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Showing posts with label Game Boy. Show all posts
Showing posts with label Game Boy. Show all posts

Thursday, October 5, 2017

Game #72: Ninja Boy 2 (Game Boy) - Ninjas vs. Pirates, In Space! (Finished)

I had planned to use this color palette,
but forgot when it came time to play
Game 72

Title: Ninja Boy 2
Released: April 1993 (November 1991 JPN)
Platform: Game Boy
Developer: Culture Brain
Publisher: Culture Brain
Genre: Action RPG
Exploration - Top-down
Combat - Action (turn-based bosses)
Series - Super Chinese (Japanese name)





So, we're stuck with the default colors of the Game Boy Player
Released as the second action RPG of the series in Japan, from all I can tell the localization on this made it the third in the US. Even so, it's difficult to place them along a timeline. There's no indication other than the NES title being the first. The story began after the boys have been away from Chinaland for a few months. On board their starship with their friends, they were attacked and need to abandon ship.
I don't remember them going off to travel in space
Warriors of the Galaxy attacked the ship. Jack and Ryu escaped in a life pod that crash landed on an unfamiliar planet. All of their friends missing, assumed dispersed around the galaxy, Jack and Ryu set off to find them. They also took some time to blame the Galands for their current situation. Prior to starting the game, there's a difficulty option of normal (default), easy, and hard. Whenever I start a new game, I usually go for the default option unless I know that'll prove too simple.
*Plop*
Strangely without gear, and luckily a small amount of gold, I made my way to the first town of Sandstar. All of the parents were kidnapped by the Galands to work in Egymid, the capital city.
Some blatant advertisement
and additional marketing
This game follows Super Ninja Boy in nearly every mechanical way. Random battles pepper dungeons and overworld exploration. These battles are all action based where Jack (or Ryu) can punch, jump, and even swing a sword once one is acquired. There are no more than two enemies spawned at a time, and each battle ends as soon as a set number are defeated. Throughout the adventure they collect different kinds of magic throwing stars and other abilities that consume ninja power (NP).
Some special NPCs have a close-up view when speaking
The escape-leaf magic helped to cut down on the number of random encounters when I failed to flee, and there were many. The encounter rate is a bit high, and after the first dungeon my standard response was to run, fight when I couldn't, and use the escape leaf when winning wasn't worth it. I met with a resistance movement (there always seems to be one, and always open to new membership). They provided a bomb that I used to open up the tomb where the Libra Ring rested, the first of seven treasures (to collect and hand over to the big bad guy eventually I'm sure).
Some indication of the timeline -- Blu Boltar makes an appearance as leader of the resistance and references the battle in Chinaland
I rented a camel, and made my way west to a warp zone that had just been repaired. The next area was Dinostar, which had its own issues. It was on this trip that I realized I picked up the Vitalizer magic that restores HP, but I'm not sure when or where. In the capital city, White Castle, I met Ragyu who gave me a Bonzebot. This along with the capsules purchased at the store remain a mystery--whenever I tried to use them I received a message saying it wasn't the time to do that. Emperor Tyranno directed me south to retrieve the Orion Ring from Sanjo Castle; strangely it lacked a boss fight.
Seriously, it was just sitting there behind a door
With the ring in hand, we had apparently defeated enough of the Galands to open up the interstellar train line that allowed the boys to reach Mecha Colony. This world was being forced to create weapons for the Gallands. Freeing them, and Dr. Justice, rewarded Jack and Ryu with a spaceship.
Translation errors are always fun to point out, but I can't be too choosy about space transportation
Every town has an inn where it's free to rest, an item shop to purchase healing items and equipment, and a convenience store to find out the password and switch to two-player mode. The NPCs there offer a nice variety of hints and levity. Most have a building where the more important plot triggering characters reside. Dr. Justice took up residence in one of those while the party ventured further to destroy the Dreadstar weapon, and retrieved the Aries Ring (again without a boss fight).
In a few dungeons the battles occur in tight corridors
The next planet (which is a bit of misnomer, as the view from my spaceboat shows them as disc shaped) was Fantaland. There I learned the secret to riding dragons from a dragon knight, and faced off against the evil Robo Doc. Only the second boss (although fourth treasure), and I hit a wall. Apparently I had been escaping from a bit too many battles, as I found myself under-leveled. Dying is a small set back of half gold and reviving at the last convenience store. With no other options to explore, I needed to grind. One battle in particular helped offset my experience deficit. The normal enemies in this encounter were slow, and shot fire, but if I waited long enough a dragon appeared worth 6 times as much experience as the entire battle would normally award. They also didn't count towards the kill total, so I could consistently grind on them alone.
Capable of doing half current health, and going first is a bad combination
With just two more levels ahead of that first loss, the defense boost reduced the damage by 1/3. Such a dramatic change was unexpected, and the battle at that point was like all previous ones, easy. Boss combat is much different from the action battles. I get to choose Jack's actions, and Ryu randomly selects from bout or sword strikes (had I a second player connected with the Game Boy Link Cable, we could use that ninja power pool that goes to waste). Bout randomly punches, jumps, or kicks. Kicks tend to be weaker, while jumps and punches cause about as much as sword strikes. Sword use is hidden under Items, and with 6 M bubbles collected during normal battles I can summon the Might Ball under Magic, which is disappointing in this game. I'm not even sure what the Run command would do, I never attempted it.
Robo Doc enters his second form, which acts exactly like the first form
Magic might be a bit more interesting if it weren't too costly except for the healing spell. Defeating Robo Doc rewarded us with an antidote, which I used on the kingdom to restore their sanity. The princess rewarded the party with the Virgo Ring. The king allowed us passage to Wood Planet. It makes me wonder what prevented me from it at all.
Traveling to the "planet" Wood
The main town on Wood was Beatle, and I expecting some kind of Ringo joke, but I think it actually might have just been a spelling mistake. I picked up Magidoor (exit dungeon) and Magiport (warp to last starport) spells, which made backtracking on a single planet much quicker. Wood had an impossible forest maze that required a guide. The current guide had grown too old to travel, so I received an egg of a creature that could show me the way. We hatched it thanks to Dr. Justice's incubator, and it showed us through the forest in a short cutscene.
The magic password for getting through the lost forest
On the other side, we contended with the Galands that had taken up residence within King Wood, a giant tree. We received the Capri Ring, and nothing else. This time, strangely, there was no direction to the next location. It was simple enough to find, as I traveled the mostly linear space path to find planet Water World. Flotown is an underwater town that required I visit Dr. Justice once more for a submarine.
There is also the only gambling establishment in the game, but I was never hurting for money
The game dumped a bit more plot than normal as it told me of Fort Mars where another resistance movement, led by someone named Sanada, was battling against Ninja Master Puma with the stealth six. This has nothing to do with the current planet. To get the Quasi Ring I had to visit a fortune teller in order to learn I had to backtrack to Dinostar to get Ragyu, return to King Wood for some reason, and finally plug the hole on Water World that's slowly draining the water. Why are the Galands doing this? It's never discussed; they're just bad.
She also gave me the errand bot, which gave me access to purchase healing items from anywhere
Ragyu helped pull out a cork tree, and plugged the hole with it. Someone in town passed on the Quasi Ring as a reward. The fortune teller congratulated me, but didn't walk me through the rest of the game. So, I headed further along the path to find Fort Mars.
Nearly caught up in the battle -- I wasn't hit, so I'm not sure what happens; maybe I should experiment a bit more for this blog
The solar cannon firing from Fort Mars once again required me to consult Dr. Justice for the solution. Outfitting the spaceboat with a radar deflecting material prevented the cannon from firing. I'm not sure how I feel about the short back and forth "quests" involving Dr. Justice, which don't require anything more than visiting him. At least they're short, but at the same time he acts as a Dues Ex Machina with all the answers, stepping in to solve nearly every obstacle by his mere presence.
I found a shrine in the bottom left corner, and it's apparently somewhere I have to visit later
With a short trip to Dr. Justice out of the way, we're back in the game fighting our way through the Stealth Six. This set of six bosses (all action based) are some of the hardest or longest fought battles. Luckily they don't have to be defeated back-to-back. At end of the spiral space station we destroyed the solar cannon, and retrieved the Leo Ring. We tracked Puma to the King's Planet, which I missed somehow on my first pass of the surrounding area of Fort Mars. Upon entering the prince's hut in Bunnme on King's Planet we found Puma holding him hostage.
Guess what he wanted in exchange for the prince's safety
He locked up Jack and Ryu before heading out with the treasures. A bunch of their friends showed up after an indeterminate amount of time to set them free, and move the story along with some additional plot. Apparently there's supposed to be a slate in that bottom left corner temple that details the whole point of the treasure: to control the stars. I returned to Dr. Justice to better understand what that meant, but he only gave me another flying machine capable of entering the sun. There I faced off against Puma in a real turn-based battle, and trounced him. With rings back in hand we could finally control the comet that allowed us to cross some space dust to the final battle.
That is the Apollo Temple, and the comet I couldn't take control of until now
All that remained was the final battle. The final dungeon didn't offer much challenge, but General Lion was something else. It all came down to getting lucky as even when I grinded a few levels I didn't seem to do any more damage or take any less. With some lucky shield placements, and a lot of dodging, I won. In the end, General Lion escaped, vowing he'll get us next time, and all the friends flew back to Chinaland as if this was just another wacky adventure where nothing actually mattered.

Elapsed Time: 8h14m (Final Time: 8h14m)
Don't you mean spaceboat?
Combatant - Out of all the Ninja Boy/Chinaland games, the combat here is by far the most streamlined. It's challenging while not overwhelming so, with random battles' encounter rate on the high side, but enough options to escape that it's not terribly obtrusive. Rewards aren't well balanced; grinding later levels takes quite a while as the combats take much longer. The variety in enemies and their attack patterns keep combat fresh through most of the game. It's too bad many of the special attacks are worse than just using the sword, or don't function at all.
Rating: 6
If only... this would be a couple hours shorter if that were the case
Admirer - I doubt we'll ever see a Game Boy game where the player character changes in appearance or have much of any customization. Here there's none. It's always the same Jack and Ryu with the same abilities. In fact, it's actually only Jack since Ryu is only playable by a second player. The controls are solid throughout the whole game, without any slowdown during the active battles.
Rating: 3
Seems we have at least one admirer
Puzzler - The main quest is well laid out, but there's a definite lack of side quests. The mini-games are missing compared to past titles. There aren't any puzzles really. That one gambling game is rather useless as money is so generously rewarded.
Rating: 2
Until next time...
Instigator - The story is quirky and lighthearted. Plenty of on topic NPCs keep it moving. There aren't many descriptions or lore though, and most of the names are descriptive rather than speaking to some deep history. These really aren't deep games.
Rating: 2
This is confusing, do you mean I'll win again?
Collector - Items available are either consumable or equipment to obsolete previous purchases. There's not a whole lot to find. Money isn't a problem; usually I purchased everything available upon entering a new town. I still don't know what the capsules are for, but I bought 8 of them just in case.
Rating: 4
Credit where it's due
Explorer - The area covered, with all planets, overworld, and dungeons, borders on the side of excessive. Each individual place doesn't feel too large, and most are linear. Every place found is used for the main quest though, so there's no reason to explore unless directed as there's nothing to find early or extra.
Rating: 3
Actually, with a team of six this game is a little more impressive
Final Rating: 20 [33%]

Tying with the previous title in the series is probably on point, although I had more fun with this. The battle system was a more fluid, but the story and puzzles suffered a bit. Some obvious places to put boss fights were left unfinished, and I'm not sure why so many rings were simply found at the end of dungeons. Overall it was fun, but it's nowhere near a standout title, and as the last Culture Brain RPG we'll see here it's unfortunate they didn't go out with more of a bang.

Next up we'll see how Dungeon Explorer II doesn't add enough elements to trick me into playing it this time, followed by Dungeon Master. This'll be my first experience with the title, having played Eye of the Beholder some time ago as the only similar style of play. It'll be nice to get back into some graph paper mapping.
Until next post...

Wednesday, July 5, 2017

Game #70: Great Greed (Game Boy) - The Road to Hell (Finished)

Game 70

Title: Great Greed
Released: April 1993 (September 1992 JPN)
Platform: Game Boy
Developer: Namco
Publisher: Namco
Genre: RPG
Exploration - Top-down
Combat - Turn based
Series - Standalone

When I started writing up my list of RPGs, I didn't think much of the Game Boy titles (well, aside from the Final Fantasy games). Yet, I've been impressed time and time again by just how much the developers were able to cram into a tiny cartridge. This is no exception. They also manage to be just the right length.
The ending actually stretches all the way back to the title screen
The story is presented as pro-environment with the main antagonist, Bio-Haz, polluting an alternate dimension called Greene Kingdom. Its most powerful wizard Microwave escaped throw dimensions after battling Hunter, and she appeared before the story's hero. Hunter was quick to pursue. A second jump back to Greene caught the hero up, dragging him through space and time.
*Plop*
The game begins with a choice, carry Microwave to safety or leave her there. Like most choices in this game, it's a choice to continue the game or not. It's strange that they decided to sprinkle so many throughout. Carrying Microwave back to the Greene royal family's hideout, where they reported to the king and queen, it was revealed that Microwave lost her dimensional powers in the fight. To return home I would need to travel to Burger and retake Greene Castle to retrieve a magic book.
The English translation change all the names -- I think we have Jim Curry to thank for that, someone enjoyed their food references
While trying to figure out what to do, Bio-Haz's forces attack. We find that the hero's strength is much greater than the enemy. It's explained away by suggesting all humans from his world have greater strength in Greene.
The game has a strange way of describing dead soldiers
Equipment is basic; comprised of swords, armor, helm, and shields, they progress in nice linear upgrades by increasing attack or defense stats. Only the hero actively battles enemies, although when accompanied by an NPC she has a random chance of assisting in battle. Spells and items are also equipped for use in battle. Healing effects can only be equipped into the bottom slot.
Battles are always 1-on-1
The combat mechanics of this game are unique for the time. Rather than a menu system, each button on the game boy is assigned to a different function: A attacks, B defends, start or select attempts to flee, and each direction on the control pad sets off the spell or item in that slot. For every action, the enemy acts, although there's also a hidden timer where the enemy will act if no action is taken for some time.
The next town is voting for a new mayor, and this guy is trying hard to win
The story is very linear, and missing a plot point meant being stuck until it was found. Princess Candy shoved us through a cave directing us to find her sisters along the way. In the land of Sushi I found princess Cup Cake trying to thwart the mayoral bid by Crabby. His rival, Cabbage didn't have the same financial backing, so we fought a bunch of enemies in his name to gain some good will. No matter how often we convinced the public though, the polling results always reverted to Crabby winning.
It must be the bribes
To find out more about the Crabby family, I traveled to the Condante Forest. A man named Condante agreed to help us if we could find the debut album of Lola Leftover from the abandoned record factory to the north. Inside we actually found Lola, who gladly provided her album after we listened to her lamenting song. She also mentioned some voices from the basement, which we explored with her lantern. There we found Bio-Haz's people conspiring with the Crabby family.
This is the first environmental puzzle I've seen -- the record spins you back, the objective is to jump on the head of the arm as it moves
Condante revealed that there were no records of a Crabby family, and they had faked their family name to garner praise for being famous. Combined with the plot to release pollution through the new energy plant, we confronted Crabby. Each area ends in a climactic boss battle. Crabby was a bit of a pushover, but as the game progressed the difficulty for bosses spiked quickly up.
Taking the bribe from Crabby results in a penalty after defeating him
Cup Cake escorted me to the border or Chow Mein, and directed me to find Dr. Bromide in Herbal Village. I found his daughter Lolly Pop in his house, but was told to go to Tuna Village. There was a strange system of laws in Tuna where three laws were picked at random each day. A law had changed, and sent Dr. Bromide to jail.
The laws the day I arrived prevented me from looking for Dr. Bromide in jail
The third law was stuck, and I needed to fix it to progress. A man next to the laws accepted 100 gold to cycle the laws again instead of waiting a full day. Paying a second man 500 gold allowed me to enter and fix the machine by randomly raising or lowering three levers. Now able to talk to the guards and enter the jail I learned Dr. Bromide was moved to a different jail.
I had to travel all the way north for someone to tell me they would only let in Dr. Bromide or his daughter before I could ask Lolly Pop to join the party
The long treks back and forth ensured that I never really needed to grind for levels so long as I sparingly ran from battles. In order to get to the Dragon jail I needed a spicy golden pepper from a secretive group, and this is where Lolly Pop became key. Before they would hand over the pepper, I would have to defeat one of Bio-Haz's men in a nearby castle.
Finding the right combination of floating platforms to reach the top was a pain
Questioning the design choices for the castle, I nevertheless scaled it until I confronted Nikninja to take back the castle. The golden pepper was necessary to defeat the dragon guarding the jail. The jail turned out to be a work camp where the prisoners mined for high toxins. Sarg oversaw the operation, and was the turning point for difficult bosses. Luckily the game has a very forgiving auto-save feature, so essentially no progress is lost from a game over.
This was a really close battle, but Freeze 2 + med 2 turned out to be the winning combination of skills
We retrieved Dr. Bromide's research from him as he lay dying in the mine beyond Sarg. We took Springroll's climbing gear to reach the Curry nation (talk about author insertion). Princess Truffle was in the next village, and she decided that purity was Bio-Haz's weakness based on the research. She escorted us to Pipe Valley in search of Ralph Vader and the purest thing in the world. Pipe Valley was conservation area where all the monsters were protected by law. If harmed, the party is kicked out. To cross I had to flee from all encounters.
All I have to do now is go to Crater Lake beyond Nutmeg Village... I'm sure it'll be that simple
It wasn't that simple. Crater Lake had been polluted. Now noxious gas spewed from it constantly brought down by high winds. Truffle worked on making a neutralizing agent powerful enough to counteract the toxic waste while I searched for a way to reach the lake while the winds were calm. In the next town over I found everyone hopped up on an ultra hot flower that caused them to run around at high speeds. With some of the flower gathered from a nearby forest, I was able to race up the mountain to apply the neutralizing agent.
Rocks in the path stun the hero as he runs to the lake--at least I didn't need to collect a new flower each attempt
At the lake I faced off against Darts, which added a few more attempts to the mad dash for each loss. The water was anticipated to be key to defeating Bio-Haz, although no indication of how. I then traveled to the land of Spaghetti in search of the next princess. A resistance movement was forming, and Princess Citrus was at the center of it.
To prove my strength she challenged me to a duel
To assist Citrus, I joined her as she quested for powerful weapons. It just so happened one was a prize for a beauty contest in the next town. To enter, I needed to find three fruit for the coordinator Mr. Fifi to make Citrus a prime contestant. The forest was full of monsters that would steal the fruit as I collected it, but I finally returned with an apple, peach, and walnut. With the new dress, Citrus easily won the contest; however, the dress provided was too attractive, and all the men in the crowd prevented Citrus from moving. This was Fifi's plan all along, as a member of Bio-Haz he would strike down the leader of the resistance easily. However, the magic didn't affect the hero, and I vanquished him. Back at camp we found that the adjunct, Shrimp, had betrayed and killed everyone. We pursued, and gave him his due. It was a tough battle, but the weaken spell made a huge difference.
After the battle Citrus fell into a hole
In the next area I investigated the strange earthquake that opened the hole in the ground. Of course it was one of Bio-Haz's men, Cadmium, the commander of his hunters. I crossed the desert thanks to some cool mint leaves, and Microwave joined me in the village of Torte. To pass the guard waiting for me in front of Cadmium's cave, I had to fight my through an abandoned library below the town. Navigating the maze took some time, but I emerged with the Zap spell described in an ancient document. I confronted Cadmium, who offered me a place in Bio-Haz's army.
If you accept, Microwave destroys you, with fair warning
Strangely Cadmium became Cavity in battle. As per the new norm, this battle took a number of attempts to find the right combination of four skills. Microwave injured herself during the battle, and had to be carried back to town. We parted ways as she handed me the key to a ship to the south (I'm not sure how a ship operates with a key), which would finally take me to Burger. On the way, the ship exploded thanks to a trap laid by Cadmium. I awoke in Caviar Village somewhere in the Soup Empire in the home of Marcela and Pint. The local doctor instructed me to rest and rejuvenate in the hot spring.
Chests are sometimes filled with trash, which can't be dropped -- it clutters the inventory until "sold"
As I made my way through the forest I noted how easy the enemies were up to the hot spring. Why, I could probably beat them barehanded.
Oh, I see where this is going...
Spending time in the spring completely rejuvenated my strength. Without a choice whether or not to leave my equipment, I was at the mercy of having limited HP, and no spells, to deal with the forest creatures. By the end I caught up with the man who had my equipment, although I had to flee from most fights. Luckily Marcela came to my rescue. Turned out she was actually Princess Gum Drop.
Which programmer?
With the princess' special barrier, we crossed the Blizzard Mountain. It was a long path that all looked the same until we reached a small inn, allowing us to regain strength. A cave later we scaled down the mountainside to a village called Won Ton. There we learned that Burger was just to the south, but the only way to reach it was using a kite piloted by a crazy inventor. First though, I needed to see just how impossible it was to cross the cape to the south. Then it was time to rescue a child from a blizzard on the mountain Mr. Noodle had passed as I went to meet him. Turned out it was Pint Jr. trying to find Marcela/Gum Drop, so she stayed behind as I flew off the cliff.
Flying down to Burger
I arrived in the town of Trash. The town was so polluted most of the shops had closed down, and the exit was blocked. The tower of Dust Ball was guarded closely. After making a few rounds around the town, I walked into an abandoned building a second time to be confronted by someone named Lunch Box. He and Time Out introduced themselves as if I had met them before. They created a diversion while I entered the tower. At the top I defeated the evil wizard Thyme.
She revealed that Bio-Haz was actually a human trying to save that world by dumping all the waste in Greene--so why was his men digging up toxins in that mine?
The shops remained closed, but I was now able to leave town for the final confrontation against Bio-Haz. First I rescued the king and queen, who thought it was a good idea to return before Bio-Haz was defeated. His hideout was to the south through a flower garden that only the royal family was permitted to enter. In troubled times like this I'm not sure why such restrictions were still imposed, but I had received charms from all the princesses to indicate I was trusted. I met up with Cup Cake and Truffle in the next town where she coated my sword with the pure water.
Is this an untranslated text?
I ran from most encounters at this point as I wasn't quite sure where I could regain my strength. Gum Drop showed up to help me with her barrier, but quickly ran out of magic. I rescued Candy from the dungeon, and with her power confronted Bio-Haz. He really was powerful, and with two forms proved a bit too much to handle. I resigned myself to grinding up to about level 41. The hero gains experience from the first form, and a level up restores HP and MP to max, so timing it just right to gain that level is key to beating the second form. That and a whole lot of luck. Citrus showed up to help during the second form, but her damage was pitiful.
An actual choice comes right at the end
With Bio-Haz defeated, the kingdom is safe once again. The hero can now choose to go home, or stay and marry one of the king's daughters (except Gum Drop who's promised to Pint already). If you choose Cup Cake, who's only 11, the king will say she's too young, but you can wait around a few years. The king doesn't say anything of the sort when you pick Truffle though, who's only 15, so I wonder what the age of consent is for this kingdom. I tried to pick Microwave and the queen as well, but they weren't having any of it.
Neither was the king
Initially I chose not to marry any daughter, and returned to the human world. Due to differences in dimensional reality the hero had only been absent for an hour. To top off the never seen that before list, after the end screen the game includes a small reward.
Not just a sound test, not just a bestiary, but also a small bio profile for each princess

Elapsed Time: 9h25m (Final Time: 9h25m)

Combatant - Bosses are really what make the game challenging, but the number of strategic options offered is enough to ensure grinding is optional. It just takes a little exploring of spells not normally used, and a little bit of luck. Stats definitely play a role, and grinding can turn the tables.
Rating: 7
The bestiary comes complete with all stats--Bio-Haz's second form
Admirer - This section gets high marks for the customization options of skills, and the unique controls. There aren't any adjustable appearances, and only HP and MP increase on level up.
Rating: 5
A lack of a good upscaler means these screens look blurry, but the character sprites are really well done
Puzzler - There aren't any side quests, and not many puzzles. There is only a single solution through the game. The main quest is well laid out though, and it's difficult to get lost.
Rating: 3
It's hard to tell from some of these titles, but I think this is the right person to credit for the life size record player
Instigator - The story falls a bit flat on the environmental side, stating only that toxic waste is bad. I'm not sure how influential it would be on any kid. How they handled trash was cute for a while, but annoying by the final dungeon where nearly every chest had some. NPCs do well at pointing at the next area, but don't make the areas themselves feel alive. There aren't a lot of choices, and those there are don't lead to interesting consequences during the game.
Rating: 4
Time to lay out the moral of the story
Collector - There's stuff, some strange things I wasn't quite sure what to do with, but as far as I can tell the strange things are only there to be sold. While there is a limit to inventory, it'll take a while to reach. The economy has a strange balance. Not excessively over the top with gold, I was still able to purchase the best equipment as I arrived in town. There weren't many instances where I had to decide on some equipment over others. Strength is relative to cost, and equipping items will tell you for certain if it's more powerful.
Rating: 4
How about an item list?
Explorer - The graphics as I mentioned before are well detailed, and enemy sprites are some of the best on Game Boy. The music is interesting, I don't think I've heard anything quite like it. The world is fun to explore, but linearly scripted, so there's no point in exploring off the designated path. It's also chopped up into areas that prevent back tracking.
Rating: 4
Were these really all renditions of Chopin pieces, or did someone want to credit themselves as Chopin?
Final Rating: 27 [45%]

Overall a light fun game that surprised me with innovative mechanics even if the story didn't quite grab me. I'm not sure I'd claim this as a recommended title. It's a good challenge if you avoid grinding, and inoffensively short compared to most console RPGs.
What happens to his father if he stays in Greene?
I know updates have been lacking. I actually beat this game nearly two months ago, but I'm still in that funk where writing feels more like a chore than something I get excited to share. It might be the heat of the early summer, or the recent lack of exciting games. Add on top of that some issues I've had getting into the next game, Might and Magic III, and I just had to take a break for a while. We'll see if I can get back on pace, but if not, please forgive the lack of content and I'll update when I can. I'd rather update infrequently than force worse writing in haste. Even with the trouble I've encountered, I'm still looking forward to giving it another attempt.