I was pretty sure that Golden Axe II was a better game than Golden Axe I. And I’d remembered correctly – as it is. But it’s still almost exactly the same game only with more pink and purple, a better (for Gilius at least – I only ever play as him) special attack.
Both “tricks” from the previous game still happen here, and for this one Sega Mega Drive Classics actually has an achievement for doing it enough times:
The other trick is the “running headbutt” one, and that’s still alive and well here too. Some of the baddies have evolved to make it a little harder – the giant dog things with maces, for example, now try to Tiger Knee you mid-dash. I also found a new trick which I don’t think worked before:
The bosses were also quite a bit easier than the original game, especially the final boss who rarely actually hits you. The big headless knights can’t be beaten like their headed counterparts (headbutt or jump-slash), but if you walk diagonally into them you can axe them before they attack so they’re actually easier to dispatch.
Graphically, the game seems better looking but the giant turtle and eagle based levels are replaced with just normal paths and caves, and the previously mentioned pink and purple enemies are a bit garish. The music, as ever, is great though.
I never got on with this previously. I think the main issue was that it didn’t feel like a proper sequel to the original ToeJam and Earl, which was one of my favourite Mega Drive games. It had the same funk, but it was a totally different experience.
Ditching the roguelike trappings of the first game, which was set on Earth (sort of), Panic on Funkotron instead became a platformer set on ToeJam & Earl’s home planet. The Mega Drive was swamped with platformers, so that didn’t help it stand out. Many times over the years I’ve tried to play through this and given up before the end of the first level because it just wasn’t what I wanted to play. But this time, something clicked.
The main gameplay is to explore levels finding earthlings to throw jars at. Jar them enough and you can capture them. Capture them all, and you can move on to the next level. Often these earthlings are hidden in trees and bushes, as are presents and traps. Presents don’t work like they used to, giving you random points, coins (for parking meters that trigger secrets), funk (for special moves) and a few powerups and special attacks (like one-hit jar captures).
So it’s different. Some things are the same, like the characters, general graphical style and of course the music, but it plays out totally different. In the original, combat was rare and earthlings were generally just avoided. Here, you need to take the fight to them, and there’s some skill involved for taking out each type. It’s also quite a lot easier, so long as you take your time and don’t rush into areas in case of hidden baddies. Panic on Funkotron is also much, much longer – so it’s a good job there’s a password system in place. Of course, on the Switch version you can just use save states, but it took me six or seven hours to complete the game. Some of the levels are huge and the earthlings well hidden!
It’s a shame I never got on with this originally. Maybe if I’d never played the first game I wouldn’t have had the problem with this being different. It’s still not as good as the first game (but to be fair, very few games are), but it’s much better than I ever previously gave it credit for.
Which Norse god bit his tongue? Thor. Note: the game is not about Norse gods.
Let me start this post with a couple of points. Number 1, it’s called The Story of Thor even though Mega Drive Classics calls it Beyond Oasis. I’m aware it’s called that in the US, but this is MEGA DRIVE Classics, not GENESIS Classics. Number 2, it is Not A Good Game.
Oh sure, it looks nice with its big sprites and Link to the Past-like overworld. It’s sort of clever with its four special spirits you can summon (once you’ve collected them all, at least). It also has some really impressive looking bosses. But, sadly, everything else is rubbish. The combat is woeful with only four directional attacks when eight are really needed, and it’s made worse by the terrible collision detection. The sprites being huge means screens are cramped with both a small viewport and too many baddies squashed up together. I suspect the animation suffers too, with some creatures having hardly any frames.
Your inventory is too small, and success on some parts of the game rely on having certain weapons. The problem is, you can only hold so many and each has a limited use. At least twice I needed bombs but had none, nor space to carry them even if I did, which was a pain.
Also a pain is how the spirits you can summon can only be summoned by “shooting” specific things. For the fire spirit, you have to shoot some fire, for example. Frequently, this is the basis of a puzzled and often that means either being psychic and triggering a summon when you can and bringing it along, or backtracking to where you’re able to trigger. Making use of the spirits is hit and miss too, especially when trying to get the fire one to light bonfires and torches (necessary to open doors or solve puzzles) as it wanders around with a mind of its own.
The bosses, as I said, are mostly pretty impressive. Several are as large as the screen, but most are very, very easy to beat. It’s actually swathes of minions which are the hard bits, and sometimes these appear to be infinitely regenerating and other times there’s just hundreds of them. There’s no way of telling if it’s necessary, or even possible, to defeat them all, and sometimes you need to for an important item to appear.
I’ve often seen The Story of Thor in lists of the best Mega Drive games, and I recently saw it in an article about “games for other systems that are similar to Zelda: A Link to the Past”, and it’s baffling that it’s in either of these. It’s nowhere near good, let alone “best”, and, a slight graphical nod aside, not really much like Zelda either. It’s not fit to lick Zelda’s boots.
And no, I don’t know why I played it to completion.
And that’s them all. No, for the last time, the Online games don’t count. They never counted. They’re not Phantasy Star games and never will be.
Phantasy Star IV fits into the series somewhere after II but likely before III. As you play, it feels much more like II than any of the others, but throughout the game other games are referenced in a way that makes it seem like a final chapter. Of course, that’s what it ended up becoming but at the time I was ever hopeful for a Phantasy Star V. I still am.
These references are pretty big too. Spoilers, sorry: Mother Brain, from PSII, is still about and again isn’t working. There’s a cave with what is almost certainly Myau (called “The Old Man”) inside. A crashed ship like PSIII’s Alisa III is discovered. A Wren-type android, again from PSIII, becomes part of your team, as does a character who is essentially Noah/Lutz from PSI and PSII and a friendly biomonster not unlike Nei from PSII. The Ice Digger and Landrover from previous games returns. People have been turned to stone just like Odin did in PSI, and many place names and baddies return. Having played through the first three games so recently all these characters, locations and lore are still in memory and it was a joy to link things up as I progressed through the story.
As for the game itself, it looks a lot more like PSII only highly polished with the best graphics in the series. A few changes, which would perhaps be called “quality of life improvements” these days have been added – you walk a lot faster, you can assign macros (so you can set a sequence of battle actions to a menu option instead of choosing who will do what every time), and characters all share an inventory again. Having separate pockets in Phantasy Star III was a bit of a step back, and PSIV improves it further by removing equipped items from the inventory freeing up space and meaning you don’t need to scroll past them each time you need a dimate.
A couple of new things are added to the game too, the first being Skills. In essence, they’re the same sort of thing as Techniques, but they differ in that instead of having a shared “pot” of TP to use on them, each Skill has a fixed number of uses until you rest at an inn. The maximum uses increase as you level up, however.
Speaking of inns, another change is that resting at an inn doesn’t save your game! Don’t make the mistake I remember making when I first played this when it originally came out, getting five or so hours in, “saving” at an inn, then turning it off. Instead, saving is a menu option and can be used any time you’re not in a dungeon or a battle.
Finally, there are combos. Certain combinations of attacks, skills and techniques when triggered in succession fire off a massively damaging special combo attack. Most are tricky to rely on (characters don’t always attack in the order necessary, so it doesn’t always work), but they can be very useful. Most aren’t possible until very late in the game, however.
Phantasy Star IV is a fantastic RPG. Being sentimental to the series PSIII will always be my favourite, but I can see that in terms of scope, graphics, the way it ties all the previous games together, mechanics and fun, PSIV is undeniably better. It gave me around 25 hours (like II and III I “walked” in fast forward so it’s probably longer than that) of the best JRPG experience there is. You can keep your Final Fantasy. I just wish I had a PSV to move on to next 1.
I’m aware of a Japan-only mobile game which for some definitions is essentially Phantasy Star V but I’m sceptical, and it’s mobile only. ↩
I was never not going to get this, as a fan of the original Spectrum game, but I’d seen a lot of reviews and forum comments saying it was overpriced for a simple port of the Spectrum original. Sure, it had new music and sound, but £6 for a Spectrum game (and a very short Spectrum game at that) did sound a bit much, so I waited for a sale. 94p (free, actually, due to Nintendo Gold Coins) and I was in.
And everyone was wrong. What nowhere I’d seen actually mentioned at the time was that once you’d completed the five minute long original game, but a whole new hour long section opens up. New items to find in new locations, new enemy types, puzzles, tasks and tricky platforming sections. That was a big surprise. Imagine avoiding Donkey Kong on the Game Boy because you thought it was only the four arcade levels!
Despite being new, it still looks and plays exactly like the original. There’s Spectrum colour clash, there’s the same colour palette, and it’s not as smooth or precise as a modern game. It absolutely doesn’t matter, however. What has changed, besides the length, is mainly sound based. Some more realistic thumps and gunshots, and a great soundtrack that fits perfectly. OK, it’s no BEEPer, but the upgrade still works here.
There’s a concession to modern multi-button controllers too. On the Spectrum, the joystick would move and fire would pick up and drop objects, interact, and punch. Up would be go up ladders, jump, jump-kick, and long jumps would be a tricky diagonal. On the Switch, there’s a jump button now which makes things a lot easier, but Up still performs the same functions. Sometimes this means climbing a ladder is frustrating, or you might nudge up, and therefore jump, by mistake. The latter is especially compounded due to the game’s insistence on only allowing use of the analogue stick rather than the d-pad. The original wasn’t analogue, and neither is this, so it feels slightly inaccurate and out of place. That’s the only major flaw I can find though.
Naturally, this relic of a game isn’t for everyone. It’s no Hollow Knight or The Messenger, as it wears it’s origins proudly without much modern modification. It is, however, still a lot of fun and just shows how old games can still work now. In this way it has much in common with Castlevania: Spectral Invasion, only this is on the Switch instead of the original machine. Just don’t let the reviews of “it’s just a port” put you off like it did me: it’s not.
I wasn’t going to move onto Phantasy Star III so soon after Phantasy Star II, but there it was on the Sega Mega Drive Classics menu, winking at me, so I didn’t really have a choice.
As I’ve mentioned before, Phantasy Star III was my first JRPG. It’s still my favourite, and although Phantasy Star IV is probably technically better, it’s III that I have more fondness for. Back in the day I completed it many times. The first time, it took from Christmas to August, but after a few more I could do it in a single 24 hour sitting. This is the first time I’ve completed it in probably two decades, and it took perhaps 15 hours, but there’s a reason for that: I played most of the walking and some of the fighting on Fast Forward (an option in the Mega Drive Classics). If there’s one thing that hasn’t aged well in RPGs, it’s how slow you move.
Surprisingly, I still knew almost all of what I needed to do in the game. Even the routes through some of the dungeons was still etched in my brain. I also found the game much, much easier than I ever remember it being, with much less grinding too. I seem to recall always needing to level most of my party up to around level 55 for the final dungeon and boss, but here I walked it at around level 48. Maybe I’m just better now.
For those interested, the characters I played as (the game spans three generations with a slightly different story depending who you marry at the end of each) were Rhys, who married Maia and had a son, Ayn, who married Thea and had a son Sean.
There’s no way it has been nearly six years since I last completed this, surely? That’s absurd. I’m sure I complete it every few months. The Diary, however, Cannot Lie.
Yes, it’s easy. Yes, I had 45 lives left at the end. And no, I haven’t 100%ed it because I need to go back and find a few secret buttons. But Kirby is always fun to play. And being essentially “free” as one of the NES games that comes with the Switch online service, that makes it even better.
Phantasy Star II was never my favourite game in the series. It’s the one I’ve played the least, the one I struggled with the most, and the one which has the worst dungeons ever. But I still really like it.
Compared to the original, despite appearing on more powerful hardware, this sequel seems such a step backwards in many ways. The dungeons are no longer rendered in 3D, which is the biggest change, instead being the more usual JRPG “almost overhead” view. This would make them easier to navigate if it wasn’t for the fact many, especially those later on, are a total nightmare. Convoluted mazes with many stairs up and down and pits to fall in which are trial and error.
The plot is fine but the things you’re asked to do are boring. Oh, a dam to explore. And another one. And another one. And another one. Now search all four of these dungeons for all the “nei” weapons, several of which you’ll never need to use but you can’t progress until you’ve found them. Rubbish.
Then there’s the fact that (spoilers), the entire planet of Palm (neé Palma) is blown up. You’d think there’d be more panic and outcry from the residents of Mota(via) and Dezo(lis), but no – barely a mention from anyone. In some ways it feels like it was cut from the game rather then specifically destroyed. You spend far too long on Mota before you’re able to travel to Dezo and once on Dezo there’s little point returning. In Phantasy Star, you were planet hopping all the time and had jumped from Palma to Motavia very early on.
Unlike the first game, you have a choice of party members here. Several of them seem completely unnecessary, but Shir is fun as she can nick stuff from shops. Randomly, unfortunately, and the things she steals are from a set list of items rather than what the shop may actually sell, but still – it’s a good way to make some money. Hugh and Kain though? Nobody cares.
But despite these issues, I must stress that Phantasy Star II is still great. There are improvements, such as each character having their own inventory, far more magic types (now called “techniques”), no annoying going into the inventory to get your ice digger or land rover or whatever all the time, and the dialogue translation is far better. I enjoyed the references to the original too, with shared place names, the main character’s recurring dreams about Alis, and the “is Lutz the same guy as Noah but Noah was a girl and does that mean Lutz is or was it a mistranslation?” thing.
So, it’s not as good, but it is still definitely worth a play.
I did have a longer post for this but the WordPress app swallowed it and I can’t be bothered repeating myself.
What I basically said, though, is that I’d unfairly maligned Ristar for years because I didn’t like it and it wasn’t Sonic, but actually giving it time it’s not that bad at all. It’s still no Sonic, but it’s a decent enough game in its own right.
EDIT: ONE YEAR LATER! I found the post the WordPress app ate. Here it is:
I have a confession to make: In the past, I may have unfairly maligned Ristar. I’ve said how the grab-and-facesmash attack is stupid. How Ristar himself is a mere shadow of Sonic. How the game is just rubbish.
Today, I shall tell you this about Ristar: It’s alright, I suppose.
Maybe once I stopped wanting it to be just like Sonic, then it let me enjoy it for what it actually is. And what it is, is a fun, pretty, varied platformer. Certainly it isn’t a fantastic one, and there are issues here ranging from the small (the almost 2.5D of some, but not all, of the graphics) to the large (the spinning round the pole thing is impossible to control), but for the most part these don’t matter.
It’s clear some Sonic DNA lives here, with some sound effects recycled and Sonic 3’s Ice Cap snowboarding intro is almost replicated in Ristar (or the other way round, perhaps?), but it is its own game. It’s trickier than Sonic too, and generally much slower paced. It’s also shorter.
Not a classic, but I’m glad I finally gave it a proper chance.
Many times over the years I’ve tried to play this, and every time the slippery controls, wonky collision detection, and overuse of pressing diagonals have put me off before the first boss.
So what’s changed this time? Why did I play it completion? I’ve no idea.
It’s still awful. It’s six generically themed levels, with sound effects nicked from Sonic 3, and a badly realised Flicky collecting mechanic. It’s not Sonic, it’s not Flicky, and aside from being technically very clever it’s really not a very good game at all.
I have to admit, I never really played any of the Ninja Gaiden games originally. I knew they were hard, but oh my word was this hard.
There’s no way in hell I’d ever get close to completing it without save states, and it is just that it is difficult – it’s a mess in terms of collision detection, and baddies that respawn if you back-track a single pixel. These two things often conspire against you, as you’re knocked back by one baddie into the path of another that just regenerated.
The sticking to walls is rubbish, as you’re a sitting duck. Often, you end up stuck to a wall you didn’t intend to stick to just because you jumped or fell vaguely near one. And then there’s the stringent level time limits, at least two of which I’m sure aren’t possible.
In all, it’s really not a very good game and I’m baffled by the high regard in which it seems to be held.
The Phantasy Star games are some of my very most favourite RPGs. Phantasy Star III was my first one, but I later played the original and, although it wasn’t quite the same, it was also excellent.
Since those days, I’ve completed the first game several times – on the Master System originally more than once, in an emulator, and in the Game Boy Advance Phantasy Star Collection. But, loading it up briefly aside, not for over a decade. Until today.
Considering I only started it three days ago, I think I’ve done pretty well! I’m amazed at myself for how much I remembered in terms of what needed to be done, if not the names of actual people or places. Or specific stuff like exact routes to take through dungeons, although that particular issue was helped greatly with the new automap feature.
There’s a new mode too, called Ages Mode, which I don’t remember starting but I suspect I may have done without realising. It supposedly reduces the number of random battles, but increases the amount of experience points and money you gain from the battles you do get. The reason I think I must have played through on this mode is because I found the game a lot less challenging than I remember it being. Sure, I mostly knew what I was doing, but that can’t be the only reason.
For those asking if a 30 year old JRPG like this still stands up today, then I can say yes, for sure. There’s some clunkiness, such as the tiny inventory, lack of space for full-length item names (a leftover due to the Japanese original needing fewer characters – many games have this “issue”, it’s a pain how you use and disembark your vehicles, and so on, but none of these are major issues. The translation isn’t great, but that doesn’t get in the way of the story or the game, and the battle mechanics are standard JRPG fare and even modern games are largely identical. Coming to this so soon after Pokémon, however, I did notice how there was no “speed” stat, which makes the “fight order” somewhat random.
It’s hard not to like the big chunky Master System graphics, and the 3D dungeons are still pretty impressive even now, so yeah, Phantasy Star is still one of the best games ever made.
What does ESWAT stand for? Is it like SWAT only with an E like eBook and eLearning and eMail? Or are you supposed to say “es-what”? Who knows. But it’s certainly more interesting than the game.
Yes, friends, ESWAT is a proper stinker. A clunky platform shooter with rubbish weapon selection controls and boring levels. A game that suggests, from screenshots and the first level or so, it’s a bit like Rolling Thunder (which is a great game), but disappointingly, isn’t.
There are some positives, such as the very varied levels and a few impressive bosses, but your character is slow (both to move and respond), badly animated, and these issues make it difficult to avoid enemies. Later levels have you in a sort of power armour suit with more weapon options and a jetpack, but your weapons randomly disappear, and the jetpack is a nightmare to control.
I could say more but I’ve wasted long enough on this awful game already so I won’t.