eXTReMe Scraping API

rpgblog.net

Scrape & Compliancy Results

URL: https://rpgblog.net Go to the rpgblog.net website (UTC)
Request ID: 2026-07-28-13-08-34-q5AnCWh09SS2fErS4u8W
Scraper Location: EU
Scrape Status: Success
View Full API JSON
rpgblog.net screenshot
Title:

Kurisu’s Chronogaming | The home for my chronological playthroughs — Strategy RPGs and Super Famicom RPGs

Description:The home for my chronological playthroughs -- Strategy RPGs and Super Famicom RPGs
Top 25 Nouns:game   stage   games   series   rpgs   turns   enemies   story   units   characters   battle   part   system   aura   items   level   time
rpgblog.net screenshot
Title:
Kurisu’s Chronogaming | The home for my chronological playthroughs — Strategy RPGs and Super Famicom RPGs
Description:
The home for my chronological playthroughs -- Strategy RPGs and Super Famicom RPGs
Top 25 Nouns:
game   stage   games   series   rpgs   turns   enemies   story   units   characters   battle   part   system   aura   items   level   time
Category Domain Compliancy Score
Higher is better
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Entertainment rpgblog.net Go to the rpgblog.net website 9902 0 / - / - 1 / - / - Not Found
Domain Compliancy Score
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Entertainment
9902
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Number of Words 5581
Top 25 Nouns:
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Third-Party Tags and Cookies found on:

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Compliancy Score Stats (10000 is best):

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Page Info OG Tags:

URL:  https://rpgblog.net
title:Kurisu’s Chronogaming | The home for my chronological playthroughs — Strategy RPGs and Super Famicom RPGs
description:The home for my chronological playthroughs -- Strategy RPGs and Super Famicom RPGs
category_based_on_words_on_page_by_ai:Entertainment
top_25_nouns:game stage games series rpgs turns enemies story units characters battle part system aura items level time
title:
Kurisu’s Chronogaming | The home for my chronological playthroughs — Strategy RPGs and Super Famicom RPGs
description:
The home for my chronological playthroughs -- Strategy RPGs and Super Famicom RPGs
category_based_on_words_on_page_by_ai:
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            "innerText" : "played the Super Famicom version of this and discussed my experience as a kid"
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         },
         {
            "h" : "h1",
            "innerText" : "SRPG 134 – Brave Saga 2 (PS)"
         },
         {
            "h" : "h1",
            "innerText" : "SRPG 133 – Super Robot Taisen Compact 2 – Part 1 (WS)"
         },
         {
            "h" : "h1",
            "innerText" : "JRPG 51 – Deep Dungeon III (FC)"
         },
         {
            "h" : "h1",
            "innerText" : "SRPG 132 – Rayblade (PS/DC)"
         },
         {
            "h" : "h1",
            "innerText" : "JRPG 50 – Elysion (FC)"
         },
         {
            "h" : "h1",
            "innerText" : "SRPG 131 – Langrisser Millenium Wonderswan (WS)"
         },
         {
            "h" : "h1",
            "innerText" : "JRPG 48 and 49 – Battle of Olympus (FC) and Aspic (FCD)"
         },
         {
            "h" : "h1",
            "innerText" : "SRPG 130 – Aura Battler Dunbine (PS)"
         },
         {
            "h" : "h1",
            "innerText" : "JRPG 46 and 47 – Kamen Rider Club and Dragon Quest III (FC)"
         },
         {
            "h" : "h3",
            "innerText" : "Post navigation"
         },
         {
            "h" : "h2",
            "innerText" : "Recent Posts"
         },
         {
            "h" : "h2",
            "innerText" : "Other Projects"
         },
         {
            "h" : "h2",
            "innerText" : "Recent Comments"
         },
         {
            "h" : "h2",
            "innerText" : "Archives"
         },
         {
            "h" : "h2",
            "innerText" : "Categories"
         }
      ],
      "paragraphs" : [
         {
            "innerText" : "Thank you for visiting; this is a blog that chronicles my playthroughs of various games. Feel free to respond here to introduce yourself, let me know what your favorite SRPG is, whatever."
         },
         {
            "innerText" : "I have two finished projects here: a playthrough of (most of) the Super Famicom RPGs, and a quick review of (most of) the PC Engine RPGs. You can see the list of games from the links on the top bar."
         },
         {
            "innerText" : "Currently I am playing strategy RPGs in chronological order, and at the same time playing other games — sometimes old RPGs, other times any game I feel like playing."
         },
         {
            "innerText" : "I generally update on Saturday or Sunday."
         },
         {
            "innerText" : "If you are only interested in certain types of posts, you can filter by categories (see the bottom of the sidebar). The three categories are Strategy RPGs, Super Famicom RPGs, and PC Engine RPGs."
         },
         {
            "innerText" : "If you want an RSS feed, this link should work: https://www.rpgblog.net/?feed=rss"
         },
         {
            "innerText" : "Saint Seiya Ougon Densetsu Kanketsuhen (聖闘士星矢 黄金伝説 完結編), released 5/30/1988, developed by Shinsei, published by Bandai"
         },
         {
            "innerText" : "This is a followup to the first Saint Seiya game. Initially I thought it would just be the same system, but it isn’t quite — it resembles the first game but probably due to the part of the story they were covering, there are a lot of differences. These games only cover the first major storyline of the manga, with this game covering the second part, where the heroes have to battle through twelve temples and defeat the Gold Saints before finally facing the Pope. Because of this, there is no exploration of the kind there was in the first game. It plays out essentially as successive stages."
         },
         {
            "innerText" : "The game still has the action sequences from the first part. Each of the four heroes has two stats, Cosmo (attack power) and Life (HP). When you defeat enemies you earn Seventh Sense points, which then later can be spent to increase the cosmo and life (to limits that increase as you go through the stages). The game penalizes you for grinding too much because if you stay in one place too long, boulders will start coming down. Each stage will generally end in an RPG-like battle."
         },
         {
            "innerText" : "The battles are basic RPG attack battles, although you can also talk to the person and sometimes dodge their attacks with the arrow keys (supposedly, this never worked for me). You can switch out characters but the character you switch out won’t be able to participate until the next stage. Depending on the boss you might be taken to another action stage before you can fight them, and you might have to do other things before you can hurt them."
         },
         {
            "innerText" : "The problem with this is that basically what you have to do is follow the original storyline, so that if one of the four characters fought a particular boss you want to be using that character. But there are no hints in the game itself for this."
         },
         {
            "innerText" : "I didn’t find this game much more fun than the first one; maybe if you are a big Saint Seiya fan you would like this but otherwise it’s barely an RPG and I don’t think worth playing."
         },
         {
            "innerText" : "Brave Saga 2 (ブレイブサーガ2), released 5/2/2000, developed by Pandora Box, released by Takara"
         },
         {
            "innerText" : "This is the sequel to 1998’s Brave Saga, which I played before. It’s closely related to that game so please read the previous posts on that if you haven’t yet."
         },
         {
            "innerText" : "In the year and a half since the first game, the only Yuusha series was GaoGaiGear, which was running when the first game was released and by now was finished. Since all of the other series had their storylines in the first game, this game focuses heavily on GaoGaiGear and a new original villain group. In addition, the three series that were only cameos last time (Votoms, Galient, and Dagram) are brought back for somewhat more in-depth story. I believe that they also used some characters and episodes from the other Yuusha series that had not been used in the first game."
         },
         {
            "innerText" : "You can transfer your save data from the first game. This allows you to get a few hidden units, and I think some of the dialogue changes as well but I’m not sure of all the details."
         },
         {
            "innerText" : "Overall the game is similar to the first one. On the story side, the biggest change is that all of the dialogue is voiced, even the side scenarios and just random optional dialogue sequences. If you actually let all the dialogue play out the game is quite long; my timer was near 70 hours when I finished, and I could have taken longer if I had actually visited all the places to get every optional conversation."
         },
         {
            "innerText" : "The new original characters are servants of Maou Baldo. They apparently ruled Earth at one time, and now they have returned to retake it. They split the world into 7 parts, which restores it to the “Beltanu” that they ruled before. This has scattered the yuusha units across the different parts, as well as some of them being disabled or destroyed in space from the first assault. The main character of the previous game, Baan Gaan, is one of the missing units."
         },
         {
            "innerText" : "To step into Baan Gaan’s place, we have a new main character Shizuma. He is the last descendant of the clan that formerly sealed away Maou Baldo, but they are able to steal his 6 “affeta” which give him his power. Before he dies, his mother uses the last of her strength to put him in a temporary body. The overall story develops as Shizuma tries to retake the 6 affeta from the generals of Baldo, while also dealing with the Zondarians (GaoGaiGear) and finding the various heroes."
         },
         {
            "innerText" : "At first you can only visit Japan, but every time you beat one of the generals, a new area of the world opens up. Between missions you can visit other places; some will just have conversations, but some have side missions that can unlock additional characters."
         },
         {
            "innerText" : "The upgrade system has been streamlined a bit. The items are gone (along with the developing new items). As in the previous game, you often have separate units that can combine. In this game you still have to upgrade the units individually from the combined form, but fortunately the levels carry over. Upgrading the weapons can unlock new weapons, or give new “guts” powers, which is a new part of the system."
         },
         {
            "innerText" : "The battle system is quite similar to the previous game. Unfortunately you still can’t skip animations. There are a few new system components:"
         },
         {
            "innerText" : "The game is quite easy; I sent out my lowest level units on every stage except for the final boss stage and I had almost no trouble. Even the final boss was only slightly difficult. This is probably welcome for people who are Yuusha series fans because it lets them use whatever units they want."
         },
         {
            "innerText" : "Overall this is a mid-rank game, I think. Unless you are already a fan of the Yuusha series, the story isn’t really anything special. The gameplay is too easy for serious strategy fans, and the length of the game might also be an issue. There’s nothing that makes it unplayable, but also not much that would make it a top recommendation."
         },
         {
            "innerText" : "By the time this game came out, the Yuusha series was over: declining sales had led the creators to make GaoGaiGear the final entry in the franchise. There were still a few OVAs and such that came out later, but not much. As for Brave Saga, there was a 2001 Game Boy Color game that was a regular RPG, and then a 2005 SRPG for PS2, so we’ll be seeing the series one more time."
         },
         {
            "innerText" : "Super Robot Taisen Compact 2 (スーパーロボット大戦COMPACT 2), released 3/3/2000, developed and published by Banpresto"
         },
         {
            "innerText" : "(As usual, this is just a dump of my message board posts from years ago so they may not be of much interest. One thing I didn’t point out in the original posts is that the game was later remade as Impact for the PS2.)"
         },
         {
            "innerText" : "SRW 64 straddles the fence between major phases of Super Robot Wars, but the portable systems always lagged behind what was being done in the main systems for the most part. Two months before the bombshell of Alpha, the second entry in the Wonderswan lineup came out. Compact 2 is very similar to Compact 1; there are some interface upgrades and minor graphical upgrades, but the stage select system is retained, as is the clear bonus for finishing stages in a short time."
         },
         {
            "innerText" : "Of course the most notable thing about the game is that it is divided into three parts across three cartridges, with a total of 92 stages in a complete playthrough of all three (including bonus stage), making it one of the longest Super Robot Wars games to date. The game uses the Wonderswan’s internal memory to transfer small things from one part to the next, although you can play them separately if you want."
         },
         {
            "innerText" : "Unlike Compact 1, Compact 2 features original characters. It follows the system introduced in 64 of non-customizable main characters integrated into the plot — in this case the first appearance of Kyosuke Nanbu and Excellen Browning."
         },
         {
            "innerText" : "Series-wise, the game contains all the UC Gundams (minus Victory), and no AU series. Dunbine appears as well for the reals. The Super Robot contains the usual lineup of Mazinger, Getter, Grendizer, Raideen, Combattler, Dancougar, and Daitarn 3, with Zambot 3 making its first appearance since 4. New series are Dangaioh, Machine Robo, and Ninja Senshi Tobikage. Dangaioh and Tobikage appear only in Compact 2 (and Impact), but Machine Robo will reappear in MX. (Although Machine Robo does not actually appear until Part 2)."
         },
         {
            "innerText" : "The major system addition is support attack and defense. It’s still in a primitive state here — you can’t choose to support or not; it’s automatic if there’s a unit in range to do the support, and you can’t choose the attack to support with."
         },
         {
            "innerText" : "Anyway, away we go. I’m not going to be obsessive about getting 6 turn clears on every stage, although I am going to try for the 7-8 turns average necessary to get the secret stage at the end."
         },
         {
            "innerText" : "SCENE 1"
         },
         {
            "innerText" : "Stage 1 – Dragon on the Clouds"
         },
         {
            "innerText" : "The game starts after OYW and Gryps War, and a whole bunch of other stuff as well, so it’s the usual situation where the Federation doesn’t trust the heroes and they have crap units, plus a whole new set of enemies is attacking."
         },
         {
            "innerText" : "The first stage is much, much easier than Impact’s — there are fewer enemies and you have 6 turns instead of 5 to get Concentrate (plus there’s no skill point). One interesting thing I like about Compact is that they start you with people like Chris and Bernie, and not Amuro and Kamille, so that you actually have to use the “lesser” people to start with."
         },
         {
            "innerText" : "Stage 2 – Castle of Steel"
         },
         {
            "innerText" : "A couple of additional things about the game:"
         },
         {
            "innerText" : "This is the Mazinger stage; Dr. Hell and Ashura are back, of course. I was trying to take Ashura down more than finish quickly so I got 8 turns for this stage. The story writing is clearly better than the travesty of Compact 1, but it’s not quite at the level of 64."
         },
         {
            "innerText" : "Stage 3 – The Face of Justice, a Giant Robot"
         },
         {
            "innerText" : "This stage does not exist in Impact; here you get Zambot 3 for a few stages. Butcher is pretty tough; a 25,000 HP enemy with a MAP weapon at this stage of the game takes a lot of hits, so I got another 8 turn clear. BTW, if I did the math right, you need an average of 8.5 turns a stage to get the bonus CCA stage at the end of Part 3."
         },
         {
            "innerText" : "Another thing to note about the stage select is that it preserves Compact 1’s system of changing the items you get based on the stage. I’m choosing the order of stages based both on the items and some of the secrets unlocked by doing so. You do not get items for defeating enemies, so it’s not as important to take them down before they flee, although you do generally get a lot of extra money."
         },
         {
            "innerText" : "Stage 4 – The Power of Justice, Fire On"
         },
         {
            "innerText" : "This stage can be completed in 6 turns but it took me 7. Not much to say here; Great General of Darkness appears so all the old enemies are coming back. Why might this be?"
         },
         {
            "innerText" : "Stage 5 – If Three Hearts Become One"
         },
         {
            "innerText" : "Another stage that can be completed in 6 turns, but it took 7. I really wish the Seishin+20 was the 7 turn bonus instead of the 8; it’s much better than the Morale+5 skill but I don’t want to waste too many turns if I don’t have to. Now the major super robots are gathered here; I sent Kouji to space for no very good reason since you don’t really need GM to get the skill points like in Impact."
         },
         {
            "innerText" : "Stage 6 – Rising Wings, Falling Wings"
         },
         {
            "innerText" : "This is the last stage of the scene so it can’t be finished very quickly — took me 10 turns. Of course the big challenge is to take down Butcher so you can get the V-Up Unit in part 2. I personally think it’s a lot easier than in Impact. Tetsuya and Ryou both have Hot Blood right off the bat, whereas in Impact it’s unlikely that either of them will have it on this stage. A Hot Blood, Critical great booster plus a few random shots, plus a Hot Blood upgraded Getter Beam was all it took."
         },
         {
            "innerText" : "This is a pretty tough stage otherwise, though — a lot of water enemies and your paltry Gundam weaklings to take them out. The Tobikage characters show up here and help a little bit, although they have their own The Boom aliens to deal with."
         },
         {
            "innerText" : "SCENE 2"
         },
         {
            "innerText" : "Stage 7 – Awaken, Hero"
         },
         {
            "innerText" : "RAIDEEEN FADE IN!"
         },
         {
            "innerText" : "I think this stage can be beaten in 6 turns but it took me 7 again. I’ve only gotten one Concentrate so far but I haven’t been playing obsessively for them. Incidentally, the only voiced game Raideen has been in so far is the Complete Box version of 3, and 4S. Raideen is a pretty major series in the Alpha games, though."
         },
         {
            "innerText" : "Stage 8 – Holy Warriors"
         },
         {
            "innerText" : "I managed to do 6 turns on this one; Shou is a lot better in C2 than in Impact so he can take down most of the Aura Battlers by himself. Some sites indicate that Compact 2 is a sequel to Compact 1, but this stage is clear proof that it is not — nobody knows who Shou is despite Dunbine being in Compact 1."
         },
         {
            "innerText" : "The Einst make their first appearance here:"
         },
         {
            "innerText" : "One other note — Impact allows you to use the Tobikage ship (you can choose between it and Gandol) but in C2 they put the Tobikage ship in a warehouse instead and you can’t use it, at least not for now. I don’t know if they let you use it later."
         },
         {
            "innerText" : "Stage 9 – Cross Fight"
         },
         {
            "innerText" : "KUROSU FAITO!"
         },
         {
            "innerText" : "Dangai-Oh enters the SRW franchise for the first and last time. I managed 6 turns on this stage, just barely — I had to led Bloody II retreat but that’s OK; Concentrate is better than some money. Here’s some images of Dangai-Oh’s finishing attack, complete with cut-in image:"
         },
         {
            "innerText" : "Stage 10 – Legend of the Lost Ninjas"
         },
         {
            "innerText" : "This stage is really easy to do in a low number of turns because defeating Ilbora makes all the enemies retreat. I did it on turn 4, which is basically the earliest possible."
         },
         {
            "innerText" : "Stage 11 – Two Newtypes"
         },
         {
            "innerText" : "8 turns is pretty good for a scene-closing stage. Aina is much, much easier to take down in this stage than in the Impact version."
         },
         {
            "innerText" : "This stage gives you the first V-Up Unit, which are way overpowered in this game. As in Compact 1, I gave it to the NT-1 Alex and then stuck Amuro in there. Some people like the Ez-8 but I think that the NT-1’s post-move ranged weapon with 12 shots is much better than anything the Ez-8 has."
         },
         {
            "innerText" : "SCENE 3"
         },
         {
            "innerText" : "Stage 12 – The Electromagnetic Robot that Shakes the Earth"
         },
         {
            "innerText" : "This is another easy stage to 6 turn because when you defeat Garuda, all the Campbellians leave — so as long as you have some people in place to defeat the Einst enemies, it can be done fairly easily."
         },
         {
            "innerText" : "Stage 13 – I am Me, You are Mileene"
         },
         {
            "innerText" : "For some reason Puru didn’t appear even though I convinced the three assistants and then defeated them with Mileene still alive. In any case, I can still get Puru II."
         },
         {
            "innerText" : "Daitarn 3 appears in a lot of games but it seems like the Meganoids don’t appear so often; in this one they actually do."
         },
         {
            "innerText" : "Stage 14 – Assault"
         },
         {
            "innerText" : "I played this stage third, so no Gato — I tried beating him earlier but he’s much harder than in Impact and you don’t really get anything for it (no V-Up Unit) so I decided to skip that. I also wasn’t able to activate the Snow Mountain event since Shiro was too weak to kill Aina and I didn’t feel like restarting the stage. If I understand the FAQs correctly, though, unlike in Impact you don’t need to activate the event to get Aina later. (Even if you do, I don’t care that much.)"
         },
         {
            "innerText" : "Stage 15 – From the Hometown of the Soul"
         },
         {
            "innerText" : "Another 6 turn stage. Not much to report here."
         },
         {
            "innerText" : "Stage 16 – The Incident"
         },
         {
            "innerText" : "This one can’t be beaten in 6 turns (probably); there are too many scattered Einsts. The Einst Grits have the weakness of no range 1 air attack, and no range 2 attack at all. Tobikage comes in, but I didn’t have any of the Tobikage units out so he slaughtered a number of enemies on his own."
         },
         {
            "innerText" : "I went for the Aura Road path, so it’s off to Byston Well."
         },
         {
            "innerText" : "SCENE 4"
         },
         {
            "innerText" : "Stage 17 – Queen of the Red Storm"
         },
         {
            "innerText" : "An easy 6 turn stage, even with the reduced people. Going to Byston Well, AFAIK, only happens in C1, C2, and Alpha 1."
         },
         {
            "innerText" : "Stage 18 – The Silent Fortress"
         },
         {
            "innerText" : "This is a tough stage; you have to protect the fortresses at the top and bottom, which means you need to send some fast units down to the bottom since the weaklings down there can’t really take care of it on their own."
         },
         {
            "innerText" : "Stage 19 – The Black, Scary One"
         },
         {
            "innerText" : "Very easy stage; all you have to do is defeat Drake and you win; I did it on turn 3 with Getter Robo and Bilvine."
         },
         {
            "innerText" : "Stage 20 – The Aura Road Again"
         },
         {
            "innerText" : "This stage isn’t too bad; most of the enemies rush you so it’s easy to beat in 6 turns. Afterwards you get Marvel and two additional fairies, which make the Dunbine enemies more useful (especially since you’re about to lose Raideen, Daitarn 3, and all the Tobikage units)."
         },
         {
            "innerText" : "I’ve left Christina in the NT-1 Alex for now; she’s not as good as Amuro in there but it’s kind of fun to use weaker pilots to see how they do. I wonder what her 6th seishin is."
         },
         {
            "innerText" : "Stage 21 – Shining in the Midst of the Storm"
         },
         {
            "innerText" : "Things are a bit hectic for the first 5 turns but then the Elshank takes off so you can take your time with everyone else. Getter 3 is helpful since a lot of enemies go in the water. You can get Aina and Norris here — they’re both pretty good; Aina has a nice Methuss-oriented seishin set (although the Apsalus is relatively good in this game where you don’t have a whole lot of overpowered units)."
         },
         {
            "innerText" : "SCENE 5"
         },
         {
            "innerText" : "Stage 22 – Great General Garuda’s Tragedy"
         },
         {
            "innerText" : "This probably isn’t the best map to do first — it’s the toughest one yet. All kinds of high HP enemies and bosses. I did manage to beat it without too much trouble in the end, although it did take me 12 turns. Hyper Aura Giri rocks as usual; the Dunbine dominance is really apparent in the early games, although I don’t remember Dunbine being so good in Impact from the little I played of it."
         },
         {
            "innerText" : "Things are getting a little harder so Amuro may go back in the NT-1."
         },
         {
            "innerText" : "Stage 23 – Commander’s Inheritance"
         },
         {
            "innerText" : "This stage isn’t too bad although I don’t like those high-HP Banker enemies; when you get these stages with no low-HP grunts it takes a while to build up your Will enough to use big attacks. I usually start out with things like Breast Burn and Getter Beam; you don’t need to save all your EN for bosses like you do in later games."
         },
         {
            "innerText" : "Stage 24 – Four Warriors, Ignite!"
         },
         {
            "innerText" : "Despite there being 5 Bloody I units plus Bloody II, I managed to do this in 6 turns just by splitting the team and using all my powerful attacks."
         },
         {
            "innerText" : "For the most part the enemy factions in this game stay separate, barely even acknowledging each other’s existence — but at least the Banker and Meganoids have teamed up, maybe because both their anime have to do with Mars."
         },
         {
            "innerText" : "Stage 25 – Combine Now! Getter Robo"
         },
         {
            "innerText" : "Finally, Getter G! Not a hard stage, but a lot of high HP units again."
         },
         {
            "innerText" : "Stage 26 – Fireworks Scattering in the Big Sky"
         },
         {
            "innerText" : "A much easier stage than it might seem at first; I even did it in 6 turns. Amuro’s back in the NT-1 and he handled the right side with ease."
         },
         {
            "innerText" : "Now after this I get another V-Up Unit so NT-1 gets even more powerful."
         },
         {
            "innerText" : "SCENE 6"
         },
         {
            "innerText" : "Stage 27 – Ghosts of Gryps"
         },
         {
            "innerText" : "I played this one first so that Gremy would run away in stage 28 — it’s not very hard."
         },
         {
            "innerText" : "Stage 28 – The Messenger from Axis"
         },
         {
            "innerText" : "This is a 6 turn stage easy since there are no boss class units. The Quebelys might have some power but I just sent NT-1 to deal with them."
         },
         {
            "innerText" : "Stage 29 – The Controlled Ones"
         },
         {
            "innerText" : "This is kind of a long stage because of the high HP annoying super robot enemies, but overall not too bad."
         },
         {
            "innerText" : "Stage 30 – An Overhead Demon"
         },
         {
            "innerText" : "Not a bad stage — I actually beat the enemies in 5 turns before the reinforcements could show up so it was even easier."
         },
         {
            "innerText" : "Stage 31 – The One Who Controls the Surface’s Crisis"
         },
         {
            "innerText" : "Whew, this is a long stage — it took me 18 turns. Here’s the boss, the Einst Regisseur:"
         },
         {
            "innerText" : "He doesn’t get his own music, which is kind of odd. Anyway, you have to fight him twice but it’s not too bad. Dangaioh couldn’t do anything because it had a 0% chance to hit and nobody has any hit seishin. But two Chodenji Spins and an NT-1 attack took him out. The second version went down to two Stoner Sunshines and a Hyper Aura Giri from Bilvine."
         },
         {
            "innerText" : "Not too much overall plot development; I still don’t know what the Einst are up to or why Kyosuke can hear them, but we’ll see later (no spoilers, please?)"
         },
         {
            "innerText" : "So that’s Compact 2 part 1! I’m going to withhold judgment and review until I finish the other two parts."
         },
         {
            "innerText" : "Deep Dungeon III (ディープダンジョンIII 勇士への旅), released 5/13/1998, developed by HummingBirdSoft, published by Square"
         },
         {
            "innerText" : "This is the third of four games in the “Deep Dungeon” series of first-person maze RPGs (also called “blobbers”). The first two games came out early in the Famicom’s lifecycle when there were very few RPGs for the system, and no blobber-type games. By the time the third game came out, there were a lot more RPGs available, including several blobbers (Wizardry and Megami Tensei in particular)."
         },
         {
            "innerText" : "This may account for the reception of this game — from my perspective, none of the Deep Dungeon games are particularly good, and I would probably rather play this one than the earlier ones. But apparently Japanese players felt this was a downgrade from the first two and a worse game; there are some significant problems with this game, but I wonder whether the increased competition affected their view of the game as well."
         },
         {
            "innerText" : "There is a fairly detailed storyline in the instruction manual — basically, the main character dreams of being a famous hero. He is heading for a big town and stops in a small one nearby. There are heavy storms at night and then walls appear, trapping everyone inside. There is an underground passage but monsters have appeared. The hero decides to go adventuring to find out what happened."
         },
         {
            "innerText" : "The instruction manual gives you maps of the towns but leaves the dungeon mapping up to you. You can get three companions with various classes — the magic using classes need to be a certain level and then they can buy spells from the town. You equip them with stuff, and then go in the dungeon and begin. From there it’s a typical party-based game similar to Wizardry, but it’s not as good, for a few reasons."
         },
         {
            "innerText" : "The first one is that if the main character dies, it’s game over (back to your previous save) even if everyone else is still alive (or has a raise spell!) This is especially frustrating combined with the damage formula, which makes it hard to know how likely your survival is. A monster might do 2 damage with one attack, and then 25 damage with the next attack. I died a lot trying to level up even just to level 2; once I hit level 4 I was doing better but still the weaker characters kept getting killed with random attack doing huge damage. The attacks also have to target a specific enemy and if that enemy is defeated, further attacks will be wasted."
         },
         {
            "innerText" : "The second problem is with the mapping. As is usual for a game of this age, you have to make the maps yourself. Overall there is not that much you actually have to do in order to win, and the majority of each map is empty. The maps are too large relative to what there actually is to find, but a bigger problem is that the game gives very little guidance to help you map. There is no compass, nor any way to find out where you are on the map. Apparently there is an item that can help you out somewhat but it’s not buyable so you have to find it later."
         },
         {
            "innerText" : "Also, monsters will attack you even if you are staying still on a square. You can avoid this just by bringing up the status menu, but this is a needless annoyance for a game that wants you to make your own maps."
         },
         {
            "innerText" : "And set against those drawbacks, there’s not much to distinguish it from other maze blobber games. Maybe if you were desperate for another game of this type and had already played the ones released so far, you might struggle through this, but it’s hardly worth playing now."
         },
         {
            "innerText" : "There is one more game in the series released in 1990, so this isn’t the end of the Deep Dungeon adventure."
         },
         {
            "innerText" : "Seireiki Rayblade (聖霊機ライブレード), released 3/23/2000 (PS), 9/28/2000 (DC), developed and published by Winkysoft"
         },
         {
            "innerText" : "This game was on both the Playstation and Dreamcast. After some research it seemed like the two versions were mostly the same; the DC version is probably a bit better but taking into account the emulator performance, I went with the Playstation version."
         },
         {
            "innerText" : "After Winkysoft and Banpresto parted ways (I’m still not sure why), both companies tried to make new games based on the Masou Kishin franchise. Banpresto’s version was Panzer Warfare, which I played earlier. Winkysoft’s attempt was even less connected to the original franchise, with no shared mechs, world, stories, characters, etc. That being said, many of the Rayblade characters are clearly based on Masou Kishin characters. To use one example, here is Serika (on the right):"
         },
         {
            "innerText" : "She’s a shadow of Xenia; they’re both royalty who work on mechs and have purple hair. They’re not complete carbon copies of each other, though. This is true of the majority of the characters — for a good number of them, you can see the Masou Kishin character that they parallel, but they’re never exactly the same."
         },
         {
            "innerText" : "The story begins similar to MK with someone from Earth being transported to Agartia (the world with the Seireiki mechs), although the explanation is less coherent. It involves parallel worlds and being “out of sync” with the world or something like that — I couldn’t really make sense of the explanation and in the end it turned out to be functionally equivalent to the magic summoning of Masou Kishin. As usual Touya (the person who gets transported) becomes a pilot of a Seireiki along with other people from Earth."
         },
         {
            "innerText" : "The story involves the usual feuding kingdoms, but also a group of powerful mechs called Ze Olde, which caused a huge catastrophe 109 years ago and have reappeared recently."
         },
         {
            "innerText" : "The character profiles are large and detailed, but there is no voicing (even in the battle scenes). Overall the story is fine — I believe there is at least one branching path although I wasn’t able to find any walkthrough site for this game so I’m not sure how different the story is or whether there are any more branches beyond that."
         },
         {
            "innerText" : "The story sequences tend to be quite long, so there’s a lot of reading to do."
         },
         {
            "innerText" : "In addition to the story sequences, there are times between stages when you can walk around the ship and talk to people. You can also set “topics” that can trigger additional events, although it only works when the characters are in specific places. For instance, if the topic is “Ai’s hidden past” it may only trigger when Ai is in her room. These talks can raise or lower friendship values, as well as love values with the women. The love value changes the ending and also affects the partner system with Touya’s strongest mech. I’m less clear on what the friendship does. The instruction booklet mentions that it can unlock new seishin, increase prana, and maybe other things, but I never was able to tell exactly how that worked. Seishin for me were always unlocked on level up, but maybe some of them required both a certain level and a friendship value?"
         },
         {
            "innerText" : "The battles occur in sequence; there is no option to go back to a previous battle or do any kind of free battle. You can, however, retreat from any battle and you’ll start from the beginning of the battle with any XP and money you gained intact (the only thing you can’t do is upgrade or change who is sortied). Because of this, you essentially can’t get stuck because you can just keep repeating the battle as long as you need to. Upgrades to the mechs only affect armor and HP, so the majority of your battle effectiveness is from levelling up."
         },
         {
            "innerText" : "At first I thought there was one exception to this — there are a few battles that seem to be multipart battles, where everyone’s HP/Prana/etc stay the same and anyone who got defeated in the first part cannot be sortied. However, I found out near the end of the game that if you just retreat from the “second part” of the battle you’ll start at the beginning of that second part with everyone revived and back to full HP."
         },
         {
            "innerText" : "The battles are very similar to Masou Kishin. The biggest difference is that seishin never affect the user but can only be used on other units. After many years of SRW I found this hard to get used to and probably underused seishin on the whole."
         },
         {
            "innerText" : "I believe the other main difference is that attacking a unit directly from behind means they cannot counterattack or even block, they can only try to dodge (which usually doesn’t work)."
         },
         {
            "innerText" : "The difficulty of the game is not especially high. I was often sending out my lowest levelled units in each battle and I only ran into 2 battles in the whole game that I had to retreat and try again."
         },
         {
            "innerText" : "On the whole I would say this is not a bad game. It’s certainly better than I expected it to be, and it’s better than the Panzer Warfare game that Banpresto released. Apparently there were plans in the works for one (and maybe two) additional games in the franchise, but for whatever reason they never came out. It wasn’t because Winkysoft stopped producing games; they made Zone of the Enders in 2001 and a PS2 SRPG in 2005. Maybe this game didn’t sell well?"
         },
         {
            "innerText" : "Elysion (エリュシオン), released 10/27/1988, developed/released by Tokyo Shoseki and System Soft"
         },
         {
            "innerText" : "This is a port of a 1986 game released originally for computers. It’s also the first of these old games that I actually completed! I could not find a manual for this game so I used a walkthrough to figure out how to play."
         },
         {
            "innerText" : "It’s a top-down action/adventure style game, although unlike a lot of other ones of this style it’s not in real-time. The monsters only move when you are moving."
         },
         {
            "innerText" : "You start by choosing one of four classes (or “race/tribe”):"
         },
         {
            "innerText" : "The choices are basically fighter, magic user, archer, and a kind of magic/fighter combo. After playing the whole game I feel like the fighter is probably the best choice, but I chose Diana (the archer). As it turns out bows are kind of annoying to use because they run out of arrows, although there is an infinite arrow trick you can use. In the end even though I chose Diana I hardly used arrows, and the spellcasting was also not that useful (other than healing) — this was in part because of the interface, though."
         },
         {
            "innerText" : "Your goal is to defeat Baal, but first the king has to know that you are worthy to be a true hero. He tells you to go to the nearby dungeon and recover a ring and two scrolls. Until you do this, you can’t use any of the inns."
         },
         {
            "innerText" : "The first dungeon is actually one of the most annoying dungeons because it’s like a maze and quite large. But it’s doable (especially if you make or use a map). Basically you walk around, stab the enemies, and find treasure chests. There are pools that recover your HP and MP. If you die, you simply get taken back to the King with your XP intact, so you can just keep going in again and again until you eventually find the ring. You will also find useful weapon and armor upgrades in the chests as well (much of what’s in there is randomly decided, I believe)."
         },
         {
            "innerText" : "The equipment works off weight. The higher your level, the heavier equipment you can equip. There are also items that do things like teleport you back to the king, let you enter pits, summon things, and other uses. Your inventory space is pretty limited, though."
         },
         {
            "innerText" : "Once you do the initial quest you are pretty much free to explore the whole world. At the beginning the goal you are given is to find 10 scrolls, but that turns out to be optional — returning them to the advisor is a good way to increase your money, and if you get them all you get a Heal Ring which is useful. What the actual goal turns out to be is to find three jewels that will unlock the Holy Sword as well as the path to Baal."
         },
         {
            "innerText" : "One nice thing is that you level up not just from beating enemies, but also from completing subquests and goals. (Apparently if you are speedrunning it’s possible to avoid most enemies in the game and rely on some level raising fountains and the quests)"
         },
         {
            "innerText" : "There are a fair number of hints you can get from the scrolls and inns (and people), but I will admit I used a walkthrough to figure out where most of the stuff is. There are several different overworld areas and a number of dungeons to explore. The scrolls have a variety of ways to recover them; some are just in chests, but others involve more intricate means."
         },
         {
            "innerText" : "The last dungeon has these mirror image figures that come out endlessly; this is a great source of XP and can level you up pretty much as high as you want without too much trouble."
         },
         {
            "innerText" : "Reaching the last boss is kind of annoying; you have to break down all these walls with “needles” and they keep changing positions, meanwhile enemies attack you. But the final boss itself is quite easy."
         },
         {
            "innerText" : "Happy end (although the sprite of the hero in a wedding dress is quite rough…)"
         },
         {
            "innerText" : "Anyway, this is not a bad game for this period. I’m not sure how doable it would be with no hints, though. There is a fan translation!"
         },
         {
            "innerText" : "Langrisser Millenium WS: The Last Century (ラングリッサーミレニアムWS THE LAST CENTURY), 3/9/2000"
         },
         {
            "innerText" : "Although the Langrisser series proper ended with V, Masaya continued to develop a few more Langrisser games though I don’t know how much (if any) the original development team was involved. The Dreamcast Millenium game was a strange action-strategy hybrid, but this Wonderswan game is in the style of Langrisser 1 and 2."
         },
         {
            "innerText" : "I don’t know if the storyline is directly related to the other Langrissers. It does have the swords Langrisser and Alhazard in it, but I didn’t see any obvious connections to the other games beyond that. It may just be that I don’t have a great grasp on the Langrisser lore, though."
         },
         {
            "innerText" : "The game is entirely in black and white, of course. Fortunately the text is a large, readable font. The graphics do sometimes interfere with the gameplay — it can be hard to tell exactly where your characters can move because the highlighted ranges blend in with the background. I had this problem with SRW Compact 1 as well but they had solved it by Compact 2."
         },
         {
            "innerText" : "The interface as a whole is not as good as it could be. You can get the needed info without too much trouble, but the game doesn’t have the auto-moving troops (I forget when that was introduced), the equipment interface is more annoying that it needs to be, and the battle sequences with no animation are a little confusing to figure out since you get no information at all about what happened, you just have to look at the HP of the units afterwards (especially chaotic during enemy turns)."
         },
         {
            "innerText" : "The story is pretty similar in style to previous games. It plays out over 17 stages, with one single branch in the story. I didn’t do both routes so I’m not sure exactly how the story changes — the way the choice is framed, it does not sound like this is a drastic story change along the lines of the “Imperial” route of Der Langrisser. But I’m not sure. (I did find one Japanese blogger reviewing the game who said there was basically no difference; it results in you joining one of two sides but regardless, the other side plays the same role in the story and you get the same final boss.)"
         },
         {
            "innerText" : "The main character is a 15 year old boy who farms with his mom. Some thieves attack to steal their animals, and after fighting them off it turns out that the boy is actually the prince of a defeated kingdom and that his “mom” is not his real mom, but the remnant of the Imperial guard of that kingdom. So the boy has to go out on a quest first just to beat the bandits, but gets swept up into a larger plot involving two sisters who are trying to prevent an ancient weapon from waking. It’s all pretty typical stuff with nothing too surprising but it works as a standard RPG plot."
         },
         {
            "innerText" : "The gameplay is pretty much what you would expect from the older Langrissers. It’s completely turn based and on a grid. They’ve added a few new types of units (the thief/straight sword, and monk/fist units) so the compatibility table is a bit more complex. But they don’t have any monsters, so I guess it works out to about the same in the end."
         },
         {
            "innerText" : "Perhaps due to system limitations, you only have 5 commanders with a max of 4 units each. The enemy forces tend to be small too. The map design is not as varied and complex as L1 or 2 either, with most missions just being you vs enemies on a flat map. Only a few of the maps involve any kind of obstacles."
         },
         {
            "innerText" : "The game is quite easy. The beginning parts can pose a bit of a challenge here and there, but it seems to be easier and quicker to level up than in the other games and once you reach the MC’s third class (much less the optional King class), the game doesn’t offer much challenge anymore. The enemy AI is also not especially smart in some cases; there were multiple maps where the commanders of the enemy units acted before the rest of their troops, and came in and attacked someone who killed them from full HP on the counterattack."
         },
         {
            "innerText" : "In the end, this game is notable as the last hurrah for the traditional Langrisser style (going even back before the real-time experiments), but the game is so short and easy that it’s not going to feel particularly fulfilling to people who are itching for more of the classic gameplay, especially when combined with the black and white graphics and often clunky interface."
         },
         {
            "innerText" : "Having said all that I should put in my usual caveat for handheld games from this era. It can be somewhat unfair to judge them now because a big advantage of these games at the time was that you could play them away from home, or even just in your home but without having to be in the TV room (or take up the TV someone else might want to use). So even if the games were simpler and shorter than the main console games, they were still often worth playing. But that advantage doesn’t exist anymore unless you insist on playing everything on original hardware."
         },
         {
            "innerText" : "Battle of Olympus (オリュンポスの戦い), released 3/28/1988, developed by Infinity, released by Imagineer"
         },
         {
            "innerText" : "This is a side-scrolling Zelda 2-like game, although it may be closer to the type of game that is later called “Metroidvania.” There are eight parts of the world and you can travel somewhat freely at the beginning but if you don’t have the right items and such to progress, you will have to go elsewhere. The RPG features are mostly equippable items and weapons. It was released in the US as well, so probably a good number of people have played this game."
         },
         {
            "innerText" : "The game is based on ancient Greek myths (sort of). Your beloved Helene has been captured by Hades, and the main idea of the game is to first find Zeus who will order the other gods to grant you their blessing, then find the other gods in the various areas of the game, and finally go to Tartarus to defeat Hades. A lot of characters and items from Greek myths appear in the game."
         },
         {
            "innerText" : "As with the other games of this type, you can enter houses to talk to people for hints. Orpheus (the main character) starts with a club, and can just jump and attack. There is no real ‘sub’ weapon although you get some items that are used with select. You earn olives that are used as currency to buy things."
         },
         {
            "innerText" : "The starting enemies are already annoying because you can’t hit them until they jump. I explored around a bit without a map or anything; I came across Athena in the next area but she threw me out. It turns out I had to find Zeus first. Once I did that, Athena gave me a shield."
         },
         {
            "innerText" : "The shield allowed me to block attacks from these spear throwing enemies, and was supposed to let me beat the Lamia."
         },
         {
            "innerText" : "But I tried to beat the Lamia about 15 times and I could barely even get one hit in, so this is as far as I got. Since there’s no way to level up or anything, it’s purely a skill issue here. Anyway this game is available in English so plenty of people have reviewed it, played it, and recorded their plays. Moving on:"
         },
         {
            "innerText" : "Aspic (アスピック), released 3/31/1988, developed and published by Crystalsoft"
         },
         {
            "innerText" : "This is a port of a 1986 computer game. It’s a hybrid that combines first-person dungeon, top-down RPG, and action battles. I found it very difficult to play."
         },
         {
            "innerText" : "The game is a sequel to a 1984 game called “Lizard” that was an entirely first-person maze RPG (never ported to consoles as far as I can tell). In that game the hero needed to find the Scroll of Truth to break the curse on a princess, but now he returns to the kingdom and finds the princess has been kidnapped. A wizard came saying he could break the princess’ curse but ended up kidnapping her to take her to become the wife of the serpent Aspic. So the hero now has to go save her. (I will spoil the ending at the end of this post…I guess I probably don’t need to spoil warning a 1988 game that nobody is going to play, but just in case.)"
         },
         {
            "innerText" : "I had a really hard time even starting the game; the emulator had a hard time recognizing the disk side swap (a problem I’ve never had with any other FC disk games). I was about to give up but eventually it somehow worked and I was able to play."
         },
         {
            "innerText" : "The overhead view looks like this. The big problem is that whenever you reach the edge of the screen, the screen scrolls very slowly about 4-5 tiles over, making it very annoying to wander around the world. In this initial area you only meet other humans like farmers or warriors. You can get the warriors to join your party as kind of expendable grunts. The farmers will give you tips. If you go into the starting castle there’s a first-person maze."
         },
         {
            "innerText" : "I found the maze graphics very offputting as well. It was often hard to tell where I had moved; sometimes the walls seemed to lack continuity between moves and the graphics were slow to update as well. The initial castle has nothing in it despite it being medium-size; even the king just says “go save the princess.”"
         },
         {
            "innerText" : "What you should do is go down to the Sea World area to go in some towers. Here you can fight monsters."
         },
         {
            "innerText" : "The battles are action. You just move forward and hit the enemy with your sword. It will knock them back and do damage, but they might run if you are not careful. If you have other party members, they will get half the xp (and you can have them fight as well)."
         },
         {
            "innerText" : "At the beginning you have no gold so you can’t heal effectively or do anything, so the best thing to do is get grunts and have them fight (with your MC getting half the XP), and then if they die, just go back to the starting area and grab another one."
         },
         {
            "innerText" : "Apparently the game is not very long, and once you get used to the combat you can defeat anything in the game with little trouble. But I found the slow pace of the game and the visuals too annoying to keep playing. One thing this game is known for is the bleak ending: once the hero defeats Aspic, he returns to the castle with the princess. The king tells him to leave because he has been cursed by Aspic. What you have to do is go to the evil world, recruit a few monsters there, and then go back and kill the king. Once you do this, the main character possessed by Aspic becomes king. It turns out that whoever kills Aspic inherits the curse, so this cycle will continue for all eternity. Pretty surprising ending!"
         },
         {
            "innerText" : "Aura Battler Dunbine (聖戦士ダンバイン 聖戦士伝説), released 3/4/2000, released by Bandai"
         },
         {
            "innerText" : "Dunbine is a 1983-4 anime series by Yoshiyuki Tomino, about young man who is summoned to an alternate word Byston Well to fight a war in the small magic-mechs called Aura Battlers. I’ve never seen the series although I’m quite familiar with it from its repeated appearances in Super Robot Wars. There will be spoilers for the series in here if you care about a 40 year old anime being spoiled."
         },
         {
            "innerText" : "Rather than directly following the story of the anime, the game involves a new person from Earth as a main character, who gets summoned to Byston Well and then soon ends up as the king of one of the small countries. All of the characters from the original series appear in the anime and the story can roughly follow the path of the anime although there are numerous branching paths."
         },
         {
            "innerText" : "The two major story branches are the “Law Route” in which you fight against Drake Luft (as in the series), and the “Chaos Route” where you join him. Within those routes there are 4-6 endings for each one, although some of them seem to be slight variations of each other."
         },
         {
            "innerText" : "There are a lot of choices you make during the game, although it’s hard to tell how many of them are actually affecting things or whether they are just slightly changing the next battle’s layout."
         },
         {
            "innerText" : "There’s no good walkthrough for this game (you can find one if you use archive.org but even it doesn’t cover everything) so I just made whatever choice I felt like. I ended up getting the ending that is basically the TV series. I opposed Drake Luft. About 2/3 through the game, the event happens from the series where a character named Jacoba Aon sacrifices her life to expel all Aura Battlers from Byston Well to Earth, and the rest of the series takes place on Earth. The series ends with virtually all of the characters being killed in a climactic final battle, although I remember reading that there’s some indication that their souls might go to Byston Well. This is clumsily handled in the game; after the easy final battle where no one on my side died, there’s this vague ending narration that would be incomprehensible if I didn’t know what it was supposed to be describing from the anime."
         },
         {
            "innerText" : "The ending screen then says “Game Over”; I don’t know if it always does that or if it simply indicates that I got a bad ending."
         },
         {
            "innerText" : "The (now deleted) site I mentioned above did seem to include all the endings, some of which are better than the TV one. The most intriguing ending is one that you can get by not using any aura battlers during the game and doing some other things, which results in your characters not being sent to Earth with the rest of the characters, and eventually living in peace in Byston Well. I suppose this could be considered a good ending? In another one, you can defeat Drake and Bishott before the “expel aura battlers” event occurs, which is another way to have a more peaceful ending."
         },
         {
            "innerText" : "Overall, though, the story seems kind of thin — so much of it is just “OK now which target are we going to attack” without much development of the characters or situations. This may have been necessitated by the high amount of variation in what characters you would have on your team, what the alliances would be, etc."
         },
         {
            "innerText" : "Your entire force starts out as these dragon things which I don’t remember from SRW (probably because they are not mechs). Once you progress in the game a bit you can start buying and developing aura battlers. There are something like 60 different ones you can get, but this aspect of the game is pretty clunky and undeveloped. The story mostly forces you to go to specific places so your opportunities to buy ABs are very limited, and it’s not particularly easy to find new ones to develop either. I hardly developed any mechs throughout the game, relying mostly on the ones that the game gave me. It just didn’t seem worth the money or trouble to try to get that system working."
         },
         {
            "innerText" : "Fortunately (or unfortunately) you don’t really need to develop any mechs because the items you can equip on the mechs are extremely powerful and can easily make even the Dunbine or other early-game mechs competitive at the end of the game. I spent the majority of my money on these items — you can also buy some new weapons as well but I pretty much ignored this too. You can always build up more money by going to the local forest for a free battle but this didn’t seem necessary."
         },
         {
            "innerText" : "The battles are also pretty disappointing. There isn’t much care put into the map design; mostly it’s just your force against a group of enemies all put together like the image above, and you have little to do but just move towards them and fight head-on."
         },
         {
            "innerText" : "The game is on a speed-based turn system, so speed is a good attribute to increase via items. You can move and then attack — one thing that I didn’t realize at first is that you have to manually change your facing at the end to make sure you are in the right direction to use attacks. Ideally you want to attack them from behind, of course. You can counter, dodge, or block (although some options will not be available depending on distance and facing)."
         },
         {
            "innerText" : "You have an Aura point meter that goes up as the battle proceeds, and you can use that to do special attacks. I didn’t find the special attacks did all that much more damage than the regular hits."
         },
         {
            "innerText" : "Occasionally you also have these one-on-one combats. First off, the two images above are the regular image and then the second has 4x internal resolution turned on, which makes the sprites look a lot better."
         },
         {
            "innerText" : "In these one-on-one combats you just wait until the turn bar glows and then you can hit circle to choose a command (I think if you let it fill up completely it does more damage). You might have to move into range if you want to use a melee attack. These also were pretty basic and boring because the animations take so long; as long as your main character’s mech has enough good items on it it’s hard to lose any of the fights."
         },
         {
            "innerText" : "On the whole I found this game fairly disappointing. The battle system is not developed enough to make it fun to go through all the stages, and the mech development is limited. The story is OK but as I said above, too reliant on long stretches of plot development that is little more than “here is where we should go next”. The multiple story paths and possibilities for endings are interesting and do give the game some replayability if you want to go that route. The “no aura battler” thing would be very tough."
         },
         {
            "innerText" : "This post will cover two games briefly — one because it sucks, and the other because I already played the remake of it (and played the original enough times that I don’t need to do it again)."
         },
         {
            "innerText" : "Kamen Rider Club (仮面ライダー倶楽部 激突ショッカーランド), released 2/3/1988, developed by Tose, published by Bandai"
         },
         {
            "innerText" : "This is a game based on the long running, popular Kamen Rider series masked heroes on motorcycles. By the time this game came out, there had been seven different KR series from 1971-1980. Then after a break, an eighth series started in 1987 and was still running when this game came out — I haven’t seen any indication of this, but it would make sense if this was released as part of the “revival” of the series. The series remains popular; I think there have been 36 series now plus all kinds of associated things, and a new series will begin this year."
         },
         {
            "innerText" : "Unfortunately, this game is garbage. It’s barely playable to the point where it’s hard to see it being released at all if it didn’t have the Kamen Rider name to support it."
         },
         {
            "innerText" : "You get to play as the first three riders and can pick up three more throughout the game. I don’t believe that the newest rider was included. You play through each of the rider’s levels in any order, then several more levels with all of them."
         },
         {
            "innerText" : "The first big problem, perhaps the most important one, is that there is no way at all to suspend the game — no save or passwords. Because of the bad design of the game it will take 30 hours (give or take depending on how efficient you are), so if you are not on an emulator that’s going to be tough. Also you have limited lives and a game over sends you back to zero, although there is a secret way to continue. It’s hard for me to understand how this happened. The developer, Tose, was not new to video games. They had already made games like Kid Icarus and Saint Seiya that had password/continue systems. It seems impossible that this was a deliberate decision by the designers with full understanding of what was going on, so it probably points to a rushed development or a lack of playtesting."
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            "innerText" : "Even if you play it on emulator so that you can save your progress, the game is still garbage. The gameplay is mixed action/battle. The action stages are standard side scrolling:"
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         {
            "innerText" : "The Kamen Rider can only do this weak downward punch that doesn’t accomplish much, and jump. After you jump you can mash the button to slowly descend, which is necessary to reach higher platforms. You earn money and XP by defeating enemies, running into them to go into a separate fight screen (although sometimes you get damaged instead of going to the fight screen)"
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         {
            "innerText" : "There are also shops you can buy stuff from but there’s a lot of randomness in what you will get."
         },
         {
            "innerText" : "In the fight you just mash buttons to make the arrows fill up and then you’ll knock the enemy back; eventually you will win gold and XP. (There is way to much button mashing in this game for my taste)"
         },
         {
            "innerText" : "But not very much gold. And you need a ton of money — passing every stage requires you to spend money to open gates, so that the main thing you do for the whole game is just grind money out of the enemies (or from gambling games). This is why the game takes 30 hours or more."
         },
         {
            "innerText" : "If the game had some kind of suspend feature it might at least minimally playable if you like the battle system, but as it is, there’s no point. Later in 1988 there is an Ultraman Club game but it’s by a different developer and seems to be a much better game."
         },
         {
            "innerText" : "Dragon Quest III (ドラゴンクエストIII そして伝説へ…), released 2/10/1988, developed by Chunsoft, released by Enix"
         },
         {
            "innerText" : "I have already played the Super Famicom version of this and discussed my experience as a kid with this game, so I’ll just briefly cover some details relevant to the Famicom version."
         },
         {
            "innerText" : "The major innovations in this game were the addition of battery-backed save instead of passwords, and the ability to create 3 characters in addition to your Hero, with several possible classes. Later in the game you can change your classes at the Tower of Dharma, which becomes a series mainstay. Aside from those big changes, this game is really just a refined, expanded version of Dragon Quest II."
         },
         {
            "innerText" : "It was hugely popular in Japan; DQ2 had already done great sales but DQ3 did even better, and I think this may be where other companies really started copying the DQ style in their own games. It’s interesting that even up to this point, 2.5 years after DQ1’s release, there still have been very few games that were actually trying to do the same thing as DQ. The majority of these RPG-“sphere” games still incorporated action into the game rather than purely command based. By the time we reach the Super Famicom I know from my play of those games that the action-RPG hybrids are in the minority compared to the tons of DQ-style command games, and I wonder if this will start being evident going from here."
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