Zanma Chou-ougi Valhollian (斬魔超奥義ヴァルハリアン), launched 8/6/1998), developed by Datt Japan, revealed by Kamata & Companions

I can be taking part in 3 extra Saturn SRPGs (there are a number of extra for the Saturn however I can be taking part in them in different variations). Once I was trying out details about this recreation I noticed that it was solely 16 levels so I anticipated it to be a fast play, however every stage takes a number of hours so it was longer than I assumed. Surprisingly this recreation has a translation patch, making it one of many few 1998 video games that may be performed in English (it’s additionally the primary Saturn recreation I’ve encountered that’s too costly on ebay for me to purchase it immediately). Frequent and longtime commenter cccmar is listed within the translation patch credit as a “main tester”.

The story is fairly gentle. Not solely is it solely 16 levels however every stage solely has a little bit of dialogue earlier than and after the stage. It’s a serviceable story and has some twists, however I don’t suppose it will make you play simply to see how the story seems. I wished to say just a little in regards to the story however I didn’t make any notes and I can’t discover any description of the story on-line..it has typical components of “beat the evil enemy” and a few shocked betrayals and divulges.

The essential gameplay is normal participant turn-enemy flip. You may transfer, assault, and use particular strikes (the “ougi” of the title).

Every character has a specific amount of SP that rises as they stage (I believe 5 is the max). You be taught a number of common ougi (costing both 1 or 2 SP) and one “tremendous” ougi that’s mainly a boss killer transfer. Many of the characters will be taught this round stage 20-23, with the 4 magic customers at stage 25.
For tools, you’ve a weapon, armor, and three accent slots. There are treasure chests within the levels, and between maps you should purchase tools from a service provider that travels with you.

The primary distinctive characteristic of the sport are the combo assaults. You may have two characters take part in a single assault. As they do that, their “combo stage” will rise, making their combos more practical in sure methods.

Every stage is sort of lengthy; the maps are giant and you’re usually introduced with 30-40 enemies (generally a bit extra). There’s a fundamental technique that works on most levels — enemies will largely keep put until you both enter their vary, or attain some level on the map. When you see enemies transfer in the direction of you, you’ll be able to simply wait out of their vary and take a look at to attract them right into a slim space, after which take them down. The enemies are typically fairly highly effective typically, and you may’t depend on anybody to tank. Characters with excessive pace can usually dodge the enemy assaults which is beneficial in drawing the enemies in with out dying.
The one approach to get better HP is with the ougis — most characters have a heal transfer, and two characters have space heals. At first levels you often have to make use of most of your SP for heals, however as soon as you’ll be able to depend on Tea and Rilfy to heal, you’ll be able to spend extra SP on the realm impact assaults which assist quite a bit. The tremendous ougis are largely for boss killing.
If the principle character reaches 0 hp it’s recreation over (UGH), if anybody else goes to 0 they must sit out the subsequent map until you utilize a revive ability (which brings them again with 0 SP). Typically you do not need this to occur because you want your entire drive to make the maps go easily.
It can save you any time, so usually you need to retry turns a number of occasions till you will get everybody in the precise place in order that nobody dies.

There are a number of maps the place this fundamental technique doesn’t work:
- Stage 3 begins with new characters on their very own in the course of enemies so you need to rush as much as save them; it’s arduous to do that with out anybody dying however with repeated makes an attempt it’s potential.
- Phases 7 and 9 have summoning circles that Darkish Cardinals can transfer onto and summon enemies. Stage 7 is especially tough on this regard, you need to go shortly and face a variety of enemies to get there early sufficient (Rilfy’s teleport magic helps). Stage 9 is extra forgiving; it’s worthwhile to get to the primary one shortly however the Darkish Cardinals by the opposite two received’t begin transferring till you get nearer to them. I imagine that the circles do run out of enemies ultimately, however not till they summon 40 or so (on prime of the 40 beginning models).
- Stage 10 you don’t have Rilfy so it’s worthwhile to be extra cautious together with your heals.
- Stage 13 appears arduous at first with the separated events, however it’s one thing of an phantasm — the boss and his entourage start transferring in the direction of you in the beginning of the stage, however stops after a number of turns. So you’ll be able to turtle up close to the fortress with the beginning get together (I additionally misplaced a mage on the opposite aspect and revived her with the MC for an extra unit)
- Stage 14 – I believe they might have made a design mistake right here; you will get within the boss’ vary close to the start line so you’ll be able to take the boss down with a number of tremendous ougis and never need to cope with the vast majority of the stage — a welcome aid this late within the recreation.

Elements of the sport appear underdeveloped to me. There are solely 16 completely different enemies (not together with bosses), and I believe these are all palette swaps of 4 fundamental sorts. The identical bgm is used for all of the levels besides the ultimate one.
I’ve a sense that most individuals are going to seek out this recreation too slow-moving and unrewarding. It’s removed from the worst recreation I’ve performed, however it does require a variety of endurance (or simply queue up a ton of podcasts).