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janus's Last 10 Game Comments (view last 100)
King\'s Bounty - The Conqueror\'s Quest It is. It gets repetitive, but at least there are never 2 identical games
Shining Force Gaiden - Final Conflict (english translation) It keeps freezing when dialogue is about to start
Vandal Hearts This game is much better than I remembered. It may be short (20 hours), but the story is dense enough to keep you interested
Final Fantasy Legend It looked good for Game Boy, but the story didn't hook me up
Destiny of an Emperor The game was OK, but it focuses too much on the main story.
Mario Paint Sad to say, but this game is overrated. Unless you have musical/drawing talents, you get tired of the fly swabbing quickly
Sonic Chaos The best GG Sonic game... by default. Its controls were much smoother and even I could navigate decently through it. But getting those stupide emeralds...
Sonic and Knuckles & Sonic 2 If only Knuckles had appeared earlier. THe Chemical Plant would have been so much more easier.
Sonic Spinball Especially after SOnic 3 and Knuckles, this game was rather dark and disappointing. And it lagged so much
Sonic the Hedgehog 2 This game was downright impossible to play. It was nearly impossible to see the boss at the end of the first zone on the microscopic GG screen

janus's Last 25 Game Reviews
Dr. Mario
07-26-23 01:53 PM
Dr. Mario: best tetris clone
Despite its simplicity, Tetris has become one of the most addictive and recognizable gaming franchises ever. So of course, some will try to emulate that success with their own versions. Dr Mario is one, and it’s actually quite good

Graphs: 8/10
While not exquisite, the graphs are decent and show some evolution from the original game. You see Mario throwing pills down the bottle and viruses on the opposite side grimacing at you. It’s more than other similar puzzle games even in the 16-bit era (think Columns).

And the viruses do serve a purpose: when one disappears it means that it has been eliminated. This means you can ignore said color(s) once they drop. This will make your strategy all the more important to avoid piling up these futile colors

Music: 8/10
Like Tetris, one doesn’t play Dr. Mario for its top-notch music. Nevertheless, while there are only a grand total of 3 tracks (including the option screen), they are more elaborate than the Tetris tracks. Chill loops for an incredible 2 minutes, and unlike the Casino theme in Dragon Warrior IV, it’s not a mere repetition of the same loop. Plus it has a kind of techno vibe to it.
Fever has a shorter loop and is proper for a more tensed track, especially when you near the top of the screen.

As for sound effects, there is no glorious “tetris” sound, but it’s not distracting. It’s actually useful to have them on: when you play vs. mode, you sometimes get a half pill descend out of nowhere and spoil your stack. It’s quite distinctive so be on the lookout.

Addictiveness: 10/10
This game is more addictive than Tetris. For starters, even the regular game allows you to choose your “viral load” (how high you start and how many viruses you have to destroy) and several speeds from the get go. It allows for many combinations and almost endless fun.

But what I preferred was the vs mode. While not as aggressive as Dr Robotnik’s Mean Bea... Read the rest of this Review
King\'s Bounty - The Conqueror\'s Quest
07-26-22 04:59 PM
A forgotten game meant for so much more
Because of its inferior technology (compared to the Super Nintendo), the Sega Genesis often gets overlooked. King's Bounty is such a game. Its technical aspect leaves to be desired, but it certainly deserves some attention

Graphics: 7/10

This game certainly suffers for Sega' color limitations and graphical inferiority. When exploring by boat, landing your ship will prove to be difficult and will require some mastery. Indeed, streches of land that look suitable aren't, and you sometimes land where you don't want (yet), putting you in harm's way of monster armies. The rest of the world map is simplistic and doesn't offer much appeal, although walking in sand is realistically slower.

Inside battles, magic merely consists of flashes, just like attacks. Variety comes from time to time with random obstacles blocking your progression toward the enemy. It makes strategizing all the more important since not all characters can move easily, especially when trying to capture castles, where you are MUCH closer to the enemy.

Speaking of which, their constant move got annoying in the end. However, the sheer variety of them is one of the game's strongest suits. From cavaliers to knights, from faeries to dragons, you will need to find a balance between strength and budgeting - if you can't pay your soldiers, they will desert you.

Finally, while distracting too, the animation for the villains was interesting.

Music: 5/10

One does not play this game for its memorable soundtrack. There are only five tracks in the entire game: overworld, battle, intro/victory, defeat and village. The overworld theme can be interesting, although each "world" should have had its own track, and some of the characters seem to be synched to the music. But it gets annoying pretty quickly, especially the heavily synthesized village music

Sound effects are about as primitive. Magic and physical attacks are indistinguishable... Read the rest of this Review
Vandal Hearts II
10-11-18 10:32 PM
Worse than I Remember
When I played Vandal Hearts I again on Vizzed, I realized that, for its time, the game was a gem. I wanted to give Vandal Hearts II the same chance, since I never completed the game. But even after playing the game through, I still think that it’s a bad game Graphics: 6/10 While VH I innovated by introducing brief CGIs, none of that is present in VH 2. Literally: the only “movies” I could find were the loading screens, which looked like the reels of a mute movie. It’s inexcusable for an RPG produced in 1999. Also, while the cutscenes don’t have the same psychedelic backgrounds, they still fill less than half the screen. But compared to VH 1, VH 2 does show some nice improvements. For starters, characters are less pixelated and are drawn better. Their movements still look a little clumsy (especially on stairs), but at least they can jump when they have to. Also, everyone you talk to has a (static) portrait, and those are drawn nicely – some details like blood can show up at times, improving the image. Aging was also done nicely for the few characters you see between the Intro and Chapter One; you can still recognize them. On the battlefield (where most of the action happens), graphics also look nicer. Many of the “bonus” battles (necessary to obtain the Vandal Heart sword) have very big moving objects that show the technical prowess of the designers. Too bad it wasn’t meant to add some difficulty; in one such battle, there are “treadmills” that don’t affect your moving at all, and flying on lava doesn’t affect your health like the poison fields did in the previous game. Blood splatters also look less geyser-like… but it’s still too much for my taste. It doesn’t add much to the game. There are also sharp differences in altitude in many battles, making the battles more difficult and varied compared to the preceding game. But the best improvement was done with magic. Eve... Read the rest of this Review
Vandal Hearts
04-23-17 12:26 PM
Much Better than I Remember
When I first got my PlayStation in 1997, I was of course drawn to the big titles like Final Fantasy VII and Breath of Fire III. So when I tried other titles like Vandal Hearts, I thought that the game was disappointing and worth forgetting. But now that I’m playing the game with a “playing the game when it was first released”, I realize that this game is a hidden gem. Graphics: 7/10 Created in 1996, VH is one of the first (the first?) game to include CGI movies. Of course, don’t expect the elaborate movies from FF VII; they are limited to the intro of each chapters. Nevertheless, they add a very nice touch to the game, showing the general overview of the adventures you will live. At the start of Chapter 3, when the bad guys form a very blood tyranny, you can see the shadows of people walking in line in chains with a little child watching the scene, intrigued. It’s like looking at stills from an anime. Otherwise, like most 32-bit tactical RPG, the game is rather static outside the battlefields. Although they have much more variety that Front Mission (on the SNES), graphics are still not as interesting at the Shining Force, where you could walk and explore every village. You merely see a picture of the village or the overworld map and simply “teleport” from place to place. Fortunately for your eyes, you spend most of your time in cutscenes or a battlefield. In the former (since the scene is usually pretty small), you always see a repetitive background that “floats” in order to make a 3D impression. It’s a nice touch compared to 16-bit game, but I found it rather distracting. It becomes psychedelic at times and get annoying. Also, the characters’ movements looks a little clumsy, especially in the battlefield. When there are cutscenes there, their legs don’t even bend when they walk around/down obstacles. Speaking of battlefields, they were generally done very well and are very varied. From for... Read the rest of this Review
Front Mission 3
03-19-17 09:25 AM
One of the Best Scenarios Ever
One of the Best Scenarios Ever The end of the 1990s were the golden age of RPGs for me. Final Fantasy VII and VIII, Breath of Fire III and IV; so many memorable games that I still remember because of their great gameplay. Front Mission III is also part of this favorite list. And despite many shortcomings, it’s one of the most original games ever produced. Graphics: 5/10 This is where most of the shortcomings are. Considering what Square had been capable of in FF VIII, this game had very disappointing graphics. For starters, there can’t be more than 10 minutes of CGI film in this game, and they tend to repeat themselves. For example, you see Emma’s dramatic past CGI twice in her scenario. Second, not much effort was done to draw characters outside their wanzers. Their movement is very clumsy – even FF VII did it better – and they don’t even have a face. They look like overdone 16-bit characters. And just like FM I, you face static images wherever you are. Fortunately, they are much more diversified than their SNES counterpart. Bars in China actually “look” Chinese with their colorful decoration. Military offices look proper, shops look like big hangars holding giant machinery, and you even get to places for a scenario (like a beach or the outskirts of a city) that and dark but relaxing. When characters talks, you can actually see their faces and their lips move. And unlike FM 1 they actually show emotion. From joy to sarcasm, from anger to sorrow: I can’t think on many games (without voices; Grandia I did show emotions) that actually show how a character feels. While Ryogo’s emotions make him look butt-ugly – must be the weird teeth – others are fun to watch, and even scary at times when it comes to… special enemies. Finally, battlefields and battles also show several problems. First of all, not much effort has been put to drawn natural elements like trees. They are so pixelated that... Read the rest of this Review
Front Mission
02-12-17 11:20 AM
The Game Too Advanced for Its Time
Once upon a time, I played Front Mission 3 for the PSX and it blew me away (review coming eventually). The fact that I was reading Aldous Huxley’s Brave New World at the same time only enhanced my experience of the game. So naturally, being the third instalment of the game, I wanted to try the very first one to see where that masterpiece first started. While I did find some of the themes from FM 3 I loved in Front Mission 1, the execution wasn’t as good. Graphics: 4/10 For my eyes, the graphics had several problems. First of all, the world outside battles is even more static than in Shining Force CD. In the latter game at least, you could see your troops walk back and forth between your priest, the shop and the exit. Here, you merely see completely static images (and, from what I observed, exactly the same background for everything, every time) of a military office, the village you are in, a shop, a bar, a coliseum and one or two other things towards the end. I’m not kidding: if there are any variations, it’s a case of “spot the difference” because they all look the same, dull colors. The only variation is a place with tents; and even then, the image is the same: a few tents with a Jeep. Second, the producers were apparently too ambitious for the Super Nintendo capacities. As a results, the fights are far from fluid. When you fire a gun with more than a bullet, especially with a skill that allows you to fire more than its initial capacity, the image slows down to a crawl. The melee attacks suffer the same problems, especially against large enemies. It can sometime take two to three seconds before you start accelerating towards your enemy and punch it – and if you have a skill letting punch more than once, there are more delays. And for long-distance attacks, the change between the attacker and the defender seems slower than for Shining Force II. And third, some battlefields are excruciatingly difficult to plan because of... Read the rest of this Review
Lennus II - Fuuin no Shito (English translation)
02-05-17 03:11 PM
Lennus 2: A not-so-interesting Sequel
Despite a weak story line, I had enjoyed Paladin’s Quest (Lennus) very much for its excellent music and challenging gameplay. Thanks to Vizzed, I was able to play the distant sequel to the game, Lennus 2, which was never released in North America. Too bad it spoiled the game… Graphics: 6/10 For a game made in 1996, the graphics are very disappointing. There is barely any use of 3D – it’s mostly for very few cutscenes, and it’s not even that impressive. The overworld map has everything shrunk down, so Faris’ sprite looks like a fat midget. The modes of transportation you get (boat, alien animal, ship) do not improve the graphics at all and keep using 2D like PQ or even Lufia and the Fortress of Doom. With respect to the previous game, however, the graphics are a nice improvement. Inside cities or dungeons, your characters are drawn very well (better than in Final Fantasy VI I might add) and they can run all the time! This is a relief, considering how large the dungeons can be. Their faces are clear, their proportions are realistic and no two characters look the same – although there are unavoidable pallet swaps. The cities are also nicely drawn. They are gigantic compared to PQ and the citizens look much more different – like your mercenaries. They are drawn in harmony with the mood of the moment; cities in the underground world of Andel are darker while the cities of the overworld of Eltz are much more colorful. Finally, the cities of Lennus that remain look very much like what they did in PQ – Misuto still have the fog and Jurayn still shows the flower temple from the outside. There is even a city, Gloucester, that is HUGE and where each district stand distinctively from the other. You have the slum, where people look dirty poor; the shopping district, with all the neons, a theater and even a concert hall where the musicians lost their instruments; Hammond Hill, where all the rich people with big mansions an... Read the rest of this Review
Phantasy Star Gaiden (english translation)
01-29-17 02:12 PM
Phantasy Star Gaiden: not worth 5 hours of your time
Up until


the 16-bit era, Phantasy Star was to Genesis was what Final Fantasy was to the
Nintendo as Super Nintendo. Both flagship produced offshoots; some were good
and popular (Final Fantasy Tactics), some were not so good (Final Fantasy
Legend), and some were downright terrible like Phantasy Star Gaiden.Graphics: 7/10 The Game Gear has the color advantage over the Game Boy, which makes the games visually appealing. PS G was decent in that respect, with very distinguishable features like desert, plain and forest on the overworld map – it even influenced the background where you fight. There is also “flowing” water which was nice, and no two city looks alike. Inside the cities you can see huge buildings with various shapes; the Gypsy camp even have Phantasy Star I like “tents”. Unlike PS I you can talk directly to citizens without propping a new window showing their whole body. But like that game, going into building just shows a person talking to you with one or two lines. And they are all pallet swaps. However the cut scenes are more elaborate; you don’t just see the dialogue with the characters’ portrait. You actually see a “scene” with the various characters involved. It’s no Phantasy Star IV, but it adds a nice touch.  And unlike PS I, I found your characters’ sprites to be inferior. They all have the same height, their haircut is the same and you barely see the weapons they are carrying. Plus, the last character you get seems like she is cloaked in a purple robe; you barely see her eyes. Also inferior are the battles. Sure, you see different backgrounds depending on where you fight. But the enemies (short of the final boss) are completely static. They come in single file (PS I could have groups of four of the same enemy). Also, like Earthbound there is absolutely no distinction between what the weapon animation looks like. Worse: there isn’t even an a... Read the rest of this Review
Final Fantasy Legend
01-22-17 11:01 AM
Final Fantasy Legend: not a legendary game
Squaresoft was, without a doubt, the master of RPGs until at least the PlayStation 2. It became famous with its flagship series, Final Fantasy, but also with “unusual” offshoots like Final Fantasy Tactics and Front Mission. However not all of them lived up to the company’s reputation, and Final Fantasy Legend for the Game Boy is one of them. Graphics: 7/10 This game is one of the few I played on the port (with Tetris, and maybe the first Mario Land), so my expectations for graphics were not very high. This is why I was actually pleasantly surprised. They are actually nice for a black-and-white console and are comparable to games like Final Fantasy I and II for the NES. Inside cities, you can see grass and stone tiles on the road, city folks come in various shapes and forms (be it human, mutant or monster) and no two cities are alike. Where you can exit the city is pretty clear (a rough stone patch), even though it sometimes pops out of nowhere for some reason. Also, some cities do feature an armory and a “resurrection” shop, although you sometimes have to dig a little to find them. In contrast, I found the overworld maps to be underwhelming. The first one did feature mountains and forests, and even flowing water, but the solid ground is otherwise perfectly white. THAT would have been a great place to put grass; nevertheless some places do have grass, and even dark places. Other overworld maps were done better, ranging from an archipelago of islands to a cloud kingdom to a Mad Max-like environment with post-modern, apocalyptic scenery with abandoned railways and ruined cities. However the cloud kingdom could have used a few more clouds; you feel like you are not moving until you reach the edge of the map. The water world had a few more islands to guide you, in contrast. Dungeons were also quite diverse in their forms and shapes. The walls, especially in the main tower whose top you must reach, can be made of stone, wood or other mat... Read the rest of this Review
Phantasy Star Adventure (english translation)
01-15-17 12:02 PM
PINO (Phantasy Star in name only)
Phantasy Star Adventure is the only other “official” Game Gear spinoff of the masterful Genesis series. The other, Phantasy Star Gaiden, tried to tell a story that happened between Phantasy Star I and II in order to keep coherence in the universe. PS A made no such effort, making the game a failure. Graphics: 1/10 The game works like a pen and paper Dungeons and Dragons: you have a limited choice of where you can move (and explore). But unlike the Dungeons and Dragons game on the Genesis, the graphics are completely static – minus the flashing during battles. They consist of mere frames of the place where you are and the details are minimal – and always the same when you come back. The only “movement” you see are the dice you roll for the very few battles you encounter – and even those encounters don’t look like battles. There are a few exchanges of hits but it merely consists of flashes. Plus you don’t even earn experience; the only way you can hit harder is by getting a stronger weapon or using *other* objects. In other words, Pong for the Atari 2600 had more visual action. Also, characters are mere pallet swaps from previous games. You will Chaz’ and Rolf’s phenotype with different hair color or a beard. You will also meet Shir and other characters. The only positive point I can see is that, at least, PS A was faithful to the Phantasy Star Universe by making Dezolis and snowy planet. You can also see Dezolisians as they should look like, but the planet seems to have more Parmians for some reason. And their clothes look like 1950s science-fiction with the weird helmets no other PS game features. Music: 1/10 I would give this one a zero if I could. The main track you hear through the game is absolutely annoying and repetitive. And it doesn’t even sound Phantasy-Star like, unlike Gaiden. The battle music is slightly more upbeat, but since the game doesn’t focus on that you won’... Read the rest of this Review
Destiny of an Emperor
01-08-17 12:51 PM
Destiny of an Emperor: not the most memorable game
Destiny of an Emperor is a game based of Romance of the Three Kingdoms, which I never heard about before playing this game. So although I can’t compare the game’s accuracy to its muse, I can at least say one thing: it was not the most memorable game I have played in my life. Graphics: 7/10 For a game released in 1989, DOAE has average graphics. The characters you control and face look different (even subtly so) when you see them. Their design was a little flawed; they sometimes blend in with the background, especially when you walk on the red carpet in a castle. Most of their portraits are either pallet swaps or the same portrait with subtle changes (different length of mustache, of beard). One thing that was successful though was the “generational” changes; at one point or the other in the game the first three characters will “retire” and their sons will take their place. You can see the resemblance, and yet the difference is obvious (unlike the aforementioned swaps). Also your party is ALWAYS running, which was a big plus. Other RPGs have parties walking so slowly that you wonder when they will reach the next floor (like Dragon Warrior). The overworld map was done well and the various types of terrains were drawn well. Impassable mountains were done better than in the Dragon Warrior series; there are even “high peaks” (with clouds at the top), something I have never seen even on the PSX. The “northern region” is all white; I don’t know if it was intended to be snow but it was a nice distinction. There was also a nice distinction between the various settlements you come across. Castle towns have the actual castle showing (similar to DW III), whereas small villages only show a few houses. The graphics inside villages were decent enough. They come in various shapes and sizes and they never look alike. Later villages even show the mountains they are nested between; you couldn’t quite see the ... Read the rest of this Review
Earthbound
04-17-16 07:40 AM
Earthbound: a strange, childish game
In the heydays of the 16-bit consoles, RPGs were a dominant kind of game. There was Final Fantasy, Shining Force, Phantasy Star, Dragon Warrior… and Earthbound. I never played the NES version (Mother), so I can’t tell of any links between the two. But now that I have played that game nearly 20 years after its release I have to wonder why I like it so much… Graphics: 6/10 The graphics are definitely subpar for the time (1995). There is absolutely no 3D effect in the game, and whatever cutscenes there are (flying Jeff’s Sky Runner, the bus rides) they get very tiring and they can’t be skipped. Hell, the Sky Runner does the EXACT SAME run both ways to and from Winter. And yet, this is one of the very few 16-bit games where you can move your characters 360 degrees (rather than “in squares” like almost every other game). This is essential for the battle system; you can see the enemies coming at you, and if they catch you from behind they get the advantage. This is also essential if you want to walk “properly” as some cities like Foursides are at an angle. If you try to simply walk with the four traditional directions you will have a hard time. Otherwise the graphics are respectable in themselves. Since the heroes are children (literally: like 8 years old) their sprites are small but clear. They are not over pixelated like the adults, whose heads are oversized compared to their bodies. You can see Ness’ baseball cap, Jeff’s glasses and Poo’s pony tail. Paula is probably the best-drawn female figure in this game. Most other females (except your mom) have oversized mouths like Princess Toadstool in Super Mario Bros. 1. It’s especially ugly when you see the “shopping ladies” in department stores, whose body barely show that they are women. The environment you evolve in is also well-designed. Perspective is usually logical, although Foursides’ buildings are so tall that, I gue... Read the rest of this Review
Dragon Warrior IV
04-10-16 07:18 AM
Dragon Warrior IV: the Last Epic 8-bit Adventure
While Squaresoft was already busy establishing its name as the reference in RPGs on the Super Nintendo with Final Fantasy IV, Enix was still hanging to the NES with its Dragon Warrior series. It’s a little sad, because Dragon Warrior IV was not only one of the most original games ever made, but also one of the most elaborates. Many gamers probably missed this masterpiece. Graphics: 9/10 Being so late in the 8-bit era (released in 1992 in America), the graphics in DW IV are some of the best you can find on the NES. Sure, characters all have this weird coloring where their hair and armor have the same color. Nevertheless, the only game that showed more diversity for characters was Final Fantasy III, and even then you did not have to see all the different jobs (I never tried berserker or Viking).From the Hero/ Heroin (you choose the sex, which accounts for minor clothing differences) to Alena, from Cristo to Mara, all the characters are very easy to distinguish. Moving them around is still a little unresponsive (maybe it’s just the computer), but it flows better. The world of DW IV is HUGE. There are more towns, more surface area to explore and you can now see the castles from the outside (rather than enter the “icon” as in Dragon Warrior III). The front reminded me a little of the Shining Force I castles; however I would say that the DW castle has much more to explore. The colors in the villages are also clearer and defined better, with even more things to explore with the small medals (more of that later). The dungeons are also very varied – no two are alike actually. Be it a cave or a tower, they all have different colors, patterns and tiling. Of course, you still get to see major differences between light and day; the transitions looks better. Unfortunately, Enix barely made any efforts to improve the battles. It’s as static as the preceding three games, with enemies flashing when they attack/ get hit. The only major differen... Read the rest of this Review
Shining Force CD
01-03-16 02:53 PM
Shining Force CD: a Good, Challenging game
The Shining series is the flagship tactical RPG of the 16-bit era (and even beyond, for Sega). While the games are supposed to be linked together in some way, Shining Force CD actually makes an explicit link to Shining Force I, taking place 20 years after it. How does the game stand up? NOTE THAT THE REVIEW WILL CONTAIN SPOILERS. Graphic: 7/10 I consider SF CD as “Shining Force I with Shining Force II capabilities.” Indeed, the graphics are a very big improvement from the first opus. First, characters on the battlefield move more naturally, and so do the enemies – sometimes quicker than what the screen can follow. Even inside the battles characters seem to move better. Sword wielders have a more natural swing (Deanna has it better, though), centaurs wield their weapons as jousting knights did (and they move more than in SF II), axe wielders have a more “direct” swing (they go right at their opponent rather than slowly jump up in the air) and they all move in some way, be it the centaurs moving a leg or the sword wielders and the mages having their capes float. Characters are also drawn more clearly. They are adults (or at least late teens) so they are taller and they are more detailed than both SF on the Genesis. The sword wielder’s clothing are very beautiful, especially when they get promoted (they are in an armor that is finely detailed). Mages are also well-drawn and their promoted version on the battlefield looks very elaborate; the ladies have a nice haircut! Speaking of the field all characters, despite their short size, are drawn better and more clearly than preceding games. The battlefields are also more varied, especially in the third book. Of course, you have the classical outside field, the cave with stalactites and villages. But you also have the outside of a mansion, a tavern, a dojo and a nice garden (and a museum in the fourth book). This also means that the battle backgrounds are more varied, which is always... Read the rest of this Review
Dragon Quest V (English by DeJap)
01-02-16 12:31 PM
Dragon Warrior V: an excellent, albeit technically inferior, game
Vizzed is truly a magnificent website. I first joined to play Dragon Warrior III and I just loved the game. Considering the sheer number of RPGs I decided to try them all! With the “Dragon Warrior” name stuck to it, Dragon Warrior V surely had high expectations from me. Fortunately, despite many flaws, this game is a gem. Graphics: 6/10 I do not know why, but Enix always seemed to lag behind its main competitor, Squaresoft. It is especially obvious in the graphic department even on the SNES. They are inferior in almost every way imaginable. First, there is absolutely no use of 3D in the game. Considering that the game was made in 1992, it is a big disappointment. Final Fantasy IV was made in 1991 and was able to incorporate 3D effects very well. This makes the game frustrating in many instances in DW V. For example, you have to wait until very late in the game to get something to fly (a magic carpet), and it does not even get over forests. This makes the flying very difficult since you have too many obstacles; hell you can not even get outside the vicinity of El Heven because it is in a valley. And when you do get your ultimate “vehicle” (a dragon) it looks rather ugly. Its wing flapping seems to be taken out of the 8-bit era, like Strago in Paladin’s Quest (another Enix game). Overall the graphics are average. Your characters have more realistic measurements than on the NES and finally have more realistic colors (Ragnar’s purple mustache and armor, anyone?).Since the main hero becomes an adult both sprites can be distinguished easily. However their looks are inferior to Square products. When walking around the characters barely more at all; in FF IV you could at least see the legs, and sometimes the hair move. In DW V, you can barely see their arms move. Villages are rather small and do not have much to explore. Granted, pots and drawers may hold surprises but it seems to be a lesser percentage than FF IV. At least the desig... Read the rest of this Review
SimCity 2000
10-24-15 09:06 PM
Sim City 2000: Make your own city!
Before all those Sim games where you can build your own house and create scenarios with its inhabitants, there was the original Sim game, Sim City 2000 (I have never played Sim City so I can not compare). Choose to either build your own city and grow it as large as you can or chose among the many catastrophic scenarios where you must accomplish a specific goal within a certain time. Hours upon hours of fun guaranteed!

Graphics: 8/10

The graphics were very decent for the time; they were certainly better than games like Civilization II. Indeed there was more in-game animation than Sid Meier's game. When the city grows large enough you can see traffic - and it can get pretty heavy if you do not put mass transit - you can see boats coming to your seaport, planes taking off and landing to your airport (including the annoying traffic chopper), etc. 

The "city map" on which your city evolves is huge and customizable to infinity. You can choose not to have any rivers (which will make filling up your water supply a difficult task) or choose to have an archipelago if you are rich enough. But you can solve the customization problem and do it right before you start the game! This way you can build very high mountains where you put water falls in order to build dams, put rivers to secure your water supply or flatten the landscape so you will not spend a fortune on tunnels.

Your city proper is finely detailed for the time. Each zone - industrial, commercial and residential - has distinctive buildings that are easy to differentiate among themselves, but also according to their value. For residential for example, lower-class homes and apartments look kind of rundown, whereas luxury apartments are built with fine bricks or consist of very large houses taking up 9 squares. In doubt, you can use the magnifying glass and look up any building to know what it is. Abandoned buildings become gray, and the larger the building the larger the "... Read the rest of this Review
Super Star Wars
10-04-15 09:46 PM
Super Star Wars: the Force is strong with this game
Ah, Star Wars: probably The best and most prolific science fiction franchise in history. While The prequels were... open for discussion, The original trilogy is definitely in many people's top movies. Like other successful franchises, The game spawned spinoff games. It first started on The NES (which I have never played) and then migrated to The SNES. This review is about The game based on A New Hope (which might contain spoilers from The movie.

Graphics: 9/10
The game was released in late 1992, so a little before The middle of The 16-bits era. It graphics are nice and clear, and there is abundant (and realistic) use of 3D effects.

You start off as Luke Skywalker, but can also incarnate Chewbacca and Han Solo later on. All three have their strengths and weaknesses, so you will have to use them wisely. Luke is The character you will use The most (before reaching The Mos Esley Cantina) and his character was given good attention. He is dressed like in The movie (including The haircut, which does move a little) and his movements are what you would expect from a character in an action game - he can do front flips. I personally thought that Han Solo was easier to control, especially inside The Death Star where all those walls try to crush you. Plus he starts off with The second level gun all The time, which is a big plus. Luke's lightsaber is stronger, no doubt, but since he is just an apprentice it tends to strike randomly.

Speaking of weapons you can get up to 5 different gun, all increasingly stronger. There is The classical blaster with its "realistic" red beam that can reflect on certain surface; there is an upgrade, which fires little blaze balls; there is The homing missile that tracks The enemy, and finally The plasma gun which fires larges shots at The enemy, albeit a little slower than previous guns. You will also have on (rare) occasions thermal detonators which will wipe out any enemy on screen. It though it was a little overdone... Read the rest of this Review
Dragon Warrior III
10-03-15 11:18 AM
Dragon Warrior 3: the best up to VI
After The torture of Dragon Warrior I, after The better Dragon Warrior II, here is Dragon Warrior III, The best of The old-gen Dragon Warriors. Why? You will see… NOTE THAT THIS REVIEW CONTAINS MAJOR SPOILERS ABOUT THE GAME, AS THEY ARE PART OF WHY I LIKED THE GAME. YOU HAVE BEEN WARNED Graphics: 9/10 The graphics are really impressive for The NES. Launched in 1989 in Japan, it is advantageously comparable to Final Fantasy III, launched at about The same time (unlike DW II / FF II). With respect to Dragon Warrior II, The graphics are even more impressive. The characters are drawn better (although they still look like obese midgets), with their clothes and armors (especially for The main hero) being more finely visible. And they are quite varied, depending on The class you give them. There was a neat attention given to towns too. Bricks come in all sorts of shapes and patterns, bushes and trees and now obstacles you can’t walk on (which can be annoying; see difficulty section) and villagers are also varied. The game introduces (unlike nearly all RPGs, even on The PSX) The concept of night, which is crucial to advance in your quest – you will only be able to get special objects or clues about them at night. Fortunately there is an accessory (Lamp of Darkness) which helps changing to night quickly, and a spell for your wizard to switch day and night. Little inconsistency though: where you warp to another town and it’s night, it automatically turns to day… In addition, castles are now GIGANTIC. So much that, once inside a village, you actually have to enter The castle icon proper to be inside. The overworld map has been neatly designed and comes with even more varied land (there is even ice). Also The shape of The world is… peculiar. If you look at it and look where places like Romali, Portoga, Jipang, The Pyramid, Greenlad and Eginbear are, you will see that it is quite original. Speaking of which, kudos for Jipang and The Pyra... Read the rest of this Review
Sonic Spinball
07-31-15 11:42 AM
Sonic Spinball: an OK adventure
Sonic is (well, was) definitely Sega’s mascot. His franchise probably received the most attention, always producing games that improved from the previous one. Until Sonic Spinball. The game was enjoyable but it was a setback compared to other Sonic games on the Sega Genesis. Graphics: 5/10 Yes, the rating might seem quite low, but that’s because the graphics are rather disappointing even with respect to other Sega games. When compared to Sonic the Hedgehog 3, which was released the same year, the graphics in Sonic Spinball are rather bland. Sonic himself looks barely better than his Game Gear self – even Sonic the Hedgehog 1 looked better. His color is duller, there are several lags in his movement – especially when doing unusual actions like rowing in a barrel – and his expressions (death, impatience) are unoriginal. The levels themselves are rather dark and lack details. Be it the Toxic Caves, the plant level, inside the Veg-o Machine or the final level, you will really feel like you are trapped inside a machine from which you can’t escape. Now the “front” part of the level is good, especially in the plant and Veg-o machine levels. You get to see all those pistons moving you around, along with flippers you sometimes have to move around in order to reach higher altitudes. However the backgrounds, especially in the Toxic Caves, are simply dark; Sonic the Hedgehog 1 for Game Gear had more details. The few enemies you will come across in the machines are also unimaginative. In the Toxic Caves you will see big, er, head-like structures on which you must bounce several times in order to defeat. The second level has those ABSOLUTELY ANNOYING mechanical chicken flying around. However Robotnik was given a little attention and his various forms. From a giant spider to his duplication into lava-spewing faces, he probably received the most graphical attention in the whole game. You can always recognize his face; you can se... Read the rest of this Review
Lufia II - Rise of the Sinistrals
07-31-15 11:38 AM
Lufia II: How Maxim rose to fame
In Lufia and the Fortress of Doom, you start the game with Maxim, Selan, Artea and Guy and you are on your way to fight the Sinistrals to restore peace on Earth. But how ever did they come there? Find out by playing Lufia II: Rise of the Sinistrals. Note that this review contains major spoilers from the storyline. You have been warned Graphics: 8/10 With respect to the era the graphics are sub par. 3D effects (flying vessel, submarine) come rather late in the game and the colors aren’t as bright as Final Fantasy VI. However it’s a net improvement from Lufia I. Characters looks better; they are taller and their movements are more fluid. Hell, they run anytime you push the control pad. It’s a nice improvement, although when you require precise moves you might get a little off. Villages are much larger and, even though dressers have no hidden object, their furniture is better-designed – you are not a space under a dresser like in Lufia I. The “decoration” (houses, stones on the ground) is varied and changes from city to city – villages tend to be smaller so their mostly have dirt roads. From the outside, towns with castles are completely separate. Also, village icons are smaller and you can see when a town (like Gordovan) is destroyed, something that’s not frequent in RPGs. The environment outside of town has also improved compared to Lufia I. Those annoying clouds are gone, the water look more realistic and the mountains you can walk on blend it better – and impassable mountain ranges actually look like mountains rather than high plateaus. However dungeons are where the best improvement occurred. They come in caverns (with a rocky ground), dungeons (castle basements, with bricks everywhere), towers (with plenty of windows), mountains (another epic theme) and temples (with lots of columns). As you advance in the game you will find that their size, but also their difficulty (read below) increases sharply. Battl... Read the rest of this Review
Sonic Chaos
07-19-15 06:45 PM
Sonic Chaos: the best Game Gear Adventure
While Sonic was making more and more graphical prowess on the Sega Genesis, his Game Gear/ Sega Master System counterpart always seemed to stay at the same level, with very hard-to-find emeralds and downright impossible bosses like in Sonic 2. That all changed with Sonic Chaos, his best adventure on the little console (I have not played Sonic Triple Trouble so I can not compare).

Graphics: 8/10

The graphics are quite decent for a Game Gear game. They are much better-defined than Sonic 1; Sonic himself almost looks like his 16 bits self. And he can finally spin dash! This is a most welcomed addition; Sonic 1 and 2 were so difficult without this simple feature. In fact, it is such an essential part of the game that you must use it to defeat the boss of Turquoise Hills. At times he will even get rocket shoes, which make him fly for a few seconds. That way you can reach higher places, usually containing rings. You can also control Tails, who can fly for a little amount of time. His is well-drawn, but I found his "hurt" animation to be inferior to Sonic's; he does not look like he is suffering that much. However his running speed/ jumping abilities look equal to Sonic's, so the only thing you will lose by choosing him is to go into the special stages.

Speaking of which, the chaos emeralds are now all in special stage. Granted, you will not get them by accumulating enough rings. Nevertheless, they will be easier to find since they are within a relatively small area, whose size does expand as you accumulate the emeralds. You can access them whenever Sonic gets 100 rings - no need to finish the zone.

The graphics overall are also richer and more detailed than previous adventures. There are twisted loops like the ones in Emerald Hill in the Genesis version of Sonic the Hedgehog 2, the various platforms and hills look better-defined and there is even perspective. In Gigapolis for example, there are some (harmless) laser barriers behind whic... Read the rest of this Review
Dragon Warrior II
07-07-15 12:25 PM
Dragon Warrior II: Restore Endrick’s Heritage
Trouble is brewing once again in Alefgard and around! After 100 years of peace the evil wizard Hargon has come forward to conquer the world. Only yourself, the prince of Midenhall, and your cousins from Cannock and Moonbrooke – you are all descendants of the hero from Dragon Warrior I and Princess Gwen of Tantegel – can stop evil from spreading once more. Graphics: 7/10 The graphics are a nice improvement from DW I. For starters, the world map is, according to the instruction manual, four times larger. Alefgard as such still exists although it’s entirely optional it was nice to bring it. You can even revisit Charlock Castle! The rest of the world is much better-drawn: the grass is greener, passable mountains are clearer and trees are greener. Even poison swamps look more dangerous. You also FINALLY get a vehicle: a ship. I found its design to be more realistic than the ones in Final Fantasy with its many sailings but also its slower moving – Final Fantasy I looked like the ship had an engine. Finally the city icon you see on the map has also been improved. There is either a large castle of a few houses rather than a small square with a castle or a village on it. Cities are also larger and have much more to offer. Finally, you won’t need to buy keys since there are not that many doors to open. For the few doors you do find you will need one of three keys: silver, gold and jailer (only the latter 2 are needed). Some might even require special keys for you to advance… There is also a novelty in DW II: the lottery ticket. You get it at random when you purchase something, when fighting monsters or in treasure chests. You will get another one if you get two identical symbols or a special prize when you get 3 of the same symbols. Finally villagers will FINALLY help you in your quest by telling you all sorts of useful things, including some that might not even be useful until later. Oh, and the warp spell/item will get you back to the ... Read the rest of this Review
Lufia & The Fortress of Doom
07-02-15 09:19 PM
Lufia and the Fortress of Doom: History Repeats Itself
Lufia and the Fortress of Doom is a classical turn-based RPG where you grind levels and try to save the world. While not outstanding, it’s still worth a try for all it has to offer Graphic: 6/10 Graphics are definitely sub-standard for 1993. It uses no 3D whatsoever – even Final Fantasy IV did better. By themselves the graphics are average at best. The characters you control, while less pixelated than their Final Fantasy counterpart, are grossly drawn. The children (100 years later) and the adults (Aguro and the team from 100 years in the past) are barely distinguishable and they look like midgets - Jerin had a bowl cut and looks like she's wearing diapers. Town people look a little better and adults are easier to distinguish – there are even elderly people with white hair. On the plus side you can at least run when there is no combat around. I would have preferred all the time (like Lufia II: Rise of the Sinistrals) but it’s a start; you don’t need any accessory to run. Speaking of towns, they are nice and colorful with lots to explore - many dressers and furniture contain bonus objects. Coastal cities all have ports while castles all have many floors, faithful to their sheer size. Perspective is logic most of the time – you can hug a wall and even walk under bridges – and their graphic icon on the world map is proportional to their size (villages are very small, whereas towns look like the ones in Dragon Warrior III). On the world map the tiles are clear for the graphic capabilities. The water is flowing, there are cloud everywhere, poison fields hurt you unless you float and bridges are well-drawn – the longer the better. Impassable (on foot) mountain ranges look more like high plateaus and were better-drawn even in Shining Force I. Dungeons also boast a good variety of backgrounds, maybe even higher to FF. Caverns are deep and come in different colors, they have all sorts of obstacles (stalactites, “grid... Read the rest of this Review
Kingdom Hearts
04-28-15 07:41 PM
Kingdom Hearts: Final Fantasy Meets Disney
“Back in the days”, Nintendo had collaborated with Squaresoft to produce Super Mario RPG: the Legend of the Seven Stars. That unusual combination did give a fine games that combined action with RPG elements like fights and quests despite a childish story In the early days of the PlayStation 2, Square Enix made an alliance with… Walt Disney. It gave Kingdom Hearts, a game that is technically interesting but that will prove to be quite a challenge. Graphics: 7/10 The graphics are certainly a great improvement from PSX games. Despite their oversized shoes the characters are well-drawn with realistic measurements. Their movements are even more fluid than in Final Fantasy X – it’s an action RPG, mind you. Sora (the main character) moves around almost like any human being: he walks, runs, slashes, swims and even flies (in Neverland) like no other. The main enemies he will face are the “heartless”, creatures that try to steal other people’s hearts. They come in all sorts of shapes and forms, which was very imaginative. Some of them even show their empty hearts. The environment in which he evolves is very rich and diversified. He starts on Destiny Island, a tropical location with a luscious jungle and a sandy beach. He will visit many worlds like Traverse Town, where the houses are nicely drawn; Wonderland, where like Alice he will have to change his size to complete his mission in this world faithful to the Disney movie; Agrabah where he will both explore the city and the Cave of Wonders – you will even relive the escape on Carpet, and many. As I said in the intro, the game was co-designed by Walt Disney and it shows everywhere. For starters, Donald Duck (a mage) and Goofy (a defensive knight) will always be by your side. They are both well-drawn and move according to their persona (Goofy moves in a more mellow manner). In worlds like Agrabah, Atlantica and Captain Hook’s ship you will even have the possibil... Read the rest of this Review
Sonic the Hedgehog
04-27-15 08:31 PM
Sonic makes the leap in the 16-bits world
Like his buddies (arch enemies?) on Nintendo, Sonic was bound to make the jump to his respective 16-bits console. He did it in Sonic the Hedgehog 1, a mighty fine game for its time. I admit that my review will be a little biaised since I played the game AFTER Sonic 2, which was technically superior.

Graphic: 8/10

Everything in this game is nice and colorful. The creators made a lot of effort to make sure that Sonic himself looked good. His design is a significant improvement from the Sega Master System - a more dramatic change than Mario from Super Mario Bros. 3 to Super Mario World. His color is finer, his measurements have improved and his movements are more fluid. Thanks to the improved processor on the Sega Genesis, he is able to go fast... sometimes too fast in the Star Light Zone loops or the Green Hill tunnels.

All the zones are nicely detailed and very appropriate for the name. Green Hill Zone is very green with many trees and even some waterfalls around. Marble Zone has marble columns in the background that seems to resist the intense heat from the lava. Spring Yard, while not having more springs than other zones, has a nice carnival-like background with shiny colors - you can even stand on neon-like structures or bounce on starry spheres. Labyrinth Zone, while underwater, does have a few complicated turns (and underwater, Sonic moves realistically slower) and has some nice rocky backgrounds with some carving. Star Light Zone had the least interesting design with a very dark and monochromatic black background, although where Sonic stands was well-done. Finally, Scrap Brain Zone had a very industrial ambiance with its plants in the background and the machinery Sonic has to go around.

Enemies are also well-drawn and far more numerous than in previous games (and even future games on the Game Gear). Many are in plain sight and are easy to destroy, while some have spikes and can only be destroyed by rolling on them. In Labyri... Read the rest of this Review

janus's Last 5 Game Guides (view last 25)
Dragon Quest VI (English Translation)
07-02-17 01:08 PM
Dragon Quest VI Guide
Dragon Quest VI Guide Hello gamers, and welcome to another of my gaming guides. As always, I want you to sail through the game, find treasures and easily increase your level. But for this game, it’s going to be much more complex. After you defeat Mudo, you have the possibility of obtaining jobs that grant you skills and spells, but only if you defeat enemies at the right level. So if you try fighting slimes around Lifecod, it will be useless. I will indicate the approximate level you can reach before you need to change areas. Also, I will indicate where, between the real and dream world, you are. You can usually tell by the music you hear (real world had a more upbeat track), but just in case. 1. Defeating Mudo 1.1         Intro Real World Press any key to wake up the hero. Your answer to the blonde girl doesn’t matter. Move forward when you can and talk to the blonde again to fly to the castle. Mudo’s Castle Just follow the red carpet to the left, keep walking straight until you reach a foggy area. Answer yes, enter the door and watch Mudo cast you away in the Dream World. Dream World Village: Lifecod Press a key to wake up, take a leather cap from the right dresser, 10 gold from the left-most pot and agility seed in a barrel. Walk east to a cliff, climb the stairs and enter the elder’s house. Talk to him, always say yes and obtain a bag of goods. There’s an antidote of the pot to the left and a medical herb in a pot outside his house. Back to your house, walk southwest and get medical herb from a pot where a man stands on a “carpet.” Walk straight south into a house and get defense seed from the barrel next to the cow. Move to the next house to your right and get 10 gold from a barrel outside. Move to the tavern next door and get 3 gold from a barrel at the entrance. Walk south to exit the village and go towards the “broken stairs” south. Mountain Pass to ... Read the rest of this Guide
Dragon Quest V (English by DeJap)
04-09-17 02:15 PM
Dragon Quest V Guide
Hello gamers and welcome to another of my gaming guides. As always, my goal is to help you navigate through the game, complete the sidequests and grind your levels. Note that, at one point in the game, you will have to choose between two brides. Other than changing your children’s hair color, there will be very minor equipment differences – marrying Bianca will cause you to have them later in the game. Part 1: Childhood 1.1: To Santa Rosa After the theme where you see the name of the game, press the directional pad to have Pappas talk. Search the right drawer to get medical herb, exit the room and go upstairs. Go around the boat and talk with everyone in every room. Once it’s done, go back to talk with Pappas, follow him and exit the boat. After a short dialogue, exit the harbor through the back door and start walking north. Don’t worry if you get into a fight; daddy will save you. Start walking north along the impassable mountains. Keep walking north to the next village. Village: Santa Rosa After a scene, say yes to Bianca. After she leaves search the drawers for a leather hat. Go back downstairs, search the drawer in the back room for medical herb, go downstairs and search the lower urn for a strength seed and talk with Pappas to make him go away. You can find a medical herb upstairs from the weapon shop. Talk with the old man blocking your way west of the church, cross the short bridge and make your way to the cave. Make sure you are around level 4 before venturing too deep. Dungeon: Santa Rosa Cave Turn left when you can to get medical herb. Go back, follow the path north and turn left when you can to go downstairs. Go right and down to get 50 gold, walk back and go west of the stairs. Go up around a hole to get leather shield, keep following the left-hand wall down, go left and go downstairs some more. Follow the path without deviating and rescue the person under a rock (just push it down). Talk with the person again, walk up to g... Read the rest of this Guide
Phantasy Star II
01-22-17 11:18 AM
Phantasy Star II Guide
Phantasy Star II Guide Hello gamers and welcome to another of my game guides. As usual, I want to make you progress quickly and grind your levels with as little effort as possible. Since there are only three boss battles in the entire game, the grinding will be very short and sweet. In fact, the first speedrun for the game escape them entirely; I will not go this far however. 1.                      The Biosystem Lab 1.1   Darum’s tragic destiny Village: Paseo When you gain control of Rolf, exit Paseo and walk towards the tunnel. Walk north to a ladder but don’t take it; walk east and go south after a forest. Keep going south until you reach the next village. Village: Arima By going back directly to your house after exiting Arima, Rudo can join your team but there’s no rush if you escape every fight (you can walk due west to the tunnel rather than walk around like you did). Talk around if you want and exit the village. Walk east to cross a small bridge, go between these greenhouses [img]http://www.vizzed.com/boards/../smd/photo_album_pics/fullsize/311445-1485105177.png[/img]
And keep walking east (follow the coast) to a dungeon. Dungeon: Shure Follow the path west, hugging the western wall up (it’s long but straightforward) to get to a chest with 40 mesetas. Keep walking west to take futuristic stairs going up. Go south, west, up when you see a chest (you will see stairs nearby) and go towards it to get dimate. Take the stairs right above, walk right and up until you get a chest with head gear. Exit that room, walk west in the corridor, north and go around the room to take the stairs. Exit the room up, walk east, down when you can and take the stairs above you. Hug the eastern wall down (don’t fall in the black holes you see) and get 200 mesetas. Walk back up, go between the holes, follow the path to exit th... Read the rest of this Guide
Dragon Warrior IV
10-01-16 08:28 AM
Dragon Warrior IV Guide
Hello gamers and welcome to another one of my game guides, where you’ll learn to navigate quickly through the game, grind your levels and find useful treasures. Note that in chapter 5, like in the first four chapters when “bonus” characters join you, you will only be able to control the hero / heroin (the sex accounts for minor differences in clothing). You can give a general outline to the others but they will generally act on their own, which means that magic casters will pretty much waste their magic points. Chapter 1: The Royal Soldiers Village: Burland After the King’s speech, exit Burland and walk northwest to enter a cave Dungeon: Cave to Izmit Follow the path and go right at the first “dark” intersection (it reveals itself once you enter it) to get medical herbs. Go back, walk northwest around a lake and enter the dark intersection to get to obtain gold. Walk north to exit the cave and walk northeast to enter the next village. Village: Izmit Enter the village at night (walk around if needed) and visit the jail (between the priest and the weapon shop, downstairs). Talk to the man and walk all the way back to Burland. Enter the house in the southwest corner, go on the second floor and talk to the woman. Bring her to Izmit and go back to jail. After that, exit the village and go there

[img]http://www.vizzed.com/boards/../smd/photo_album_pics/fullsize/311445-1475287358.png[/img] Dungeon: Old Well Walk straight into the well, follow the eastern wall down, around a lake, left, down and straight right (ignore the voice saying the opposite) to eventually get a medical herb. Walk back and this time walk down in the intersection to go downstairs. Follow the path and walk straight right once again and you will eventually reach Healie, you best chance in this chapter against the boss (even though it’s uncontrollable). Walk back, walk all the way up at the inte... Read the rest of this Guide
Shining Force CD
07-06-16 11:26 AM
Shining Force CD guide
Shining Force CD Guide Hello gamers and welcome to another of my guides. Being a tactical RPG, Shining Force CD is divided in battle fields. And that is where all the action takes place; you can not explore villages or find treasures anywhere else. I will point you towards hidden characters and treasures but also up to what point you can grind your level and get at least 10 experience points. So if an enemy if worth fighting until level 6, it means that they yield only 1 experience point at level 7. Land effect means how easily (or not) you can move. Rough sand and rocks have a 30-percent effect, meaning that you will move much slower (but will get better defense from physical attacks). Be sure to watch out for enemy advance so they don’t corner you. The goal is what you must accomplish to end the battle, and a p next to a character’s level denotes a promoted level. Level p20 is the maximum to gain meaningful stats. Finally, ∞ means that enemy will keep respawning unless you stand directly on their spot. Book 1: Towards the Root of Evil Chapter 1: Cypress Invasion Battle 1 Goal: Defeat Dark Mage Enemies you will encounter Huge bat *6 (can put to sleep, level 6) Incubus*3 (cast blaze 1; level 9) Dark Mage*1 (casts blaze 2, level 10) For this fight, you should definitely grind your levels to at least 5-6. Because after Battle 1, you will not have any equipment (weapons, herbs, etc). Battle 2 Goal: Defeat Dwarf Enemies you will encounter Scavenger*2 (level 6) Goblin*6 (level 6) Dwarf*1 (level 6) After the fight, Cray the Monk will join you. And don’t forget to stock up on equipment again. Battle 3 Goal: Defeat Cypress Knight Enemies you will encounter: Two of each: Goblin, Dwarf, Scavenger and Huge bat Cypress Knight *1 (level 8) Battle 4 Goal: Defeat Dark Mage Enemies you will encounter Dwarf*∞ (those posted inside doors) Cypress Knight*3 Death Archer*2 (level 9) One of each: Huge Bat and Dark Mage The ou... Read the rest of this Guide

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