Monthly Archives: July 2024

SRPG 96 – Bounty Sword Double Edge (PS1)

Bounty Sword Double Edge (バウンティソード・ダブルエッジ), released 7/30/1998, developed by Headquarters, published by Pioneer LDC

This is the sequel to Bounty Sword, a real-time Super Famicom game I covered earlier. It was re-released on the Playstation in 1997 as “Bounty Sword First,” with some changes that made it significantly harder (permadeath being the most notable addition). It also was now labeled as part of the “Bounty Sword Trilogy.” The second game, Double Edge, came out in 1998, but there was never a third game — I’m not sure if this was because of poor sales of the second game or some other reason. I did not finish the game, mostly because I just don’t like these kind of real time strategy games — it still has all the flaws of the first Bounty Sword but somehow I found it even more annoying to play.

The game is called “double edge” because you can choose between two main characters. Both of them have the same goal — to find the 12 rings hidden on this island that has become a battleground for different nations seeking treasures. The male character is Kain, a young (though already burnt out) knight, who is the son of a Dark Knight that uses sword techniques that many feel are obsolete. The woman is Sara, although I don’t know much about her because I didn’t play her route (the instruction manual says she is the widow of a Holy Knight continuing her husband’s work).

The big difference between them is that if you choose Sara, you get a game over if you go over the time limit in a mission, whereas for Kain, you just don’t get any bonus money (as in the first game).

The game is relatively open; you travel around the island with each movement taking one day. The character you do not choose becomes a rival, who moves around themselves, and can find the rings and some recruitable characters before you do. You can get back the rings if you encounter them and fight. Although I am not certain, I do not believe that you can lose the entire game by taking too many days. From what I can gather, a significant plot event happens that divides the game into two halves; I believe the plot event happens at the same day regardless, but that might not be the case.

Some of the circles have battles, some nothing, and some plot events. On many of the dots you can choose “search” to fight a free battle, that doesn’t take a day — I think that if you are going for a “find all rings and companions before your rival” path (which requires knowing your rival’s movements from a walkthrough or previous experience), you would need to do a lot of levelling to make that happen.

Once you start getting the rings, you can use the rings to warp to various places on the island which reduces the number of days you need to spend travelling.

The battle system is fundamentally the same as in the first game. You set vague AI options for the characters and then watch them go fight. As I said in the introduction, I’m not a fan of these systems because you just sit and watch a lot of the time, and I always feel like success is based more on fighting against the system and overcoming its problems than it is on actual strategy. Also, the pathfinding is just as bad as it was in the first game, meaning that you have to constantly enter specific paths just to make sure that your characters can make it across a bridge or get around obstacles.

Each character has special moves; one change in this game is that you start each battle with 0 SP and it slowly goes up as the battle proceeds.

Another addition from the first game are the “void” units, the little robots you see in the earlier screenshot. You assign a void to each character, and although you can give them their own commands they tend to stay around the “master”. You can customize them in the shops or build new ones, and the parts you can assign will weight them more towards distance attacks, close attacks, magic, etc.

In the end, as I said earlier, I just don’t find these games particularly fun. I was able to beat Bounty Sword despite my dislike of the system, but I wasn’t enjoying this one very much. If the battle system doesn’t bother you there are probably things to like about it — the story seems potentially interesting and the “rival” system isn’t bad. But given the number of games I still have to play I’d rather move on to something else.

Three Famicom games

I’m continuing with my plays of old RPGs as well; this is a post about three games that I don’t think deserve their own post. SRPGs will be back next week.

Zombie Hunter (ゾンビハンター), released 7/3/1987, by High Score Media Work

This game is a side-scrolling action game that has RPG elements. Surprisingly, CRPG Addict did a fairly detailed post on it, so I will just cover the basics. It’s a side-scrolling action game with RPG elements. It’s the only game so far (aside from Druaga) that does not allow any game save or password, so it feels a lot more like just a standard action game.

The game is side-scrolling, however, it has an RPG-style “encounter” system. As you move along, you will hit places where enemies appear and you have to defeat those enemies before you can move on. You can revisit the place to fight the game set of enemies again. The encounters will give you XP, gold, and usually some kind of item as well (I think maybe each encounter has a rare drop item you can get if you keep fighting it).

The items you get include weapons, armor, and heals. The weapons are different types, although all but the base swords will break after a number of uses.

What I found frustrating about the game is that there is no way to heal aside from the items — perhaps if you could do that the game would be too easy, but it means that you’re going to have to practice until you can defeat the enemies without taking that much damage and then grind up gold and such. There are several paths through the game so it has some replayability, but you can go to CRPG Addict’s post for a much more thorough review.

Getsu Fuumaden (月風魔伝), released 7/7/1987, by Konami

To me this game is not really an RPG, although I think you can see it as maybe a spiritual ancestor of metroidvania games. The main character is trying to recover the stolen wave swords after his brothers’ deaths from the Dragon Master. I initially confused this game with Namco’s Gempei Toumaden (which was included later in Namco x Capcom) but this seems to be merely inspired (or a ripoff?) of that game.

The game is divided into a number of areas, that you traverse in a top-down style.

When you go to one of the temples (like the one left of the main character) it’s usually some kind of shop or just an NPC that will give you a hint. The torii-like thing at the top left leads you to a side scrolling dungeon.

Your life (bottom bar) is always max 64. The “sword” (damage) starts at 5, and every time you get to 256 XP it adds one to your sword bar (to a maximum of 64).

There is no equipment per se; there are some items you can buy and I believe a few of them do increase your total stats or attack, but not really as equippable items. The game is basically just navigating these side-scrolling stages and figuring out where to go on the map to find the items you need to proceed (and the bosses). I was annoyed by repeatedly getting knocked into the pits by monsters, which subtracts a life. If you get a game over you get a password and I think you keep all your stats but lose some money.

I didn’t get this far, but there are also a few first-person maze segments as well, so they were really throwing every genre into the game.

On the whole this feels a lot closer to just a pure action game than an RPG, despite the ability to level up your sword via XP. It’s probably not a bad action game for the time it came out. Interestingly there was a sequel for Switch that came out a few years ago and I believe it got an English translation.

Cleopatra no Mahou (クレオパトラの魔宝), released 7/24/1987 for Famicom Disk System, by Square

This is definitely the worst of the three games. Its only point of interest is that it was Square’s last game before Final Fantasy, and the development team included a number of people who would go on to bigger things (such as Nobuo Uematsu).

The core of the game is a very short adventure game that would probably take less than an hour to finish. The story is about the son of an archeologist who disappeared while searching for the Tears of Isis. The son has to free his father.

The game has the usual adventure commands you expect (move, look, use item, etc).

The only reason the game takes more than an hour to beat is that a clumsy RPG battle system has been needlessly grafted into the adventure game. The battle system is an extremely basic one with even fewer options than DQ1, and whether you are going to succeed or not is primarily based on just what level you are compared to the enemy. Most of your time in the game is going to be spent grinding levels against random enemies to build up your levels to the point where you can beat the few enemies you have to beat, and get enough money to buy some of the quest items you need.

When I play a game like this it always makes me wonder if I am only judging it harshly because I’ve played so many other RPGs, but contemporary reviews were pretty harsh as well. The graphics and enemy animations were well received and the low difficulty level was seen as a plus, but the time wasting encounters and slow speed of the game were criticized as well.

It reminds me somewhat of Tombs and Treasure, an NES game I liked as a kid that combined RPG and Adventure, but that game didn’t require any grinding.

I’ve really found it interesting how many different ways there have been to integrate RPG elements into games. I’ve played 18 games so far of these early RPGs or pseudo-RPGs. Most of them have been action or “adventure”-style RPGs, with two maze exploration and three dragon quest-style RPGs (of which two are Dragon Quest).

SRPG 95 – Seirei Shoukan: Princess of Darkness (PS1)

Seirei Shoukan: Princess of Darkness (精霊召喚 〜プリンセス オブ ダークネス〜), released 6/25/1998, developed and published by Shoeisha Software Solutions

This game is a lazy piece of shovelware garbage that was obviously put out just to capitalize on people buying things with bishoujo characters on the cover. Honestly I feel like that’s all I have to write about this game, but I will put more effort in than the developers did to write a full post.

Apparently some players think this character art in the cutscenes is good, but it looks awful to me. In any case, this is the opening scene, where the King of Light’s wife gives birth to twins. But the King of Dark attacks the castle in force. A soldier is able to escape with the two twins, but one of them is stolen by one of the Dark King’s forces. The soldier escapes with the other one (Fitt) and cares for him as a son. 15 years later, the son learns that he is the Prince of Light as the soldier finally dies of his wounds.

The rest of the “story” follows him walking down a road, where he just randomly encounters five elemental spirits that make a compact with him, and kills random servants of the Dark King. They reach the old castle and defeat the monster that originally stole his sister. They continue on down the road and meet the sister, who they beat and then she joins the party. They find a mascot character in a forest. Then the road leads them to the Dark King castle where there’s some philosophical discussion about light and dark needing each other but the party defeats him. The whole thing is only 13 stages and can be beaten in less than 6 hours.

The only thing about the game that shows more than minimum effort is the voice acting, which was done by well known (at the time) professionals like Seki Tomokazu, Ogata Megumi, and Hisakawa Aya.

Each character goes in stat order (I guess the WT stat). You have three “orbs” to spend each round to act. You can spend the orbs in any combination you want, but a 3 orb attack is going to be more powerful than three 1-orb attacks. The special moves also get stronger with more orbs. A huge problem with the game is that you can’t move through your allies, which often traps people behind others, especially in the narrow areas that are in most of the battles. You also can’t take back your movement.

“Well,” you might say, “Why not just split up the party so that you don’t get trapped?” You can’t do that because if the spirits get too far away from Fitt, you can no longer control them. This will cause them to either freeze in place for the whole battle, or rush ahead at maximum move into the middle of the enemies.

There are also unskippable battle animations.

If Fitt dies you get a game over, if the spirits die they will come back the next battle and there is a part after the battle where you can increase your “love” points with the spirit by answering a question (which seems to have little effect on the game). Fitt can also use a guard move to take damage for the spirits. The game overall is easy, but if you have trouble you can just retreat (and keep your XP from the fight) and try again.

Outside of battle, there are no towns or shops. You can equip things, and use items.

There is no reason to play this game. Because it’s so short I can’t say it’s my least pleasant playing experience of this blog, but as I said in the opening, it’s an insultingly lazy effort that exists just to pander to the bishoujo fad.

SRPG 94 – Masumon KIDS (PS1)

Masumon KIDS (マスモンKIDS), released 6/25/1998, developed by System Soft, released by Toshiba EMI

Master of Monsters is a game that initially came out for Japanese computers in 1988 and was ported to a bunch of different systems — the Genesis and Playstation versions came out in English and so are known to some Western gamers. I’ve never played it, but it seems to be a strategy game based on summoning monsters.

This was apparently supposed to be an easier version of the game that was more appropriate for younger gamers who wouldn’t be able to get into the complicated original game. It barely squeaks by as a strategy RPG under my definition but in the end I didn’t play much of it.

The story, as far as I got, involves tracking down four Holy Knights to join your team in opposing the forces of evil. I didn’t get this far, but the instruction booklet mentions that part of the game takes place in the present day, and you see reincarnations of the characters there. That seems like an interesting concept but I’m not sure how well it’s implemented.

The battle system is based on the MoM roots. You have your main summoner character plus any of the Holy Knights you found so far. There are a couple of summon circles on the map, and if your summoner is standing on them you can summon people for your team. One unfortunate decision (that I saw a lot of Japanese reviews complain about) is that each stage has a fixed set of 3 monsters you can summon. It’s different for each stage, and while the monsters can gain levels, no monsters stick around after the battle, so they’re essentially just meaningless grunts. Only your summoner and the Knights preserve their levels. This is what makes it feel to me more like a strategy game than a strategy RPG.

Each stage seems to work the same way. There is an enemy summoner (or two) that starts on a summoning circle, and will use each round to summon monsters to fill any of the 4 empty spaces around them, and then all the monsters will come attack you. Eventually the enemy summoner will run out of monsters to summon.

All of the summons are pretty weak, but your non-summon monsters are not really strong enough to clear the stages on their own (I was able to sort of do it for the first few maps, but not really). I think the intent is that you keep your summoner on the starting circle and summon lots of monsters until the enemy runs out, and then go in and finish him off.

This takes a long time, though, and I think if you played the whole game this way (especially if you didn’t use emulator speedup) you would be looking at quite a long game. Although there is a youtube playthrough of it that seems to be around 20 hours so maybe it’s not as long as I think.

Summoning the monsters requires gems, which you can buy at a shop between levels or recover from battle by stepping on a square where a summoned monster died (you or the opponent). You can also buy spells as well, which is the only thing you can equip on your summoners. The spells have a certain number of uses, and I think when they run out you have to buy a new one.

So this game really wasn’t my cup of tea; I certainly didn’t want to play 31 stages of it. I looked around at Japanese reviews and it seems like a lot of people complained about the same things I did, but I think if you are more tolerant of these kind of “grunts vs. grunts” games you might get more out of it than I did.