Game-related ramblings.

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History Lessons: Zillion

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

My detour back to 1987 continues. I’ve completely failed to be chronological in this series, because I keep expanding the scope and adding more games to my list, but the nominal timeline should be in late 1988, following on from Sega’s SpellCaster. But then I decided to go back and play a few of the early metroidvania games that I’d missed, starting with The Goonies II, then Rygar, and now Zillion, developed by Sega for their Master System console. I’d never heard of Zillion before, but my research turned up someone describing it as “Sega’s answer to Metroid“. Given that Phantasy Star could be described as “Sega’s answer to Dragon Quest“, and I was hugely impressed with Phantasy Star when I played it for this series, I found myself quite excited to play Zillion.

History Lessons: Rygar

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

For those just tuning in, I’m taking a detour from the nominal timeline of this series. I say “nominal” because I’ve completely failed to be chronological so far. While I started out focused on early console role-playing games, this quickly expanded to include action role-playing hybrids, and now early Metroidvania games (including Metroid and Castlevania II: Simon’s Quest themselves). Having learned about some more early titles that experimented with this nonlinear open world platformer style, I’ve gone back to play a few. That means that of the 24 games I’ve covered so far, Rygar is actually the 9th in order of Japanese release date. It arrived in April 1987, almost exactly one month after The Goonies II, which I wrote about last time. It only took three months to get a US release, however, meaning it actually made it to the States about four months ahead of The Goonies II.

History Lessons: The Goonies II

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

It was inevitable. Last time, I broke from my timeline to play Dragon Slayer IV: Drasle Family (AKA Legacy of the Wizard), a game I’d originally skipped over because I’d deemed the Dragon Slayer series to be too early, and too focused on home computer systems instead of consoles. When this blog series expanded in scope, I decided I should probably go back and play a few of the Dragon Slayer games. But with Dragon Slayer IV I didn’t just find a great melding of role-playing and platforming action, I found one of the games that helped define the Metroidvania genre, and a very impressive one at that. From there, I started reading about some other early games that built the foundations for Metroidvanias, and since I’d already covered Metroid and Castlevania II: Simon’s Quest, I figured I might as well go back and play these other early games too. I promise I’ll get back to my timeline eventually.

First up is The Goonies II, by Konami, which was actually quite early. Released in March 1987 (coming to the US that November), it slots after Esper Dream (also by Konami) in my timeline, and the only platformers I’ve covered that predate it are Metroid and Zelda II: The Adventure of Link. That means it got in on defining nonlinear, exploratory platforming before Castlevania II: Simon’s Quest would add the “vania” to the Metroidvania genre. But that was also by Konami, so I guess they were just building on their own work. Perhaps the most interesting thing about The Goonies II, however, is that it combines platforming with first-person adventure sequences, much like Sega’s Spellcaster would do a year and a half later.

History Lessons: Dragon Slayer IV: Drasle Family (AKA Legacy Of The Wizard)

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

I wasn’t planning to cover any of Nihon Falcom’s Dragon Slayer games for this series. The first Dragon Slayer appeared way back in 1984 for the Japanese PC-88 home computer (and, later, other home computers like the PC-98 and FM-7), where it pioneered an action role-playing design in which players explore top-down screens in real time, bumping into enemies to fight them. This design was hugely influential, inspiring the Hydlide series (I covered the third game as part of this blog series) as well Nihon Falcom’s own Ys series (I covered the first two games) and Nintendo’s The Legend of Zelda, which added innovations that arguably spawned a whole new genre. But Dragon Slayer itself sounded quite simple in comparison to these later titles, as well as potentially frustrating due to high difficulty or unclear objectives. And, of course, most of the Dragon Slayer games were never translated into English. So, early on in my planning sessions I decided to exclude them.

Then I read more about some of the later Dragon Slayer games that were eventually localized in English, which sounded much more interesting than I expected. So, I’m breaking from my timeline once again to go back and play a couple of them. The first is Dragon Slayer IV: Drasle Family (that stands for DRAgon SLEyer Family, of course), originally released in July 1987 for the MSX and MSX2 home computer systems, and later ported to Nintendo’s Famicom (for this blog series, it comes after Wonder Boy In Monster Land and before Cleopatra no Mahou in the timeline). Since American players had never seen any of the Dragon Slayer games before, it was renamed Legacy of the Wizard for its official US release on the NES about two years later. It keeps the single-square-sized characters and blocks from the original Dragon Slayer, but reimagines the labyrinthine dungeon as a huge side-scrolling platformer world, in which ledges, pits, ladders, and doors intertwine to create different paths. Players then choose from (and switch between) five playable family members, each with different abilities and usable items, so the entire game becomes a puzzle the family must solve together. Following on from Metroid, which had released about a year earlier, Dragon Slayer IV helped define what would become known as the Metroidvania genre. It sounded fascinating, and I decided I had to try it.

History Lessons: SpellCaster

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

A month or so after the original Japanese release of Exile, subject of the last entry in this series, SpellCaster released in Japan, although it would take another year for the US version to appear. Developed in-house by Sega for their Master System console, SpellCaster isn’t really a role-playing game, but it sounded interesting enough that I wanted to play it anyway. Besides, I covered Metroid and Lord of the Sword in this series, and they’re not really role-playing games either. What intrigued me about SpellCaster is its combination of side-scrolling action platformer sections and first-person, menu-based adventure game sections. That sounded like such an odd mix that I just had to try it.

History Lessons: Exile

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

After a brief step back in time to cover Castlevania II: Simon’s Quest, we are back on track with our timeline for this series. Sort of. Exile is technically a remake of a game called XZR II by Telenet Japan which released for Japanese home computer systems in August 1988, about two months after Lord of the Sword, but the remake (which is the only version localized in English) arrived three years later in 1991, for both the Sega Genesis and the PC Engine CD/Turbografx-CD. Having been impressed by the Turbografx-CD hardware when playing Ys I & II for this series, I opted for that version of Exile.

History Lessons: Castlevania II: Simon’s Quest

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

When I wrote about Ys II: Ancient Ys Vanished – The Final Chapter, I celebrated finally getting my timeline in order for this series. I had started haphazardly, playing things and then realizing I should add other games that had come before, resulting in awkward jumps back and forth in time. With that post, however, I had finally finished playing catch up, and everything should have been in nice chronological order moving forward. But it only took one more post — about Sega’s Master System game Lord of the Sword — to make me realize I had to jump back in time again. Lord of the Sword’s design, which is basically an action platformer game but set in an open world inspired by role-playing games, reminded me of Castlevania II: Simon’s Quest, a game I really should have covered already. I wrote about Metroid, after all, and Simon’s Quest is the game that added the “vania” to Metroid to create the “metroidvania” genre.

History Lessons: Lord Of The Sword

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

I’d never heard of Lord of the Sword before doing research for this series. Released on June 2, 1988, a little over a month after our last entry Ys II: Ancient Ys Vanished – The Final Chapter, Lord of the Sword was allegedly inspired by Wonder Boy In Monster Land, the arcade platformer with role-playing elements that released a year earlier. That game was a pleasant surprise when I played its Master System port for this series, so I was intrigued going in to Lord of the Sword.

History Lessons: Ys II: Ancient Ys Vanished – The Final Chapter

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

When I first started writing about early console games, I was only planning to play through the Final Fantasy series. Then I decided I should probably go back and play the Dragon Quest series too. Then I decided I should also play a bunch of other role-playing games, and then that I should add some action role-playing games… the result was something of a mess in terms of the timeline, jumping back and forth as I kept expanding my list of games. This post, however, brings my (now massive) list back into order. My last post was about Hydlide 3: The Space Memories, which originally released on November 22, 1987. The original Final Fantasy (the very first post I wrote in this console history series) appeared about a month later, on December 18, 1987. A mere two days after that, the excellent Phantasy Star released. Next came Dragon Quest III on February 10, 1988. And, finally, that brings us to Ys II: Ancient Ys Vanished – The Final Chapter, originally released in Japan on April 22, 1988 for Japanese home computer systems like the PC-88. From here on out, we should be going in chronological order!

As the name suggests, Ys II is a direct sequel to the original Ys that finishes up the story. The connection is so strong, in fact, that both games were later remade and re-released as a single title, Ys Book I & II, for the PC Engine CD/TurboGrafx-CD in December 1989. That’s the version I played, and I’ve already written about Ys I. I then paused my playthrough to cover other games that released between Ys I and Ys II. Now, I’ve gone back to finish off Ys II.

History Lessons: Hydlide 3: The Space Memories (AKA Super Hydlide)

Other History Lessons posts can be found here. If you’re looking specifically for console games, those are here. As always, you may click on images to view larger versions.

I decided to skip the first Hydlide game for this series. Originally released in 1984 by T&E Soft for the PC-88 and quickly ported to other Japanese home computer systems, it predates even Dragon Quest, and, along with its competitor Dragon Slayer, it established the template for action role-playing games in Japan. There, it’s considered a hugely influential classic: its system of running into enemies to fight them would be used again in Ys I: Ancient Ys Vanished, while The Legend of Zelda stripped away some role-playing elements but expanded the action by including a dedicated attack button and items like the boomerang and bow and arrows that add tactical options. But Hydlide would not reach American audiences until 1989, after The Legend of Zelda, and by that point it just seemed simplistic and boring in comparison. I know, because I actually owned it as a kid.

Hydlide II: Shine of Darkness never made it out of Japan, and from what I’ve read is pretty similar to the first game. Hydlide 3: The Space Memories, however, did eventually get released in North America and Europe. The Japanese version appeared in 1987 (hence it showing up now in my timeline for this series) for home computer systems, but it was ported to the Sega Mega Drive/Genesis a few years later, including a US release in 1990 and a European release in 1991, both using the name Super Hydlide. Even so, I’d never heard of it. But it sounded intriguing when I read about it now: in addition to adding a dedicated attack button like The Legend of Zelda, it features a morality system based on whether the player attacks “good” vs. “evil” monsters, a 24-hour in-game clock requiring the hero to rest at night and eat two meals a day, and all items (including money!) have weight, so players must choose what to carry lest they be overloaded. These mechanics all sounded like those found in Western computer role-playing games, rather than the Japanese style that was more common on consoles. Perhaps that makes sense, given the game was originally a home computer game in Japan, but I was still intrigued. And then there’s that subtitle, which implies a science fiction element, reacalling some of my favorite classic role-playing games. And, since the North American release was on the Sega Genesis, it marks the first game in this series on a fully 16-bit console (the Turbografx-16 doesn’t quite count, even though it’s in the same generation).

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