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Sunday, March 30, 2025

Phantasy Star: Polar Exploration

 
I'm not a very good time manager.
    
Let's bring back a feature that I introduced here but never continued.
   
Overview of this session
   
  • Flew to Dezoris and explored a lot of caves and the towns of Skure and Twintown.
  • Learned I needed to find a Laconian Sword, Shield, Axe, and Armor.
  • Bought an Ice Digger but never used it.
  • Found the Laconian Armor in some compound.
  • Explored the Corona Tower and exchanged my Amber Eye for an Eclipse Torch.
  • Back on Palma, found the flute, then forgot about it.
  • Found the hovercraft in Bortevo, used it to explore some islands.
  • Found the Laconian Sword.
  • Found the island town of Drasgow, explored a dungeon, bought a Gas Shield.
  • Used the Gas Shield on Motavia to get to the town of Sopia. Learned about a hermit and the Mirror Shield.
  • Found the Mirror Shield.
  • Noah defeated a monk named Tarzimal in combat and got a FRD Mantle or FRAD Mantle.
  • Went to the Tower of Medusa, defeated her, got the Laconian Axe.
    
Dezoris
 
The party begins our fourth entry a little rudderless. We know we need to find and defeat Lassic, but we don't know where he is or otherwise have clear guidance for the next step. We only know what's open to us. Our two major paths are to try to find a hovercraft on Palma, which theoretically should open more of Palma and Motavia for exploration, or go to the third planet, Dezoris.
     
Is the game trying to get me to go somewhere?
      
I choose the second option, as we happen to be next to our spaceship anyway. We blast off and arrive after a short flight. The manual map suggests that Dezoris consists of a bunch of mountains and canyons, with only a couple of towns and a lot of caves. As we land, we see the ground is covered in ice and snow.
   
The ship is supposed to take us to a city called Skure, but the "city" has only one thing in it: the entrance to a cave. We enter, follow a linear passage in which we meet a new enemy with an amusing name . . .
       
   
. . . and then come out in an underground city. I guess this must be the real Skure.
        
If it's underground, how do trees and grass grow? If it's not, where is the snow?
    
We find:
     
  • The armory sells a wand, a laser gun, and a glove. We have just enough money for all three. The glove serves as a "shield" for Myau; the wand is supposedly the best weapon Noah can use. I don't know if the laser gun is better for Odin than the light saber. I guess it depends on how many enemies we're facing.
     
I'm still not sure why we're bringing a cat into battle.
      
  • "Dezoris is a world of ice." I think I could have figured that out.
  • "There are places in the mountains where the ice is soft and impassable to those on foot." Another need for the hovercraft? 
  • "The Altiplano Plateau is at the top of the Ice Mountain." And there are Laerma Trees there, but I don't know what I need them for.
  • "Arms made of Laconia conceal holy power. Lassic fears this power and has been running and hiding in different places in the planets of the Algol system." I guess I'll have to find some. Or I could smash my pot over his head.
  • "The Dead Guaron Morgue have been called back to life! What fear!" How is a morgue "called back to life?" 
  • "An eclipse occurs on this planet once every hundred years. A torch lit during an eclipse is called an 'eclipse torch' and is regarded as holy by the Dezorians." An American torch or a British torch? Because one is going to be a lot easier to keep in a backpack.
  • "Most emigrants from Palma settle here."  
     
But are their children citizens?
    
  • "I don't know a lot about this planet, but word has it that there is a town of native Dezorians in the far reaches of the mountains."
  • "If you really want to kill Lassic, you had best find a sword, axe, shield, [and] armor made of Laconia." Okay, that's more of a quest than I had 10 minutes ago, though I don't see why more than one of those things is necessary.
     
The only way out is the way we came in. We hit the tundra for a little while, looking for other things in the area, but the only place not blocked by mountains is a cave to the south. Before checking it out, I'm curious what will happen if I use a "Fly" spell to teleport to the last place I visited a church, in Uzo. It turns out not only does "Fly" work across planets, but The Luveno is waiting when we arrive.
   
Knowing that I have the option to warp to safety when I feel like it, I enter the cave. We get attacked by Dezorians a few times, which look like "evilheads," which look like horror versions of the Scarecrow from The Wizard of Oz. Most of the enemies that attack us are surprisingly weak given that you have to have completed a decent portion of the game to get here, but there are occasional white dragons, wyverns, and serpents.
      
Sorry to kill you, man. It's your planet.
    
After a brief single level, the cave spits us out into a hollow with another cave entrance. We take it. The same thing happens again. We exit our third cave in a much bigger area. I follow the right wall, take another cave entrance, and emerge in a small area with another town.
     
From one cave to another.
    
As with Skure, we have to travel through a brief tunnel before we reach the town itself, underground. It's called "Twintown," I guess because it has two major sections connected by a narrow passage. Its residents are native Dezorians. We find:
   
West Side:
  • "The neighboring village are all liars! Don't listen to them!" Oh, I know this logic puzzle. 
  • "To ze west of ze Corona Tower is ze Dezoris Cave. Our friends are in zere. Give zem our best, OK?" And from this moment, I hear everything else on Dezoris in a French accent.
  • "Ze Corona Tower stands on ze far side of the mountain to ze north of zis village."
  • "Laerma Trees grow ze Laerma berries. Zose berries are our most important food, but it shrivels up after a few moments unless it is put in Laconian pot." At least I know now what the pot is for.  
  • "We of zis town hate Palmans."
      
Well, excuse me.
    
  • "Do you know what Aeroprism is?" NO. "It lets you see another world."  
       
Moving between the sides of town.
  
East Side:
  • "This town welcomes all Palmans. Yes, indeed, we do."
  • "If you use a crystal in front of a Laerma Tree, it will become, yes, a Laerma Nut. Yes, indeed." 
  • "Blue Laerma Nuts used in dyes. Yes, they are, indeed."
  • "There is a spring of life in the Corona Tower. There is, yes."
  • "You can warp from the 10th level of the dungeon under Dezoris, yes." 
  • "The neighboring village are all liars! Don't listen to them!"
   
So I'm going to assume that one side is, in fact, all liars. Something about the way the east siders all qualify their statements makes me suspect it's them, but I'll be on the lookout for both possibilities. 
   
Here's an oddly-named foe.
    
There are two second-hand shops, one of which sells an Ice Digger for 12,000. After selling my excess stuff, I have 9,521. I'm not sure I want to take the time to come back here if I can help it, so I pop back into the dungeon that brought me here for some grinding.
   
You've seen me stop to grind in a number of places. Because this is a console game, which allows me certain exceptions from my normal rules, I've been doing it by putting the emulator in "turbo" mode, which allows me to just pound the "A" button to execute attacks in rapid succession. I time it, and a battle with 3 werebats at normal speed takes 20 seconds, including opening the chest afterwards, while in "turbo" mode, it takes 2. It's also easier to grind in dungeons because you just have to spin in place instead of having to walk back and forth outdoors. And this is the perfect place since there's a healer just outside the dungeon entrance.
       
Pausing to restore hit points.
    
So it's not more than 10 minutes before I have plenty of money—I actually overshot it by a few thousand. In a few moments, I have my Ice Digger, and I'm headed back out to the tundra. The Ice Digger turns out to be another vehicle, one with rotating grinding things (there's got to be a word for them) in front. It does not allow me to just plow through regular mountains.
     
I should be able to tear apart this town.
    
I take the cave network back to the large area and continue exploring along the right wall. Let me tell you something that starts to get annoying. Almost every enemy drops a flashlight, which the party picks up automatically and then has to manually drop from the inventory. Why not give the player the option to take something or not? 
    
One of the unique enemies here.
    
After a long trip, we come to some kind of compound tucked in the mountains. A Dezorian stops us as we enter: "What have you come for? Do you intend some mischief?"
     
A few minutes later, we walk into a pit trap and get dumped down to the next level. I have Myau cast "Exit" to take us outside, return to the same area, and see if the "TRAP" spell works in such situations, since there doesn't seem to be any way to use it to disarm chest traps. It does work. This comes in handy later when we encounter another one, reload, disarm it, and find a treasure chest with Laconian Armor on the other side. I give it to Odin, for whom I'm now glad I didn't pay 15,000 mesetas for the diamond armor.
      
I wasn't really expecting that my armor would talk much.
      
Feeling like what started as a side trip has been seriously worth it, we continue circling the land. Another small cave takes us to another large, open area, and from there to another compound. I think this might be the Corona Tower we previously heard about, as there are multiple levels. On the first, we run into several Dezorian NPCs, one of whom says, "Lassic lives in fear of the crystal possessed by the soothsayer named Damor. There is something special about it, without a doubt."
      
If we're lucky, there's beer in here.
    
The enemies are very difficult, including red dragons; titans; this tall, crystal sentinel-looking guy inexplicably named "Amundsen"; and the most badass-looking "centaur" I've ever seen in an RPG. I start running low on hit points and spell points, and I need to save enough to EXIT out of here and FLY home. I stop opening treasure chests halfway through the tower. 
     
I would love to know the backstory here.

Why not cover your hooves in armor, too?
    
We finally make it to the fourth or fifth floor and to the end of a long, winding corridor. Through a locked door, we find a Dezorian who wants to sell us an Eclipse Torch in exchange for our Amber Eye. I really don't want to have to come back here, so hoping that I don't need the Amber Eye somewhere else, I make the trade and EXIT back to the frosted landscape. I never found a place to exit onto this Altiplano Plateau.
       
I have no idea what this is for.
   
With our little life remaining, we keep exploring and come to yet another cave. A Dezorian meets us inside: "Be careful up ahead. At the break in the road, go to the left!" I do my best, but it's clear this is going to be a long dungeon, and I don't have the strength for it. I guess it didn't take me that long to get here. I can come back. I cast FLY and return to Uzo for healing and my ship, annoyed that I never found a place to use the Ice Digger.
 
Palma
     
All right, the hovercraft is supposed to be back in Bortevo, which I'm pretty sure I thoroughly searched looking for the stupid robot. The first thing we do is search an obvious place in Gothic for the flute and find it. Then we make the long walk along the coast and through the lava to Bortevo. By the time I get there, I would be willing to pay real money to ignore random combats.
      
(After finding the flute, I forget about it until near the end of the session. If used in combat, it puts an enemy to sleep for a round. I'd use it in an emergency.)
     
The flute enchants a reaper.
   
The hovercraft is literally in the first house I search.
      
Where was it last time I was here? A hovercraft is pretty hard to hide.
     
I'm not sure where to go with it, but I head outside to the beach, activate it, and start looking for any land masses I haven't seen before. It became clear on Dezoris that the maps in the manual aren't complete; or, rather, there are parts of them occluded by clouds. I focus on those areas. It would be nice if you couldn't get attacked while on the water, or while in any vehicle, but alas this is not the case.
         
Here I am, your special island.
       
I find and enter a pyramid-shaped dungeon on an island. This turns out to be the largest dungeon in the game so far, at least five levels, but with multiple interconnected sections and lots of pit traps. The enemies aren't too hard at first, but the traps in the chests that they drop keep doing massive damage. I eventually stop opening them. I do not stop opening chests that I find at the ends of corridors, as I figure they might have quest items. For a while, all I find are small amounts of money and burgers.
    
A rare battle in which I bother to use spells.
     
By the time I get to the fifth floor, which at the time I don't know is the final one, enemies are a lot harder, especially this "marauder" who has a spell that halves everyone's hit points. I hate fleeing from enemies because when it doesn't work (which is often), they get a free round of attacks. Fortunately, I persist, because when I reach the final room (again, after a long, winding hallway) and defeat a red dragon, I find a Laconian Sword. I give it to Alis, replacing her light saber.
     
Alis's loadout.
    
After a trip to Scion to heal, we jump back in the hovercraft to continue exploring the seas. It helps that the world wraps. I don't think there's anything to find in the rivers between islands, so I just have to explore the areas on the "outside" by bouncing between known points. Before long, I find an island in the southeast part of the map. It looks like a little town on a platform.
    
Beautiful sunrises and sunsets, sucks during a hurricane.
    
It is a town, it turns out, though not a big one. It's called Drasgow.
   
  • "Long ago, I saw a giant rock float through the sky." Cool story, bro.
  • "There is a magic sword in a tower on a forgotten island." Not anymore!
  • "The top of the hill called Baya Malay is always hidden by clouds. Something must be up there!" I'm not even sure where that is.
  • "You are daring to have found your way here even though the sea lanes are closed to ships." 
    
And there's a small dungeon, one level, no monsters. When I enter, an NPC says: "I hear they sell a Gas Shield here, but I don't know where the shop is! What a mess!" Confusing things, there's a guy who pretends to run a shop but then just says he was "pulling my leg."
     
What is it with stores in dungeons?
     
But there is a real shop, where a guy sells us a Gas Shield for 1,000 mesetas. I think I remember hearing about some place that had poisonous gas, but I'll have to go back through my notes.
       
We still have more to do on Palma. Now that it's easy to get around with the hovercraft, I return to the starting area, go north of Scion, and enter the walled compound with the locked door. It won't open to our Dungeon Key, but it does open to the "Open" spell. It appears to be some kind of prison. There are NPCs in cells along the walls:
       
  • "All who face Lassic lose their souls to his magic!"  
  • A Dezorian: "Have you found the armor in Guaron?" YES. "Well, aren't you something?"
  • "It's foolish to try to get Lassic!"
  • "Get me out of here? But it's in vain." 
  • "Lassic is gonna sacrifice us! Agh!"
    
I don't know if she means metaphorically.
    
  • "There is a tower at the top of Baya Malay. Something secret is hidden at the top of the tower!"
  • "There are guards up ahead!" 
       
There are guards up ahead. They demand to see my Roadpass. When I hand it over, they declare it a fake and toss me in "jail," where an NPC tells me of a "way out." I look around and find a door that takes me back to the main entrance. So I guess that's out until I find a "real" Roadpass.
 
At least he's cheerful about it.
     
Motavia

I can't find any other new locations on Palma, so we FLY to Motavia. Motavia doesn't have an ocean so much as a lake. We take the hovercraft out to the middle of it and find an island with a single ant lion, but there's nothing special about that ant lion. We try talking to it, which doesn't work, kill it, and search its chest, but only get 8 mesetas.
       
This looks important.
   
Continuing our explorations, we find the gas field to the west of the lake. There is, inexplicably, a town in the middle of it. According to the first NPC we meet, it is called Sopia.
   
  • "Before Lassic came to power, even our town had plenty." 
  • "I am the head of this town. Because of the cloud of gas, we are cut off from other towns. We are therefore very poor. Will you donate 400 mesetas?" I'm not sure this guy understands how economies work, but I give him the money. "Thank you! According to our legends, the very shield Perseus used to overcome Medusa is buried on the small island in the middle of a lake."
     
Reaching the city through poisonous gas.
     
  • "Hi, I'm Miki! Do you like SEGA games!" NO, they always find ways of breaking my immersion. "I can't believe it. If you don't like the game, why have you played so far?!" SEGA did not anticipate a blog that keeps track of win/loss statistics.
  • There's a guy who wants a cola, which I happen to have. When I give it to him, all he says is, "Thanks! Come again!"
  • "There is a monk named Tajim in the mountains to the south of the lake." That's actually interesting intelligence. 
  • "I've heard that Palma is a beautiful planet. Is that true?" YES. "I'd like to go visiting someday."
      
With our new information, we took the hovercraft back to the island and searched cacti until I found the Mirror Shield. Just to confirm, I reload an earlier save and search the same cactus before visiting Sopia, and of course it's not there. I reflect that the information about the Mirror Shield was the only reason to go to Sopia, which in turn was the only reason to visit Drasgow. A CRPG like Ultima IV would have had the same chain of clues but also would have allowed the player to say, "Hey, there must be something special about that island," and search for it without the prompts. Which is the better approach? Discuss.
     
If I recall correctly, Perseus just used his actual shield, which he had polished.
     
The manual says the Mirror Shield should go to Odin, recommending the forthcoming Laconian Shield for Alis. I don't know if I mentioned this before, but the manual has a paragraph about literally every item you find in the game, including its statistics. This is helpful, but it also makes the game seem smaller, more linear, and more predictable. Anyway, at this point, there are only three items that I haven't found. The "FRD Mantle," the Laconian Shield, and the Laconian Axe. I wonder what "FRD" stands for. Usually, items abbreviated in the game are spelled out properly in the manual, but here the manual uses this abbreviation. Is it possible that the mantle is fried?
    
The issue becomes even more confusing when we find it. Chasing the "monk" rumor, we hunt around until we find a box canyon we've never explored, follow it to the end, and find ourselves in a three-level dungeon that takes about 45 minutes to explore. On its top level, we meet a wizard named Tarzimal who by his dialogue is Noah's master. He says Noah must pass his final test: "We will duel!"
   
Noah has to fight alone in the subsequent combat, which isn't difficult. Noah isn't a great melee attacker, so I have him use offensive spells. Once he's defeated, Tarzimal says: "You have become much stronger. You are well prepared. I'll give you a Frad Mantle as a gift. It protects you from danger!" I can't find "Frad" in any dictionary or acronym finder, so who knows.
      
The problem with using ALL CAPS is that I don't know if it's a FRAD Mantle or a Frad Mantle.
      
And Palma Again

At some point during all of this, I realize that I never finished the Medusa Tower that I started back on Palma, which I suppose is a good thing if I didn't have the Mirror Shield. 
   
The Medusa Tower is huge. Like all dungeons in the game, I get through it by just following the right wall, but it feels like I go up and down a lot more than makes sense. Anyway, after an hour or so of exploration and combat, I meet Medusa at the top of the tower. The Mirror Shield is never specifically mentioned or invoked, and we defeat her in regular combat. Maybe if we hadn't had the shield, she would have killed us instantly or something. On her body, we find the Laconian Axe.
    
I'll bet we were supposed to USE the Mirror Shield to turn her to stone.
   
Didn't someone say this game was short? I had really hoped to push to the end this time, but I'm out of steam. At this point, I've explored everything I can think of on Palma and Motavia, barring that compound where I need something to pass the guards. Still, with most of Dezoris already explored, I feel like I must be close. Everyone is Level 25 if that's any indicator.
   
Time so far: 20 hours
 

68 comments:

  1. Perhaps Amundsen moved on to cold new worlds after Antarctica?

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  2. I dunno who told you it was short. It's a pretty big game by 8 bit standards.

    The mantle is a frad mantle. It's made of frad fibers. Remember frad fibers?

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    1. Ah, yes, thank you for reminding me. There were a lot more days than it seems between these two entries.

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    2. I have around 15 hours recorded on the switch version (and I like to explore and in case of mistake re do from hours ago). So yes, it's short.

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    3. Were you playing the game blind?

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    4. The Switch version lets you increase money and experience from battles to cut down on grinding, so that version's going to be shorter unless you want to suffer with the original mode

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    5. So then the question becomes, does Risingson Carlos know this, or was he just scorning Chet for no reason?

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    6. This comment has been removed by the author.

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    7. That was a bit aggro from me. No, sorry, it was not my intention to be scorning, and I wrote that in a way it looked that way. You are right that I forgot about the changes in the Switch version.

      However, to my defence, to my honour of this internet avatar I have, the howlongtobeat stats are also interestingly on the lower side
      https://howlongtobeat.com/game/6996/completions

      Not only for switch. I guess this says more on how people are recording completions?

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    8. My general rules for estimating a game's time is to halve whatever it claims on the box and double whatever is listed as the average on HowLongToBeat. That site doesn't make any distinction between blind play and winning with cheats, walkthroughs, and maps, which I'm sure that 90% of players smugly recording their times on that site are using.

      Last night, it took me almost two hours just to drive the Ice Digger around Dezoria, checking every mountain to see whether I could drive through it, since you can't tell from the graphics alone. It took me another couple of hours to get through a dungeon, and then I had to repeat it because I hadn't found something the first time. It's things like this that I don't think the lower estimates take into account.

      But everything's cool. I don't feel scorned.

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    9. Hey, you want to hear something funny? Until just now, when I looked it up, I didn't even know what a Nintendo Switch was. I thought it had something to do with live streaming. I guess I was mixing it up with Twitch. Nintendo doesn't really do a great job naming things, does it? For years, I thought the Wii U had something to do with online education.

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    10. Well get ready for the awesome powers of Nintendo naming again as they prepare to launch their next console this year.... ... ... Switch 2!!! I wonder how much money the spent on coming up with that!

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    11. Isn´t it standard to name consoles to something stupid, thinking about x-box naming progression or Sony just phoning it in. With the exception of the gamecube that one was pure excellence in innovative names for a console.

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    12. There was that brief glorious moment when they were going to call the Gamecube successor "Revolution" but they decided to instead name it after a euphemism for urination.

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    13. Well, in fairness, it's supposed to refer to "we" and the two lower case i's are supposed to evoke a pair of people, both intended to emphasise the local multiplayer strengths of the console. It's just that didn't translate to English too well.

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    14. Also in fairness, publishing a Nintendo Revolution console would have all XBox and PS fans in stitches because "Nintendo is Revolting"!

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    15. Old Wow Bastard, commenting anonymously because blogspot is sketchy.

      1) you not knowing what a switch is/was is very on brand sir. Love it.

      2) Let me just quickly express my extreme joy at seeing you review this. I played this when it was fresh and new. Will always have a very fond place in my heart. I very much hope you move onto PS2, as it’s a very substantive RPG imo. 3 is ok. 4 is good but maybe a little too casual for you. Also curious now if you’d like Shining Force.

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  3. The good news is, you are on the home stretch! You should be able to finish it with your next update.

    Maybe a small hint: Lbh qb abg arrq n ebnq cnff gb trg cnfg gur jneqra va gur cevfba. Trggvat neerfgrq naq svaqvat lbhe jnl bhg guebhtu gur frperg sbe vf npghnyyl gur vagraqrq jnl gb tb. Tb onpx vafvqr, lbh fubhyq abg unir gb svtug lbhe jnl guebhtu. Gura lbh pna pbagvahr ba sebz gurer.

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  4. ...and I thought "Ze" was to show how we Germans fail to correctly pronounce "The".

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  5. I'm still not sure why we're bringing a cat into battle.

    https://www.instagram.com/mickeyandmort/reel/DGgw6hGprGw/

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  6. "Here's an oddly-named foe."

    Trivia time! There is classic zombie movie "The Return of the Living Dead" from 1986. In Japan that movie has been shown under the name "Battalion" for some reason. Because of that, Battalion is sometimes used as a naming for the zombies in Japanese games, as a Shout-Out. Of course, in this game the name was shortened to 8 letters.

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    1. That's wild. As a sidenote, the same movie is responsible for the trope that zombies eat brains and walk around saying "bbrrraaaiiiinnnsss". Great movie in any case.

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    2. I appreciate the solution to that mystery. If anyone can come up with a similar explanation for "Amundsen," I might be willing to pay cash.

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    3. As shamhat alluded to above, Roald Amundsen was a famous explorer of polar regions. In particular, his team was the first to reach the geographic South Pole.
      https://en.wikipedia.org/wiki/Roald_Amundsen

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    4. Yes, that was half the reason I subtitled the entry the way I did. I meant that I was looking for a more specific explanation as to why he's appearing in a JRPG as a spiky, armored warrior.

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    5. Amudsen did a tour of Japan in 1927, shortly before his death. He received the highest possible honours, including a visit to the Emperor himself! He received, among many gifts, a Samurai armour, which may or may not be what's represented in the game. He was a superstar in Japan the 20s, one of the few famous European names - possibly it persisted in the Japanese collective mind until the 80s-90s?

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    6. I guess the question is who did the localization for the North American and European release. According to this site, quite a few names were changed in translation and apparently not always for reasons of lacking space for letters. Based on that, the original name for said enemy in the Japanese version, "バルカン" can be translated as "Vulcan", which goes with the heat image and its environment on Motavia (the except for the colour identical-looking "Iceman"/"Frostman" is found on the ice planet of Dezoris).

      My guess why they did not stick with "Vulcan" is that they wanted to avoid a name already associated with another franchise (in this case Star Trek, given the SF setting), same as e.g. "バットマン" = "Batman" which was changed to "Were Bat".

      Now, why they named them "Amundsen" (or e.g. made the "Devil Bat" into an "Owl Bear"), I don't know. Something to do with its opposite being the ice and cold and Amundsen beating those in his expeditions to both Poles? Or some random story / joke among the people doing the translation? No idea.

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    7. PS: Looking at the armour Amundsen received in Japan as well as the descriptions in the Sega Ages version in-game Monster Manual (see e.g. here), I think Narwhal is right that there is a connection.

      While Frostman is characterized in the latter as "An ice warrior found on the frozen planet Dezoris. [...] cool and cold-hearted", the (start of the) description for Amundsen reads: "A fearsome warrior completely clad in shining armor".

      BTW, looking this up I learned that concurrent with Amundsen and Scott there also was a Japanese Antarctic Expedition. Fascinating, as a Vulcan might say.

      There is an interesting 'localization let's play' of the game by Elizabeth Bushouse, a freelance Japanese-to-English video game translator, comparing the original with the SMS/Sega Ages and the GBA version scripts which shows quite a few (important) details got lost in translation. As far as I can see, while covering some monster names, she does not go into this one, though.

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  7. lv 23 - 25 is slightly under powered for the endgame, lv 30 - 33 is over powered, as far a I remember.

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  8. "A CRPG like Ultima IV would have had the same chain of clues but also would have allowed the player to say, "Hey, there must be something special about that island," and search for it without the prompts. Which is the better approach? Discuss."

    As you wondered about back in your Ultima VI entry, I (and probably many other players) found Captain Hawkins' treasure without finding all, or even the majority of the map pieces.

    I think it's good when the possibility for this kind of sequence breaking exists, but there's a fine balance between making it so obvious that you feel all the legwork was pointless and having it be something that a particularly clever or thorough player might reasonably try. I'm struggling to think of a great example of a game hitting that sweet spot.

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    1. I agree. I think I mind it less in a "Disassembulet of Yendor"-type quest where you have to assemble X map pieces, all of which have their own sets of clues and puzzles. If you can just brute force your way to one or two of them, I don't see that as a problem. The issue with U6 is that those map pieces lead TO a treasure that can be found without any of them by a player who chooses to dig in a rather obvious place. Perhaps the issue with U6 is that they made the location a little too obvious.

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    2. I think I genuinely prefer a less "plot triggers" environment where you can find the item without being told.

      However this can sometimes lead to the flaw where you found the item outside of regular progression, but have no idea why you need it. Not that this game has so far set up "why" you need things, but still

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    3. The game has a terse but I think fairly complete clue chain explaining what all of the quest items are for. The only missing link is someone explicitly telling you where Lassic is but I believe in the next entry Chet will relay the experience of finding the location after having gone everywhere else, theorizing Lassic has to be there because he's not anywhere else, and then realizing that all of the quest items were ultimately either for finding or physically getting into that location or acquiring other quest items that served those purposes.

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    4. Not allowing sequence breaking is easier for the linear, carefully planned dramatic stories of JRPGs. But instead of having the player search some area he might have combed through before, it's always possible to prevent access to areas where the player needs to find something later, by putting some obstacle before it, or making it accessible via a method of transportation the player will get later in the story (boat, airship, chocobo).

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    5. In the case of the hovercraft here, I think the intent is that it is just unusable junk without the robot, so unremarkable you don't even notice it.

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  9. "By the time I get there, I would be willing to pay real money to ignore random combats."

    I'm pretty sure that's the way how most mobile games generate a revenue.

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  10. I don’t mind games that don’t let you find items before plot points, as long as it’s on the world map, and something that’s not bigger than a proverbial breadbox. I can totally buy that in one map tile that could represent several square miles, you can’t find a necklace hidden in a tree, even if you know it’s in there somewhere. The problem is when tiles represent much smaller areas or have bigger objects. I don’t care how big your dungeon fountain is, you can’t really hide a shield in one. So if you don’t let me find it after I search the fountain, I’m going to be angry. For 8/16 bit era games, I can understand it’s a limitation of the engine sometimes, but I feel there’s no excuse beyond then.

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    1. I always just imagined that more was happening behind the scenes (or text) since an 8-bit game could only do so much. For example, sure, the shield is there the whole time but we just don't get the extra details of how to find the shield hidden within a secret area of the fountain until we talk to that particular NPC. At least, that's how I explained it away... Perhaps it's be better if a game did both methods - surprise the player with a random (early) find, but also have the player work for other items even if they have a cheat guide. Of course, so many modern CRPGs hold the player's hand with every little detail it's ridiculous...

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  11. "I don't know if I mentioned this before, but the manual has a paragraph about literally every item you find in the game, including its statistics. This is helpful, but it also makes the game seem smaller, more linear, and more predictable."

    That was kind of par for the course with manuals for US releases of JRPGs in the 80s and 90s (the Japanese manual for Phantasy Star, by comparison, doesn't give equipment stats and only has an abridged list of items). I remember hearing someone mention once that Phantasy Star II came with the strategy guide packaged in, and I know that that was the case for Earthbound; the first four Dragon Quest games didn't have full guides, but they had similarly detailed item lists and guides, and I think the fourth game had a partial walkthrough in the manual itself.

    I get the sense that this was American publishers trying to ease the console audience into the RPG genre, with the perception that American children were more accustomed to "simpler" action titles and would need a bit more handholding to get into a "more complex" genre. I'm not entirely sure how true this is, but based on the way that Dragon Quest and Final Fantasy were marketed in Nintendo Power (with the assumption that RPGs would have been new to much of the audience), it's at least plausible.

    It's interesting to me, because early console RPGs in Japan were already considerably streamlined in comparison to the heavy hitters of the RPG genre on Western home computers... and yet when they were released in North America, there was a perceived need to ease people in even more. Then again, a lot of the kids with consoles weren't necessarily the same people who had been playing the likes of Wizardry or Might and Magic on computer...

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    1. I think that the computer gaming market and the console gaming market in the US were much more distinct during that period, with the US console market being much more in line with what people expected from video arcades. Basically, in the US, if you wanted the more complex games, you became a computer gamer, and if you wanted simpler, more actiony games, you became a console gamer. I've heard in Japan, the home computer market took a lot longer to grow, and as a result, their console market serviced both kinds of gamer.

      Reminds me a little of the way that in the US market, comic books basically crystalized around a handful of genres - mostly superheroes - while Europe ended up with a much more diverse comic book market, leading to the oddity of the extremely rich tradition of Italian Donald Duck comics.

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    2. Phantasy Star 2's inclusion of a full walkthrough has to be understood in the context of that game being Phantasy Star 2, and you really have to play it to completion to know what I mean by that because the first half is pretty standard JRPG fare.

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    3. Sadly the rental version I had didn’t come with the walkthrough, only a simple controls manual. I still remember the painful nightmare of manually mapping out the four dams. I quit that game so often at that point.
      PS3 and PS4 on the other hand I enjoyed, PS4 especially so.

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    4. When it comes down to it, Phantasy Star 2 is amongst the harder jrpgs, esp of that period. I don't blame them including a guide. Getting it second hand though, that is not how I received it..

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    5. Believe it or not, it gets worse after the dams.

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    6. Worth noting here that a majority of console RPGs of this generation never made it to the US. They required cartridges with extra RAM, ROM, and battery backup - that was expensive. The much larger amount of text to translate compared to most console games of the era was also expensive. Most RPG titles cost two or three times as much as a typical game for the platform.

      This was also long before games were localized as part of development, so translation also delayed the release by a long time, making the games look quite dated by the time they came out. So a lot of the time it wasn't considered cost-effective

      Publishers assumed that US players would be unfamiliar with the genre not least because there genuinely was a lack of games on the market.


      The other reason that publishers put so much into the manual was that game rentals were legal in the US - Japanese publishers, used to a market where game rental was outright banned, were terrified that US consumers would just rent instead of buying. This is why a lot of US releases in those days were significantly harder than their original versions (to make it impossible to beat quickly), but also a reason for elaborate manuals - duplicating the game manual for renters violated copyright.

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  12. Trying to avoid looking at spoilers, but I need a hint. Is the reason that Lassic is killing me instantly that I didn't find this "crystal" that he's supposedly afraid of?

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    1. Never played this game to the end but a quick google search says yes, that is the reason.

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    2. fyi I believe this is also how the Mirror Shield works - if you don’t have it you just die, if you do, the fight goes normally

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    3. Yeah, you need the Crystal in order to avoid getting insta-fried by his hell lightning.

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  13. Japanese versions of monsters were renamed in English translation to avoid potential collisions with existing franchises. "Amudsen" used to be "Vulcan".

    Some of the renames are quite pointless, though.

    https://tvtropes.org/pmwiki/pmwiki.php/DubNameChange/PhantasyStarI

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  14. "There are places in the mountains where the ice is soft and impassable to those on foot." Another need for the hovercraft?

    I suspect you've answered this for yourself by now.

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  15. Sorry to kill you, man. It's your planet.

    These are one of the few "enemies" that you can TALK to.

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    1. For what it's worth at this late stage:
      Barbrian, Dezorian, E.Farmer, Evilhead, N.Farmer - TALK or CHAT/TELE.

      Centaur, Horseman, Manticor, Sphinx, Tarantul - CHAT/TELE.

      I didn't know this until recently, but you can talk to the dragons! They respond to CHAT/TELE magic, but I don't know if that "wins" the encounter in the case of the unique dragons.

      The Magic Hat mimics CHAT magic, and the Sphere mimics TELE.

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  16. Now that it's easy to get around with the hovercraft

    Note that the hovercraft lets you cross liquids, and water isn't the only liquid in the environment.

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  17. Maybe if we hadn't had the shield, she would have killed us instantly or something

    I believe so.

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    1. If you don't have the Mirror Shield, she turns the entire party to stone on her turn. You can get lucky and keep having Alis cast ROPE (or is it Bindwa now? Three games and two thousand years are hell on magic names) on her while the rest of the party wrecks Medusa.

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  18. I had a further thought on your "Gothic Forest" banaal naming from the other session. There's entire games named like this! Take say, Eye of the Beholder. Is this a story that makes you doubt reality, or take different viewpoints into account because the perception is not what it seems?

    No, you go find a wand made out of a beholder eye and go point it at another beholder eye until it dies

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    1. The second game, "Legend of Darkmoon", has nothing to do with darkness or with moons; it simply takes place in a temple called "Darkmoon". Also, there's no "legend" involved; we just know there's a Bad Guy at the temple, and the party goes to beat him up.

      Although still called "Eye of the Beholder", the beholders in the second game have no plot relevance; they're just wandering monsters in one area. The third game doesn't contain any beholders.

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    2. Baldur's Gate just being the name of a town

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    3. "Gothic forest" is an artefact of translation. It was "Gashiko" forest in the original.

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    4. Other examples covered on this blog: Bronze Dragon: Conquest of Infinity, Whale's Voyage, Space Hulk.

      Then there were games where the title also promised or at least hinted at something which was never expanded upon, e.g. Rivers of Light, Gates of Delirium, Fate: Gates of Dawn.

      Heck, you could even put classics like Final Fantasy (I'm aware of the story behind FF's name, but the "Final" has nothing to do with its content) or Pool of Radiance (almost a MacGuffin that does not really have any importance for the gameplay evolution itself until the very end) in this latter group.

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  19. I am really happy that you are doing Phantasy Star! I played it when I was 10 or 11 year-old when it released and it is the first game I ever beat and 100%ed. I played through it again a few years later and I played through it again about 20 years later in my thirties and I still remembered the lay-out of many if the dungeons… crazy stuff. I love reading your playthrough, comments and speculations.

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    1. And as unsolicited reply to one of your earlier comments along the line of „how did they expect players to figure this out“, I expect that designers knew and expected that we‘d spend waaaay more time on games back then without switching. You only had the cartridges that your parents bought ir that your pocket-money afforded you. So there was not much else to play. And Internet obviously. So if you were stuck you‘d keep at it until something gave. I remember flying back and forth between planets and enduring random encounter battles again again just to figure things out. And I think I tried to drive my snowplower into every single mountain range to see if a way could be found to some secret locale…

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  20. In regards to the which is better discussion, I vastly prefer being able to stumble into finding something early. I could see a situation where an NPC tells you they will put an item somewhere and therefore you can't get it until then but otherwise let me pick it up.

    I remember playing a game called Tower of Time and coming on a weird item that it let me interact with but it just said you can't think of any reason to take this and then an hour or so later I found the thing that needed the weird item and I had to back track to pick it up, I was very angry with the game over that.

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  21. I remember skipping a bunch of content in Fallout 3 the first time I played it because I went exploring. For that reason, I kind of prefer having to trip a flag the first time I play things. Or maybe I should explore less. I dunno. Because I love the Matilda Gate in Suikoden 2.

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