Sunday, May 7, 2017

Game #69: Super Ninja Boy (SNES) - Dragon Ball Gaiden (Finished)

Game 69

Title: Super Ninja Boy
Released: 1993 (December 1991 JPN)
Platform: SNES
Developer: Culture Brain
Publisher: Culture Brain
Genre: Action-RPG
Exploration - Top-down
Combat - Action side scrolling
Series - Ninja Boy (Super Chinese in Japan)

Hopeful yet cautious about this new iteration I curbed my enthusiasm with low expectations. In the end, I wasn't disappointed with it. It's nothing to write home about, but I'll try to anyway. Super Ninja Boy continues to star Jack and Ryu (as second player). At any time a second player can be enabled in town to join in on the action sequences. There are three difficulty settings, and I went with the middle one (normal). I didn't have the manual, and struggled a little for it, so I don't know what the difficulty changes (if it's even explained). I passed on the password entry for now, but noted that I'd need to write them down when I wanted to stop for the night.
Totally not photoshopped
The story begins in Chinaland when an alien race visits, proclaiming universal peace. Their leader, Rub-A-Doc, visited the emperor to discuss plans for the future. Months later, the aliens and Rub-A-Doc decide to leave. That's when some trouble started brewing in the city of Yokan. Jack and Ryu set out to investigate the disturbance.
I gained control just outside of Yokan. Most of the men were missing, and the emperor told me his jewels were stolen as well. The kidnappers were from Mt. Sanpin to the east, but first I was told to venture north to Horizon Gate for some training, and given an escape leaf magic from an old sage. There are three different style of stages: random battles, special field stages, and boss fights. Random encounters require a number of enemies defeated before passing, and Jack is rewarded with experience and money (called sen). The active battle system the series is known for is used here.
Jumping on enemies is safer, although not as powerful as it was in the previous game
There are stationary blocks in most random encounters that can add M balls, which are used for special powerful attacks. Ninpo is used to cast magic. Some enemies drop weapons that can be used during that single battle, and once equipped with a sword it can be drawn and used to some effect. Once I arrived in Horizon Gate I needed to train with Rick and his master to advance.
Someone in town mentioned a super jump... I never did figure it out
The two trials were special field stages, and both required what seemed like impossible jumps. I'm fairly sure I was just missing a mechanic, but after trying all the buttons and combinations of them I still didn't see how to clear those gaps. I built up some money and bought nearly everything from the item shops. Towns also offer free inns to recover HP and NP, convenience stores to add or remove a second player from the party as well as save progress and get a password, and item shops that offer equipment upgrades and helpful items.
Using a dragon egg, which doubles as an extra try if the hero falls in a pit
For my trouble I gained a throwing star and spider shoes, which allow me to climb on ceilings during the special field stages. The kidnappers were found to the east, and easily dealt with. I obtained a yellow auraball from them. Emperor Chin congratulated me, but my task was far from over as more bad tidings arrived from the south near Edo City.
Every once in a while a cave along the path will offer a mini-game, but with only 3 misses I never completed this one
All the samurai in Edo city were kidnapped, and returned as lazy bums. I set out to discover the cause through a cave to the west. It was the magic of Bongoman that made them idle about. This was the first boss battle, which unlike other battles is turn based. In 1-player mode, the actions of Ryu are controlled by an AI... an AI that rarely picks the best attacks. The fight command either punches or kicks at random, item gives the option of using the sword or another inventory item, and magic is for special abilities like the throwing stars and mighty ball attack.
The cupsule item always failed, so I'm not sure what its use was
I picked up a red auraball for my trouble, and dispelled the enchantment over the samurai. Princess Tamago rewarded me with her undying love and a hovercraft. I took the hovercraft and ran off to the next adventure. The king of Edo City suggested I stop by Satoon as he recalls seeing another strange ball there. I met a fisherman and his family along the way west of Yokan. Satoon was a distant goal as I passed through Kingland and Fairy Town to learn of some strife between King Romel of Satoon, and the king of Fairy Town. Princess Julia told of a parcel delivery project called Project-3F. The fairy king grew despondent, and took the prototype to a nearby tower to the southwest. So, I headed southeast, crossed a desert, and went to completely different tower.
Through the whole game I think I collected 2 medals
I gained the hyper vision ability from the magician Airosche after completing her trial, which included some trick mirage platforms. She also told me I needed a special vehicle to pass the acid lake surrounding King Romel's palace. I found the fairy king, talked him into returning, and picked up the errandbot that could shop for me while I'm in the field. I also got the magiport spell, which takes me to the last convenience store I received a password. Dying in the game restores Jack at the same location, but with half money. I was able to afford all new equipment as soon as I arrived at a new town; I don't see a lack of money as a problem.
Oh, you mean that thing I've already done, will do
The invisible enemies are rather annoying to fight, and the hyper vision ability costs 5 NP while the escape leaf spell costs 4 NP. I opted to escape nearly every time. Even with the foreknowledge of the acid lake, and the inventor Dr. Justice visiting from the previous game, I still needed to trek all the way out to the lake in order to trigger the dialogue where Jack asks for a device to cross it. I crossed the lake with the kite he provided. I confronted Romel about the project, and a strange poisonous gas smell. It turns out General Konk of a gang called the Galands was posing as King Romel, and going to use the parcel delivery service to deliver poison gas to everyone.
Unfortunately I underestimated Konk's damage potential the first time
On the way back I grinded an extra level. Hyper vision was required at one point as Konk became invisible. Once defeated, the real Romel was freed, I picked up a green auraball, and delivered Julia's love letter. While the two planned their wedding, they had time enough to direct me across the sea to Mysteryland, and dropped a purple auraball in my pocket on the way out. I hit up Dr. Justice again for a way to cross the sea this time.
Every once in a while a mini-boss type monster will appear during random battles; I never beat one
I traveled southeast from the fisherman's hut, then followed some rocks jutting from the sea shaped into arrows to a landing next to some stairs. I passed on the stairs looking for a town. Skirting the island I found myself in Arcadia town. As I made my usual rounds talking to everyone, resting, and purchasing the latest equipment I realized just how little stats and levels played into my decisions. Since most battles are action based, equipment was the deciding factor, and I never noted enemies becoming easier once I leveled up. Mainly they became easier as I gained experience with the controls. Of course, all that didn't help with the bosses.
I smell another wild goose chase cooking
Prince Lama, in Arcadia, who called the land Anca, told us of the Pitts Gang holding up in Temple Bayon. Jack deduced it was actually the Galands. I visited SlowPo, the wise man, but he sent me off to Yokan to ask Nostradamus. He also gave me magic called Serenitech, which I hoped would eliminate random encounters, but if it even reduced them I didn't notice.
Maybe I can just punch a hole into Bayon Temple
Nostradamus saw in the future I would be accompanied by a man currently drilling at Mt. Kyojin, and sent me off with some magic that was necessary to reach there. I had a clue that the mountain was south of Sealand, but I hadn't found that town yet. I did discover the city of Moo, built underwater, but there were no mountains to the south. Talking to one of the leaders there I was told that an auraball had been captured, and the Pitts Gang responsible was in an underwater area. Even though I was then told Dr. Justice could help with a submarine, he didn't actually give us one when I visited.
I randomly found this whale though, able to travel the ocean without random encounters helped a lot
Sealand, as it turned out, was below the stairs I had passed when I first landed on Mysteryland. From there it was an easy matter to get through the mountain caves that led to Mt. Kyojin. I found Dr. Archeo excavating a site he believed contained a giant machine. Turns out that would be important later, but our immediate need to get into Bayon Temple was solved by taking the good doctor with us to drill a hole in the wall.
The micro ninja magic necessary to reach Dr. Archeo
I cleared out the temple without any trouble; the Pitts Gang fights were all action battles. Prince Lama gave me a blue aruaball, and then told me to go to Moo. I did so, confirmed I still needed a submarine from Dr. Justice, and this second time I visited Jack finally told him what we needed. The undersea boss, Nargi, had plot armor on that required a scroll to learn how to attack through it. The man living inside the whale told us to seek Slowpo as he knew where Ghouland was. Slowpo told us that the only way to the island of Rockhenge, an entrance to Ghouland, was reachable by the giant robot hidden under Mt. Kyojin. Once I got the robot though, and gave it the order to take us to the island, I just found myself sitting outside Mt. Kyojin. I had the robot in my inventory, but seemingly no way to use it. I wondered around the world for a good hour trying to find something I may have missed.
The Y button, apparently that's what I was missing
The scroll in Ghouland land told me to seek out the Feather Sword from Horizon Gate. Returning there, I was challenged again by Rick, this time to recreate his face from a shifting portrait broken into five parts. There was no drawback to failing. The Feather Sword allowed me to defeat Nargi, even though the brothers hardly used it in the actual battle. Next was General Bismol, and defeating him rewarded Jack and Ryu with another auraball. King Antla of Moo told me to head to Futureland next where some clones of Jack and Ryu were causing trouble. Actually finding an area in the giant walled city to land was difficult.
Different sections of Futureland are connected by this magtrain, which takes a long time to traverse, and the battles are annoying to deal with
I arrived in Futureland only to be told to train more at Horizon Gate as Jack and Ryu weren't strong enough to face the clones. Jack and Ryu learned the fire punch from Rick, and returned via the magiport as they had a save point right before the clone fight. Fighting the clones required hyper vision as some were invisible.
I eventually found a place to gather medals, but forgot where to turn them in
The clones seemed unstoppable. I had to leave again to ask Dr. Justice for an electricity based attack since they were apparently robots. As usual he provided just what we needed at no charge. With the clones destroyed, I entered the sewers, and continued to make my way deep into Futureland. Bad News Boss was waiting for me, and beating him allowed me to recover the gold aruaball, the final one in the set. With them I could now put an end to the Galands.
Hey, let's just give them all to this guy since he asked for them so nicely
As I continued on I heard a rumor that Rub-a-Doc was kidnapped by the Galands. I rushed off to save him, answering some trivia about Japanese vocabulary along the way, and found him alone in his room with the marvel box. After Jack handed the balls over, he changed his tune a bit.
Hmmm, why are you laughing so funny?
Turns out he's actually Robo-Doc, the evil genius scientist working with the Galands. He had two forms, and was the hardest fight in the game since most of his attacks did more than a single sweet bun could heal. Still, luck was with me, and I took him down first try.
We win!
Of course that's not quite the end as we have to wrap up the nonsensical story with the auraballs. We took the marvel box with the auraballs back to someone named Apax, placed them on an altar, and then watched them float into the sky. A voice said something about the box going to another world where a miracle would happen. I'm pretty sure the miracle was another sequel, or this sequence was just poorly translated.

Elapsed Time: 10h22m (Final Time: 10h22m)
Time for some of that sweet, sweet world peace!
Combatant - Always a mixed bag with this series, I felt that equipment more than anything else outweighed combat ability. This meant there wasn't a lot of challenge to be had. There are a good number of spells and abilities, but they don't contribute a lot. Enemies differed enough to keep things interesting, although bosses tended to feel very similar. Rewards for combat were satisfactory. The number of random encounters could probably be cut in half without much downside.
Rating: 5
Final boss time
Admirer - There's no customization at all, and character appearance doesn't change to show new equipment. The controls were well done, although it would have been nice to have the manual as I'm sure it mentioned that holding punch allowed Jack to run, which I didn't learn until more than halfway through the game after all the points it would have been useful to know. What is it with me, and not finding the run button until hours into a game?
Rating: 2
This is my angry smile
Puzzler - The main quest is clearly laid out, so there's no chance of getting lost. Side quests are strangely sprinkled across the world in the form of mini-games. Some reward with items, others medals, and I believe one was even required to beat the game. All of them seemed more random than strategic, as I remember all of them were just a form of flipping over cards.
Rating: 3
There was a sequence of faces shown at the end, and I'm not sure who this was
Instigator - The ninja brothers once again sense evil and defeated it. The wackiness of the whole adventure isn't of a type I usually enjoy. Maybe it found its audience though as we continue to see sequels coming out, the last of which comes up soon. NPCs do well at providing hints, the most important of which usually live in a house in each town. There aren't any decisions to be had, and descriptions are somewhat lacking.
Rating: 3
This definitely screams sequel
Collector - Aside from gear, which is upgraded by comparing prices (stats for gear aren't actually displayed anywhere), there are a small number of other items, and not much in the way of collectibles. Magic is about the only thing tucked away for the finding, but I didn't find a lot of use for the hidden ones and there's no way to know if they've all been found. Each item has its own limited capacity, but there isn't one of the total number of items.
Rating: 3
Now the game is confused about where the marvel box is going
Explorer - It's not a bad little world, although exploration is rather linear most of the time. Even when a new transportation method opens there aren't a lot of new places to branch out into. There wasn't anything offensive about the graphics or music.
Rating: 4

Final Rating: 20 [33%]
Amazing how the credits fit on a single screen
With only a single point above Little Ninja Brothers, I have to wonder why I remember the previous title with such disdain. Maybe it wasn't as bad as I recall. Maybe it was the extra five hours I spent with the game. As bland as this was, putting up with it for only 10 hours didn't sour the experience. It helped that it wasn't overly difficult either.

Before we get to the sequel, I'm going to give myself a small break with Great Greed and Might & Magic 3 just after. (Well, maybe it won't be that small.) I've never played, or even seen, Great Greed, so I'm eager to see what it has to offer. From the little I've read, it has some kind of environmental theme going for it. But, Might & Magic 3 is what I'm really looking forward to next, so I hope Great Greed is either short, or incredibly interesting.

Sunday, April 16, 2017

Below the Cut: Technoclash (Genesis)

(Source: Wikipedia)
Technoclash - Rating(7 RPP)
1) 1 - Character Advancement: practice/experience based advancement, stat or level increases, multiple classes or characters, customize characters
2) 1 - Combat: character stats used for combat, additional combat options, turn based
3) 2 - Items and Equipment: store to buy and sell, equipment decisions, item decisions
4) 2 - Story: main story at the forefront; world full of hints and lore; descriptions for objects, people, and places
5) 0 - Exploration: open world from the beginning, visited locations remain open
6) 1 - Quests and Puzzles: side quests not related to the main quest, puzzles and riddles to solve

I was eager to see a completely new RPG. On Wikipedia it's listed as an action-RPG, but I failed to find what contributes to that second genre, so it's here on the chopping block. It has less to offer than LandStalker.

There are no character levels, stats, or much of a world to explore. The back of the box purports 7 areas with up to 9 levels each, but it's all progressive levels. I only played through the first two to get a feel for it, but failed to find much in the way of lore, side quests (or a main quest), and no store or currency.

The main character is able to choose a partner for each level, either a warrior type or wizard type. There are a good number of weapons (all requiring ammo) and spells to heal, teleport, levitate, or become invincible for a short time. Ammo is picked up from fallen enemies. Completing some levels requires a tiny bit of puzzle solving.

As for the game overall, it's tough, but taking it slow makes it a bit easier. It's not a good game, at least from what I played, but it isn't the worst either. It compares most easily to Gauntlet, but the level design is a bit more interesting.

Monday, April 10, 2017

Game #68: Inindo: Way of the Ninja (SNES) - Wandering Away (Finished)

These small screens really scream, "I'm in the wrong resolution!"
I've been at a loss for words for some time. Not just this game, but commenting on RPGs in general. It feels like there's less novelty to write about during each game as I progress. Hopefully it's just the slump of mediocre games, and not a growing concern. I've put this post (and the game) off for long enough though. Inindo is not a good game as a whole. The beginning 8 hours were reasonably fun, but then I entered a period necessitating grinding for some time before I could put a dent into the next dungeon. At 15 hours in I was bemoaning how slow everything was: the combat, the menus, the movement speed. Then, I discovered the run button. That's right, holding down the R button quadruples movement speed, everywhere. I suppose I should have read the manual more thoroughly.
I was just wondering what happened to her
Sure, let me just check out your stats
And suddenly I'm kicking someone out of my party
So, Rei joined the group after collecting the cloud stone. She has less strength than the main character, but many more magic points. I ditched Kusou, and somehow managed the rest of the game with Rei and Kojiro as my only source of magical healing. I traveled to Mt. Ken for the next trial, and discovered once again that I needed to grind a few levels. Luckily out of all the encounters, there were a few enemies I could manage, while from the others I had to flee. I made great use of defending while the back row characters attempted to flee. I retrieved the McGuffin, I mean Power Book, and was taught the best ability--Super.
These were the sweetest words I've read all game
I knew I was going to need some additional grinding, so I backtracked to the Tengu Forest, and fought a boss there. Boss experience is some of the best, and I wish there were more to fight. I earned the Tengu Fan as well, which I couldn't figure out at the time. I ended up selling it only to learn it had unlimited uses of the spell Gust that could remove an enemy from combat. Not a bad ability, but I would have preferred unlimited Tengu Wings to warp to towns. On the way to the next dungeon I heard of a great sword for Samurai, the Kusanagi. I ventured into a haunted cave to retrieve it. Of course, I wasn't quite able to handle that cave right away, so I spent a couple hours building up some money and grinding back at Mt. Ken to afford some additional gear.
The Super magic I'd just learned came in really handy for the Hydra guarding the sword
In the final trial I picked up the most helpful item in the game: the Health Rock. It's an unlimited use Heal 3 in combat, much like the Sage's Stone in the Dragon Warrior series. Forget the dragon ability I learned, this one item is what turned the tides of battle against Nobunaga. I was told to seek out a great elder on Mt. Hiei as my next task to reaching Nobunaga. Momochi, the leader of the Iga village I initially fled, showed up to grant his assistance, but I declined the offer. I suppose it would have fit the narrative a bit better, but only a warrior could use the Kusanagi, and it seemed like a waste not to.
I knew this was a plot door when I first passed it
Ashura was a boss guarding the entrance to Mt Hiei, and he had a special ability to dispel my Super magic whenever I cast it. I didn't really mind though as it effectively made him skip his turn. Nobunaga knew of my ascent, and sent a messenger with a challenge to meet him in some other cave. There I fought Nobunaga. With the health rock and delaying his turns with Super (as he also dispelled it immediately), it was an easy fight, but he fled before I could finish him off. The elder back on Mt. Hiei told me Nobunaga was holed up at Omi in his impenetrable fortress. My only hope was to convince the neighboring daimyou to lay siege to it by invading a neighboring province: Echizen, Mino, Yamashiro, or Ise.
An example of the war battles--I just used the tiger ability, and a couple units engage in combat
Unfortunately I seemed to have chosen a longer route to invade. I allied with Tokugawa in Mikawa (for historical reasons), but even though adjacent to Mino he always claimed it was impossible to seize that land. So, I had to go around. While I waited for him to build up his army, I damaged neighboring provinces to make them easier to attack. At worst sabotaging wastes a day, there are no other negative effects. Magic is a mixed bag during war battles. While tiger was fun, the best spell is blaze. It damages a wide area, and only hits enemy units. Geyser is good for stopping fleeing units.
The all powerful dragon spell summoned a dragon to a random location, and he always breathed fire three tiles down as he headed for my troops
Everything else has a chance to damage my own units, so I tried them once to see their effect before avoiding them altogether. I was able to bring one of my party members as a second general, but we weren't allotted many soldiers. It didn't matter though, as two ninjas with blaze can pretty much decimate any army. Never once did the enemy venture out to meet us, so attacking from afar guaranteed us victory. I battled just enough to reach Nobunaga, but this portion was by far the most fun I've had with the game despite it being devoid of challenge.
I considered helping Tokugawa (yellow) unite all of Japan
Castle Azuchi is accessible by heading south of Echizen. Inside were an assortment of enemies that were more difficult than those on Mt. Hiei, but rewarded a successful combat with less gold and experience. Nobunaga awaited my group on the top floor behind three boss battles. I wasn't taking any chances, and escaped the castle to save after each one. I was almost hoping the bosses would reappear for easier grinding. The first was Kasumimaru, the ninja that nearly did me in at the beginning of the game; an easy battle with the Health Rock. The second was Kidomaru and Mugenbo, a ninja and wizard combo that was a bit tougher. Taking out Mugenbo first made the fight much easier. The penultimate battle was against Nobunaga's Top Bodyguard, and yes, that's his name.
He definitely lived up to his name
I did end up grinding a bit after that, but I think my biggest blunder was not stocking up on ninja cures, which heal a character to max. I already had the best gear I could buy, and a number of late game equipment from chests. After level 40, my stat gains for health and energy were greatly reduced, and it didn't feel like other stats at this point made much of a difference. As expected, the battle with Nobunaga was the most difficult. He was accompanied by Mori Ranmaru, capable of healing one or both of them.
As always, Super isn't so super
I picked up a spellblock item along the way (in Yamashiro I believe), which I hoped would help against Nobunaga, but it his psychic ability used to remove Super also removes that debuff. Up against a lightning spell that hit the party for 100+ damage, I used Super to delay Nobunaga as much as I could while I focused damage on Mori. It worked the first time I faced him, but Nobunaga ended up taking me out. Every battle thereafter I couldn't even get close. It wasn't until I took a different approach that I finally managed to beat them. I kept Nobunaga pinned with Super while I wailed on him with Kojiro and Naruse. Once Mori started to cast heal, I spellblocked him, and hoped I had enough damage and healing to take out Oda before he took me out. Once he fell it was a simple matter to mop up Mori.
The biggest risk is that Oda Nobunaga crits like a truck
I considered grinding, and did for a single level, but the difference between one level and the next is far too little. I could hardly believe the change in tactic worked, and was expecting to need to grind for another 10 levels, or even track down an actual healer. I never did try a magician, so maybe there are spells that would have been more helpful. With Nobunaga struck down, revenge was obtained, and the remaining Iga ninja lived in relative peace.

Elapsed Time: 17h38m (Final Time: 32h50m)
And for us all
Combatant - Combat was well balanced, except when it wasn't. Most of the time it felt good getting through a dungeon, but the required grinding threw a wrench into steady progress. I felt like fights didn't provide enough experience to prevent that. Enemies towards the end of the game relied less on tricks, and more on pure combat plus healing, much like I inevitably did. It's a good thing though, as magic was in short supply for my party while the rare enemy mage unleashed full party assault spells like they'd just reached the final boss, a luxury I couldn't spare.
Rating: 5
I think it might be interesting to do a compilation of combat transition screens, this game had a distinct "bee-do" sound
Admirer - The game offers a wide cast of characters, although jumping between them seems like a bad idea because it requires re-arming them. I didn't do it enough to know if my party composition was best. There are a number of sub-classes listed under each of the four main classes, and combat ability, spells, and special skills differ between each. There's even a character that's supposed to have the wing skill. Each character lacks customization, and appearance never changes. Menus are slow and tedious, but at least movement became much more satisfying when I found the run button.
Rating: 4
Having to gain favor with each character would be a long and tedious prospect
Puzzler - The main quest is well structured and clearly defined. There are a number of side dungeons that have good rewards for their difficulty. The mazes, while generally not my thing, weren't frustratingly difficult. Nothing felt out of place. The lack of different ways to complete tasks hurts the game a bit. Why couldn't I unite all of Japan against Nobunaga? Imagine controlling multiple parties, or overthrowing a daimyou and controlling my own land to invade with. They also missed an opportunity to make the spying and sabotage sections into mini-games.
Rating: 5
Watching castles burn seems to be a past-time of Kojiro
Instigator - I think this might be the first revenge story in an RPG that isn't also a save the world one. Although, I think I would prefer playing a nameless ninja sabotaging and fighting alongside leaders in a normal Koei strategy game. NPCs have some relevant information about the world, but unless they're near a training dungeon they seem mostly uninterested in my current quest or overthrowing Nobunaga. There are standing stone pillars that describe various regions of the land, which are interesting for the lore, but don't provide any other purpose.
Rating: 4
It's not like he was the only one that could do so, but he's the only one that became an evil warlord
Collector - There are a good number of special items to collect, but no real way of knowing if they've all been found. The relative strength of equipment is evident when equipping or purchasing, but class restrictions require an attempt at buying it. The economy was useful up until I was assaulting Nobunaga's fortress, which was rather surprising it lasted that long. I would have preferred some way of donating my gold to the war efforts, but my only option was to purchase gifts for each daimyou. The party's inventory is very limited, and I often found myself tossing out various items.
Rating: 4
Explorer - The graphics are dated, and the sound effects are odd, but the music isn't too bad. Everything has a bland sort of feeling, and all the dungeons are a palette swap of the same texture. Same with the towns. The only unique area is Nobunaga's castle. The world is mostly open, although Nobunaga's territory can't be crossed in some ways. The atmosphere, and general feel of the world, works for the story. There are a good number of dungeons to discover off the main path, which are easily missed.
Rating: 5
Aside from the beginning, this is the only other cutscene

Final Rating: 27 [45%]

Overall, I'm glad to be done with this. It probably would have taken 5 - 10 less hours had I been running the entire time. It's my own fault, and I don't blame the game for it, but maybe it wouldn't have felt like such a drag to make it to the end. Unless you're really into Japanese history around this time period, I wouldn't recommend the game. The named characters, places, and battles are really only interesting with that perspective.

Moving on, we have Super Ninja Boy coming up. Before that post though I have to cut Technoclash, which is another eyebrow raising title someone proclaimed was an RPG. I knew the first few games of 1993 were going to try my patience, but I didn't think it'd take me this long to get through one. Probably the next game I'm looking forward to is Might and Magic 3, which isn't too far away. Let's see if we can get through the next couple within the month. My hope of finishing 1993 this year is probably shot.

To save you some trouble, here are the ending screens. Aside from Rei and the hero, I'm not sure who any of these people are.