bring him a cake, which can only be purchased by a store in a cave" is just willfully goofy.

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    3. Could make a great opening skit for a HGTV House Hunter episode. "I sell shortcakes at the bottom of a locked cave. My wife sells second hand passports. Our Budget is 1.5 million mesetas."

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    4. Well, the game was inspired by Wizardry, and as I recall, Wizardry also has its fair share of willfull goofiness (as does the Might & Magic series). I mean, these are the series where important NPCs have names like "Hienmiety" or "Spaz Twit". Maybe this game wants to mimic that style of humor?

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    5. Wizardry V and beyond do, and lest anyone thinks I’m not being fair, I complained about it plenty in those entries.

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    6. Speaking of console RPGs, I wonder if Chester would like King’s Field? I’ve been playing Shadow Tower lately (similar game from same developer) and it’s doing a great job of scratching my dungeon crawl itch.

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    7. Oh God please don't make him play that ultra janky poor version of Ultima Underworld that is King's Field. We can admire FromSoft for a lot of things, but that game is not it.

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    8. The cake-shop-at-the-bottom-of-a-dungeon joke was repeated in Phantasy Star Online. I suppose you'll have to play that one someday, since there's a Windows port.

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    9. @Risingson I guarantee he's played worse. And I'd still love to see his take on it. I have a weird soft spot for the game to this day.

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    10. "Wizardry V and beyond do"

      The primary NPCs in Wizardry I are named "Trebor" and "Werdna", the names of the developers backwards, and the dungeon has an elevator in it. Typical playthroughs involve grinding on an enemy called "Murphy's Ghost". There's event tiles with statues of Fozzie Bear and a dancing frog. Also: "Trebor Sux".

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  3. There's a great episode in Mrs. Davis where Jesus asks the main character to deliver a very specific cake from a very specific bakery to the Pope. But the baker hates the Pope for reasons, so when she learns who the cake is for, she charges a million euro for it. I wonder if the writers were getting there insipiration from this game.

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    1. While the advertised price of the Shortcake is 1,000 Mesetas, the actual price is only 200. I do not know if this is a bug, a translation issue, or intentional.

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    2. Maybe it's just a... sweet deal. (*ba-dum-tish*)

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    3. Five-finger-licking discount.
      (I'll see myself out)

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    4. If you shell shortcake at the bottom of the dungeon, you probably have to charge a lot for it, since you're not getting many customers :)

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    5. La-Mulana (not an RPG) has a shopkeeper that points out he hasn't had a customer in 5000 years. The shopkeeper is, of course, a ghost.

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    6. Meanwhile, I'm picturing the following exchange.

      CHET: Why is your store in the bottom of a dungeon? You won't get any customers here.
      SHOPKEEPER: Uh-huh. And why are you here?
      CHET: To buy a cake from you.

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  4. the shortcake from the dungeon is kinda infamous. there's a joke about it in a later game.

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    1. I mean they even make fun of it here in its original appearance, what with the shopkeep apologizing for the location.

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  5. A Trip to Camineet's Passport Office

    a very very short film script by Snorb
    based on a true story (and several untrue ones)

    [PASSPORT OFFICE - INT. DAYLIGHT]

    PASSPORT LADY: Have you ever done anything illegal?

    ALIS: No...?

    PASSPORT LADY: Do you currently have an illness?

    ALIS: No?

    PASSPORT LADY: A passport will be one thousand meseta. Is that all right?

    ALIS: Yep! (pays) Question! Has anybody ever actually answered those "yes?" Because, well, what if I were lying about one of those answers?

    [EXT. CAMINEET SPACEPORT - DAY]

    ALIS: (sitting on a curb outside the passport office, drinking a cola) Stupid passport lady.

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    1. This is a real conversation I had with the agent for the buyers who purchased my last house:

      AGENT, holding a list of contractors who had worked on the house over the last year that for some reason I provided her: "We'll need statements from all of these contractors stating that there are no outstanding balances or disputes."

      ME: "But I PROVIDED you that list. You have no way of knowing who actually worked on the house. If I had a dispute with one of them, I could have just left him off the list. Like, I didn't put the guy who plowed our driveway on the list."

      AGENT: "We'll need a statement from the guy who plows your driveway, too."

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    2. As with a lot of things, those seemingly voluntary disclosures are usually tied to some kind of penalty-of-perjury and/or breach-of-contract signature. But they definitely rely on some degree of both "most people try to follow the rules" and "most omissions won't matter".

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  6. > Ah, I see. Classic console RPG logic. To gain an ally as part of an interplanetary revolution, I'm going to need to give the governor a cake that I bought in a cave—which of course is the only "sweet" in the solar system, in the only shop selling sweets in the solar system.

    This is not as much console RPG logic as is Japanese dealing-with-officials logic, where similar gifts are expected, and since some "special" candies are made at remote Buddhist monasteries, getting one may require a trip. But it is a trip that counts, not the candy.

    Beside, as one very famous letter implied, what kind of a revolutionary leader can you be if you even can't get some cake from a cave?

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    1. The basic concept isn't too bad in any context. Having an important official refuse to see you unless you do something to impress them is extremely believable.

      The ludicrous part is that it is a cake, that can only be obtained from a shop deep in a dungeon. Not even, from any of the in-game description, a special cake like the one in Earthbound. If the requirement was something like "get rare metal from the cave, then get a blacksmith to forge it into a present", it would be a perfectly normal thing that wouldn't look out of place in any RPG.

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    2. Yeah, I think the point is "fetch quest with a lot of backtracking that does not even make sense, it just exist to be a fetch quest that increases the game length and forces you through random battles". It is not even consistent. Luckily I found everything by pure chance.

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    3. Funny part is, when I went to Japan in 2000, my father's boss did a considerable detour on a road trip to some Buddhist or Shinto monastery in the middle of the mountains to buy some special rice cake there. He was an expert at buttering up the system, that boss.

      - RandomGamer

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  7. "Why is there a cake shop in a cave?" Funny thing, Yuji Naka (who did programming for Phantasy Star) also asked the same thing! There's a 1993 interview with some of the people who worked on Phantasy Star that goes into, among other things, the origin of the cake shop in the cave:

    https://shmuplations.com/phantasystar/

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    1. I rarely trust game devs to tell truthful stories about their development - they love to embelish their stories and print the legend, with just a few exceptions - look how long took Ron Gilbert to even admit that he knew "On Stranger Tides" or the Resident Evil guy to admit there was just a tiny influence of Alone in the Dark. Or the many JRPG devs to start admitting the influence of Ultima/Wizardry/M&M/etc.

      The cake thing I am sure is improvised, they just needed to pad the game and found this solution that used the available resources. I love the game, and in context this was not as atypical design choice though.

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    2. I don't find that explanation all that satisfying. It seems to boil down to, "There were a lot of silly women on the staff, and it was one of their ideas," as if any number of people didn't have the power to say, "Wait. This doesn't make any sense."

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    3. While we're at it, the "the pizza delivery guy played the piano part on You Ain't Seen Nothing Yet" story is also fake, even though Randy Bachman himself confirmed it.

      You can't trust artists. :P

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    4. I was going to mention this interview. The gender ambiguity for Lutz ("Noah") exists in the Japanese, too (this is much easier in Japanese, where elided and gender-neutral pronouns are more common), and apparently he was originally intended to be what we'd call nonbinary today. (In the later games I believe he's referred to as unambiguously male.)

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  8. When console RPG fans go back to play this one, they usually complain about the difficult dungeons. The dungeons don't seem to be phasing you at all, though.

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    1. No mystery as to why that would be. A lot of jRPG fans have great difficulty with the dungeons because the first-person view with featureless walls is a huge anomaly for the genre - the most common exploration perspective by far is top-down - and is thus really disorienting due to unfamiliarity. Even if you have the idea of "hey, maybe I should map this", which not everybody's going to jump to because it isn't something you normally have to do, the sort of systematic square by square mapping so familiar to fans of Wizardry and such isn't necessarily the obvious approach.

      For somebody used to far more devilish first person mazes, the relatively simple layouts with few deliberate "mapping traps" are trivial. Not only is mapping just an assumed thing to do, somebody familiar with 3D mazes has built the skill of keeping the layout in their head well enough to handle most of the mazes.

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    2. This plus he hasn't even gotten to the hard ones yet. The dungeons he's blogged so far can just be wall-banged or otherwise brute forced, it's not until around Baya Malay or late Dezoris that you have to map or die.

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    3. Yes, I guess James is right. I haven't felt the need to map any of the dungeons yet. I just keep following the right wall until I reach my objective. If I don't know what my objective is, I keep following the right wall until I'm back at the entrance. I might miss something that way, and if I do, I'll change my approach.

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    4. The dungeon exploring isn't difficult, the constant battles are what tears away at you.

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  9. Laconia in New Hampshire ?

    Laconia made me think of the region whose capital was Sparta, in Greece (I learned it from "Battle of Olympus", an action-adventure game).

    Arms made of Laconia may be the best equipment, but soldiers from Laconia were the best fighters ! This is Sparta !

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    1. Laconia is a city in NH (and Chet is from the area), but I originally read it as a joke about New Englanders, who can be famously laconic (a term which is derived from the Spartans being, well, also famously laconic). "Can't get there from here" and so on.

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  10. Spelling mistake: "by some flashlights." Feel free to delete when you fix it.

    ReplyDelete

I welcome all comments about the material in this blog, and I generally do not censor them. However, please follow these rules:

1. DO NOT COMMENT ANONYMOUSLY. If you do not want to log in or cannot log in with a Google Account, choose the "Name/URL" option and type a name (you can leave the URL blank). If that doesn't work, use the "Anonymous" option but put your name of choice at the top of the entry.

2. Do not link to any commercial entities, including Kickstarter campaigns, unless they're directly relevant to the material in the associated blog posting. (For instance, that GOG is selling the particular game I'm playing is relevant; that Steam is having a sale this week on other games is not.) This also includes user names that link to advertising.

3. Please avoid profanity and vulgar language. I don't want my blog flagged by too many filters. I will delete comments containing profanity on a case-by-case basis.

4. I appreciate if you use ROT13 for explicit spoilers for the current game and upcoming games. Please at least mention "ROT13" in the comment so we don't get a lot of replies saying "what is that gibberish?"

5. Comments on my blog are not a place for slurs against any race, sex, sexual orientation, nationality, religion, or mental or physical disability. I will delete these on a case-by-case basis depending on my interpretation of what constitutes a "slur."

Blogger has a way of "eating" comments, so I highly recommend that you copy your words to the clipboard before submitting, just in case.

I read all comments, no matter how old the entry. So do many of my subscribers. Reader comments on "old" games continue to supplement our understanding of them. As such, all comment threads on this blog are live and active unless I specifically turn them off. There is no such thing as "necro-posting" on this blog, and thus no need to use that term.

I will delete any comments that simply point out typos. If you want to use the commenting system to alert me to them, great, I appreciate it, but there's no reason to leave such comments preserved for posterity.

I'm sorry for any difficulty commenting. I turn moderation on and off and "word verification" on and off frequently depending on the volume of spam I'm receiving. I only use either when spam gets out of control, so I appreciate your patience with both moderation tools.