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Showing posts with label Game Ideas. Show all posts
Showing posts with label Game Ideas. Show all posts
Monday, July 23, 2012
Final Fantasy 19: BOSS: The Enchanted Cookies
Enchanted Cookie x3
Level: 1, HP: 300, MP: 0
Rewards: Flour x3 (Always)
Special: None
Vulnerable to: Mini
Attacks: Speech Attack
Sketch: !Chocolate Chip Missile, Explode
Blue Magic: Explode (Sketch)
Draw Spell: Curaja
BGM: My Favorite Trick (Breath of Fire III)
The Enchanted Cookies are the easiest bosses in this entire game. There is no competition: it is literally impossible to lose this fight unless you target your own characters. The Cookies will never, under any circumstances, deal even a single point of damage.
They certainly are chatty, however. Every one of their turns, they have a chance of saying one of the following phrases:
"You're losing serious brownie points, buster!"
"Butter me up enough and I might let you pass!"
"It looks like you've been caught with your hand in the cookie jar!"
"You ugly beasts! Looking at you makes me want to toss my cookies!"
When attacked physically, they will scoff, "So, you think you're a tough cookie, eh?" When attacked magically, they will sniff, "So, you think you're a smart cookie, don't ya?" When defeated, they will cry out, "That's the way the cookie crumbles!"
If you hit them with fire magic (such as Phoenix's Fire spell,) they will yelp, "OUCH! I think you turned the oven up a little high!" If you miniaturize them with Badger's Compression spell, they will exclaim, "Bite-sized!"
Talkative little buggers, aren't they?
The most interesting things you can get out of these bosses-in-nothing-but-name are their Sketch attacks. Most of the time, you will get the !Chocolate Chip Missile, which is unique to the Cookies and features an animation never seen anywhere else (although the power is actually less than a regular physical attack). There is a 25% chance of getting the Explode spell, however, which is a Blue Magic that can be learned by Ferret. Granted, it is a USELESS Blue Magic that can be learned by Ferret, as you will almost always get more use out of a live Ferret that can Shriek and dispense items instead of a kamikaze Exploding Ferret (amusing though the image is,) but this IS the first chance you have to learn it, so it's interesting for the novelty if nothing else.
When it comes to the actual disposal of the cookies, you will find that the greatest danger in this fight is that you, the player, will die of over-exposure to bad jokes. Burn Owl Aye's "trap" to a crisp with Phoenix's Fire, which they are weak to, and move on.
Final Fantasy 19: Owl Tower
Location: The World of Darkness, Owl Tower
Party members: Badger, Ferret, Phoenix
Opponents: None
Items: Star Chart x13, Potion x2, Hi-Potion x2, Phoenix Down x3, Phoenix Pinion
x1, 333 G, 444 G, 555 G, 666 G, 777 G
BGM: Welcome to Bukki Tower (Super Mario RPG)
The lair of the terrible villain Owl Aye! Traps lurk in the floor panels. Monsters lie in wait behind every corner. Utter terror enters your very soul from the chilling background music. Owl Aye is bringing Princess Peahen snacks.
Wait, what?
Preparation: You'll want to be fully decked out in World of Darkness equipment before venturing in here. Whether "World of Darkness equipment" means a store-bought Flashy Robe or the Scholars' Library's Librarian's Robe is your own prerogative, but Cotton Robes just ain't gonna cut it anymore.
Despite being the lair of an evil enchanter, Owl Tower seems suspiciously homey from the outside, with a neat little welcome mat and some pretty flowers on a windowsill. Phoenix fears that the welcome mat may have teeth and try to eat you, but Ferret smacks some sense into her and the animals breach the entrance only to come out again at the entrance to the tower's glade. A space/time distortion!
Ferret attempts the front door again, with no more success than before. Phoenix curses Owl Aye with the power of Crimper/Cheese. Badger ponders. If Ultimecia gave him a portion of her Sorceress Power over time and space, perhaps he can use it to unbend this spatial loop and gain entrance to the Tower!
Unfortunately, Badger has no idea how to access those powers.
Fortunately, Ferret discovers a door labeled "For Guests" that goes right inside.
Several stories up, a small grey kitten that has been watching the invaders intently now runs off to warn her master...
In the cozy parlor at the top of the castle, the Great and Terrible Owl Aye is threatening the beauteous Princess Peahen with...incredibly insignificant threats of bodily harm, such as tickle-torture and rib-poking. Princess Peahen, who is as dumb as she is beautiful and as brave as she is dumb, valiantly refuses to remain his prisoner, despite the "danger" to her person. The charade would probably continue indefinitely if the kitten did not appear, raging at Owl Aye that intruders have entered the castle! Owl Aye does not understand; how did they surmount his repeating space loop? "By taking the LABELED side door, you imbecile!"
Owl Aye is confident that Peahen's rescuers, no matter how powerful they may be, will never surmount his next defense. Kitty demands to know if this is the one in the kitchen and, when told that it is, informs him that she will be taking over Castle Defense duty herself.
The inside of Owl Tower is filled with books, tchotchkies, and a surprising number of chinchillas, who appear neither rabid, violent, nor even in the least bad-tempered. Above the nearest doorway is a plaque reading, "Lord Chaos, bless this humble home." It has birds on it. Ferret is not impressed.
Wandering through the rooms on the first level of Owl Tower, you will find a carefully labeled "Care Package" containing a Potion, a Phoenix Down, 333 gold, and a note wishing you to have a nice day. Ferret's respect for the place is dwindling into the negatives by now. Things only get worse when you enter the kitchen and find Owl Aye's "next defense"...
Tuesday, July 17, 2012
In Humanity Lies Hope: Introduction
It's high time I introduced some new ideas on this blog, so let's begin with an idea I've been turning over in my head for over a year and a half now. Despite the large amount of time I've had this idea in mind, it's honestly not very well-formed, so this isn't a concept I'll have huge, in-depth posts on like I do for Rambling or Spectrum.
Some of you are probably quite relieved by this!
Anyway, "In Humanity Lies Hope" is imagined to be an RPG that looks like a Tales game and plays like Dissidia: Final Fantasy. It takes place in a world of demihumans, and it is a game plot that runs on curiosity and the desire for freedom rather than a world-threatening danger. Like Star Ocean: The Second Story (and other games,) the game has two main characters, both dog demihumans: Haruki, a shiba-inu-inspired archer who is quiet and sheltered, and Tess, a collie-inspired street-thief with a noble spirit.
Combat takes place in large, interactive, three-dimensional battlefields, as in Dissidia. The maximum party size is four characters, but you only control one, although you can switch who you are controlling at any time. The remaining characters in the party are either controlled by the A.I., directed by a Tales-inspired set of directives you can set in the Options menu and change during battle, or by up to three other people. I'm a big fan of multiplayer RPGs, and it's my personal opinion we really need more of them!
In a way, I intend the plot of "In Humanity Lies Hope" to be a mystery story. Mysteries drive the characters to leave their homes and embark on this journey. Mysteries drive the religions of the world, and mysteries inspire the ones who turn against these religions as well. Mysteries will, I hope, pull the player into the story. Who is right about the nature of the world? What is the real plan being woven within the shadows? Why do the worshiped gods have such familiar forms? And most important of all...do we all turn pink or blue in the afterlife?
Some of you are probably quite relieved by this!
Anyway, "In Humanity Lies Hope" is imagined to be an RPG that looks like a Tales game and plays like Dissidia: Final Fantasy. It takes place in a world of demihumans, and it is a game plot that runs on curiosity and the desire for freedom rather than a world-threatening danger. Like Star Ocean: The Second Story (and other games,) the game has two main characters, both dog demihumans: Haruki, a shiba-inu-inspired archer who is quiet and sheltered, and Tess, a collie-inspired street-thief with a noble spirit.
Combat takes place in large, interactive, three-dimensional battlefields, as in Dissidia. The maximum party size is four characters, but you only control one, although you can switch who you are controlling at any time. The remaining characters in the party are either controlled by the A.I., directed by a Tales-inspired set of directives you can set in the Options menu and change during battle, or by up to three other people. I'm a big fan of multiplayer RPGs, and it's my personal opinion we really need more of them!
In a way, I intend the plot of "In Humanity Lies Hope" to be a mystery story. Mysteries drive the characters to leave their homes and embark on this journey. Mysteries drive the religions of the world, and mysteries inspire the ones who turn against these religions as well. Mysteries will, I hope, pull the player into the story. Who is right about the nature of the world? What is the real plan being woven within the shadows? Why do the worshiped gods have such familiar forms? And most important of all...do we all turn pink or blue in the afterlife?
Saturday, July 14, 2012
Yuunaru! Characters: Taro
TARO
Nicknames: None
Age: 17, Taurus
Grade: High School Senior
Hair: Black
Eyes: Black
Build: Large, but beautiful
Profession: Sumo-wrestler-in-training
Family: Orphaned
Personality: Kind, caring, dedicated
Dream: To open a restaurant
Likes: Feeling needed, rice
Dislikes: Cracks about his body
Weapon: Gloves
Transformed Costume: Fundoshi
Element: Earth Sun
SKILLS
Quake
Earthquake
Magnitude 10
Encourage (heals both of Taro's allies)
Cure (full-heal for one)
UNISON ATTACKS
Taro, Hiro: NOT AGAIN
Taro, Motoki: Bakery Attack
Taro, Konosuke: Powerful Song
Taro, Kiyoshi: Blitzkrieg
Taro, Yukio: Elegant Song
Taro, Shimei/ Fuma/ Jin/ Yukio: First Aid
Taro, Makoto/ Ai Len/ Kisho/ Kohei/ Atsushi/ Zen: Martial Attack
TRIPLE UNISON ATTACKS
Taro + Two (Mizumaki, Konosuke, Kiyoshi, Tsuruya, Zen): Exhibitionist Attack
Taro + Two (Shimei, Fuma, Jin, Yukio): Medical Emergency
Taro + Two (Junichi, Konosuke, Hikaru, Yukio, Hanako): Concert Attack
The youngest and newest member of the school's unpopular sumo wrestling team, Taro is a sweet, gentle, soft-spoken, food-loving student with a strong work ethic and a humble dream of someday opening a cozy little restaurant somewhere in town. Shy and often found studying with extensive supplies of food at his side, he has been teased throughout his school career but has somehow held onto his kind and innocent nature. He can be gently teasing sometimes, but is much more often the shoulder others run to cry on, as he radiates calm, acceptance, and comfort like a space heater.
Although Hiro's wish grants him, among many others, magical powers, Taro doesn't realize this for quite a while (although his encouraging words to others have been having surprisingly dramatic effects recently). It's not until Arata and Hayato crash a festival and Taro shatters the earth to defend others that he realizes something's different. Once the situation is explained to him by the others, he cheerfully agrees to help Fight Evil (disappointing Ryuu temporarily by ruining his sentai team, until he learns that Taro can cook).
There are two different ways to hang out with Taro: you can train with him and follow him to sumo, which will get you lots of easy extra EXP but not too many relationship points; or you can cook with him and help him look into owning a restaurant. You can try switching back and forth, but both event trees are riddled with crucial events that you can easily miss, which will screw you up. Basically, if you want a relationship with Taro, encourage his foodie side, not his fighting side.
Yuunaru! Characters: Hayato
HAYATO
Nicknames: None
Age: 210, appears 18, Scorpio
Grade: N/A
Hair: Brown (Yellow when transformed)
Eyes: Brown (Red when transformed)
Build: Strong
Profession: Tengu
Family: N/A
Personality: Calm, vain, competitive
Dream: To be idolized
Likes: Tea, early mornings, bitter gourd crepes
Dislikes: Pepper, strong scents that disturb his sensitive nose
Weapon: Hauchiwa (mystic feather fan)
Transformed Costume: Elegant ceremonial robes
Element: Wind Star
SKILLS
Cyclone
Tornado
Typhoon
Tailwind (speed up, all)
Galewind (speed down, all)
UNISON ATTACKS
Hayato, Arata: Demon Attack
TRIPLE UNISON ATTACKS
Hiro, Arata, Hayato: Summoning Attack
Hayato + Two (Shimei, Ai Len, Kisho, Yukio): Bishounen Attack
NOTE: Scarred during the course of the first game
Like Arata, Hayato the tengu is summoned by Hideki to be Hotaru's secret weapon against Hiro. Hotaru holds back on utilizing Hayato until Ai Len defects, at which point he sends Hayato to keep an eye on Arata's hijinks. Hayato is a calm, logical individual - an excellent counterpoint to Arata's energy - but unlike Ai Len, whom Arata grated upon, Hayato also appreciates Arata's sense of fun and humor and is easily roped into going to amusement parks or festivals instead of attending to his work. Hayato is also fantastically vain and can easily be manipulated by appealing to or pricking his vanity; he often gets involved in beauty/ swimsuit/ talent competitions and is not above resorting to underhanded methods to win. He tries to portray himself as a tranquil, traditional, nature-loving individual, but his quick temper often ruins the image before he's even done creating it.
Hayato joins Arata in attacking Hiro after Ai Len leaves Hotaru's side, and he considers Ai Len - whom he replaced and whom often foils his carefully laid plans - his eternal rival, frequently challenging him to compete in the afore-mentioned beauty/ swimsuit/ talent competitions (although Ai Len inevitably wins). Eventually, however, the demonic duo's lack of results enrages Hideki and by extension Hotaru, who puts Raye in charge of them both. Hayato handles Raye's strict micromanagement better than Arata, but becomes dissatisfied enough that he joins Arata in hiding from him at mission time and accidentally stumbles across the Destroyer Laboratory with him. Hideki, furious at their intrusion, thrashes them both with extremely powerful magic, and only Hayato's wind powers get them out of the fight alive. Arata, the slightly less injured, tows Hayato to safety and gets them both to Hiro, who takes them in. Hayato, whose face is now scarred (albeit handsomely so,) is willing to do anything to get revenge on Hideki - even assist Ai Len.
Being as vain as he is, Hayato responds well to flattery. However, since he spends so much of the game getting beaten by Ai Len, the important part to winning his affections is comforting him afterwards, and words won't do the job there. Show him how well you know him by taking him out to do things he enjoys
after his crushing defeats - such as crepes, tea, hikes, or KILLING THINGS - and your relationship will blossom.
Yuunaru! Characters: Arata
ARATA
Nicknames: Little Devil
Nicknames: Little Devil
Age: 199, appears somewhere between 13 and 16, Leo
Grade: N/A
Hair: Long, crazy, and silver
Eyes: Red
Build: Short but strong
Profession: Oni
Family: N/A
Dream: To find something to care about again
Personality: Mischievous, seductive, single-minded
Likes: Playing pranks and causing chaos
Dislikes: Words of optimism and cheer
Weapon: Gloves
Transformed Costume: Horns, samurai-esque garb, tiger-skin-loincloth, massive rosary beads
Element: Fire Moon
SKILLS
Pulsar
Quasar
Super Nova
Meltdown (defense down, one)
Smelt (attack up, one)
UNISON ATTACKS
Arata, Hayato: Demon Attack
Arata, Kiyoshi: Shota Attack
Arata, Chinami: Volatile Attack
Arata, Atsushi: Oni's Sake
TRIPLE UNISON ATTACKS
Hiro, Arata, Hayato: Summoning Attack
Arata + Two (Ryuu, Isao, Hotaru, Jin, Tsuruya, Kiyoshi): Brawlers' Attack
Arata + Two (Makoto, Kisho, Konosuke, Tsuruya): Bara Attack
Arata is an oni summoned by Hideki and given to Hotaru as a secret weapon against Hiro. A passionate, mischief-making trickster, Arata takes great joy in having fun in any way: eating good food, going to amusement parks, going shopping, getting drunk, going clubbing...if it's high-energy and engaging, you can bet Arata wants to do it. He's been locked out of the world for almost a century thanks to a long-dead exorcist and is very excited to walk it again. Despite his youthful appearance, Arata has the benefit of many years of experience and is more intelligent than he lets on; in fact, although he enjoys being treated like a child for the happy-fun-times of it, he has a strong mature side underneath all the fun and games.
Hotaru releases Arata from his magic-induced slumber and orders him to help Ai Len after Ai Len's concentration is shattered when Shimei fires him. Arata's excessive energy clashes horribly with Ai Len's methodical planning, which eventually results in Ai Len defecting to Hiro's side and Hotaru releasing the tengu Hayato to help Arata defeat them both. With Hayato to help him plan his moves and control himself, Arata causes chaos with gusto until his lack of any genuine results provokes Hideki to put pressure on Hotaru and Hotaru to put pressure on Arata. When Raye returns from America, Hotaru puts the cowboy in charge of Arata and Hayato, and Raye's tight management causes Arata's free spirit to chafe. Upset and sullen, Arata accidentally discovers the Destroyer Lab hidden within Hotaru's headquarters and is, along with Hayato, severely injured by Hideki for trespassing. Supporting each other, the two barely escape with their lives and struggle to find Hiro and warn him about Ifrit, whom they barely caught a glimpse of before Hideki found them. Arata may be a demon, but his demonic nature makes him fond of the material world, and he doesn't want to see it destroyed. After Hotaru and Ifrit have been defeated, Arata - pleased at the excitement he's had with Hiro's group - begins to bother them on a permanent basis.
Although Arata often acts like a child to the point that you want to smack him, he really longs for someone who will put up with his rapid persona changes, both enjoying and valuing all the different roles he likes to take on without judgment. Arata takes a lot of attention and money - part of wooing him is doing whatever he wants you to do and buying him all the things he suggests you buy, which will take grinding - and also requires walking a fine line between playing along with him and humoring him. If he feels he's being treated like a child, he will speedily lose interest in you...unless, of course, he wants to be treated like a child at that particular point in time, in which case he will speedily lose interest if you DON'T.
Friday, July 6, 2012
Rambling: Monsters: Witches
Method of Attack: Hexes, jinxes, general bad-luck curses
Omega Attack: Witch's Kitchen
Omega Attack: Witch's Kitchen
Types
Witch
Hag
Crone
Black Annis
Movement: 3
Spellbook Slots: 3
Magic Experience
Gain Rate Chart
Fire: 20 - Water: 20
- Wind: 20
- Earth: 20
Lightning:
20
- Holy: 20
- Darkness: 20
- Medical: 05
Strength: 05
- Weakness: 30
Skills
Learns magic up to
Level 4 of one random element.
Skill Statistics
Normal Attack - Lvl 0, MP 1%, Long-range
Witch's Kitchen - Lvl 0, MP 0, Omega Attack
Level 1
- Lvl 5, MP ?, Long-range
Level 2
- Lvl 15, MP ?, Long-range
Level 3
- Lvl 30, MP ?, Long-range
Level 4
- Lvl 60, MP ?, Long-range
Rambling: Monsters: Gorgons
Method of Attack: Claw slash, jewel toss, tail slam, super slap
Omega Attack: Death Glare
Types
Gorgon
Euryale
Stheno
Medusa
Movement: 3
Spellbook Slots: 2
Magic Experience
Gain Rate Chart
Fire: 05 - Water: 15
- Wind: 20
- Earth: 30
Lightning:
15
- Holy: 10
- Darkness: 25
- Medical: 05
Strength: 20
- Weakness: 30
Skills
Stone Gaze - Gorgon turns, removes her mask, and
raises a mirror; causes Stone.
Jewelry Shower - Blows a cloud of smoke that thunders and
rains jewels.
Fatal Gaze - Removes Gorgon’s mask to cause instant death.
Skill Statistics
Normal Attack - Lvl 0, MP 0, Short-range
Death Glare - Lvl 0, MP 0, Omega Attack
Stone Gaze
- Lvl 5, MP 12, Medium-range
Jewelry Shower
- Lvl 10, MP 13, Long-range
Fatal Gaze
- Lvl 33, MP 50, Medium-range
Rambling: Episode Three: Stage Fifteen: Abyss Bridge
Stage Fifteen:
Abyss Bridge
Enemies: Snuff Imp lvl 6 x3
Manikin lvl
7 x3
Witch lvl 8
x1
The only bridge
across the gorge between you and Aerei is guarded by a Witch and her summoned
imps. Although not as powerful as Malevolenta, the Witch will still throw Fire spells at you from the safety of
other side of the bridge, and her bevy of attendant imps will join in with Fireballs.
This is not a battle where you can hang back and let the enemies come to you, as they will refuse to do so. Your only choice is to storm them, and the only way to do this is by crossing the bridge (or by fielding a group entirely comprised of Crows to fly over the chasm, but this is rather impractical). Of course, crossing the bridge is going to be a slow process, and you're going to be pelted by flames the entire time. This sounds like a job for a magic-defense tank, like, say, oh...Søren?
With Søren to lead your advance, deploy some similar tanky types with high magic defense (Familiars, Elementals) or, failing that, high HP (Flo, Manticores). Since the enemies are trapped in tight quarters on their side of the bridge, area spells from Elementals or Yuki can put a large dent in their collective strength, allowing your advancing tanks to wade in and finish them off.
Rambling: Characters: Pepper
Pepper
Recruited: Episode 3, Stage 14 (Mountain
Pass )
Method of
Attack: Ferret flip, ferret rush, or blowtorch (?!)
Omega
Attack: Pepper of the Opera
Pepper is a ferret
who was turned into stone while traveling through the Carapan Mountains .
Yes, traveling. Pepper is a traveling imitator who imitates famous people from
around the galaxy. He’s also completely off his rocker, which is the only
explanation for how he knows about
all these people from around the galaxy. He is a firm believer in Good and
Justice, and is therefore proud to travel alongside a hero such as Hana. At
least, this is what we think his
excuse is. He only speaks in loud, opinionated squeaks.
Starting Level: 5
Movement: 6
Spellbook Slots: 1
Magic Experience
Gain Rate Chart
Fire: 25 - Water: 05
- Wind: 12
- Earth: 10
Lightning: 25
- Holy: 05
- Darkness: 10
- Medical: 05
Strength: 05
- Weakness: 05
Skills
Crabwalk - Pepper dresses up as a crab and pinches
the foe severely.
Pepper daVinci - Pepper dresses up as Leonardo daVinci,
scribbles on canvas, and ceremonially smashes it over the foe’s head.
Pepper Charat - Pepper dresses up as Digiko and fires Laser
Eye Beams.
Pepperman - Pepper dresses up as a superhero and
flies into the enemy.
Pepper
Bonaparte - Pepper dresses up as Napoleon
and commands the advance of a ferret army.
Pepper Dif - Pepper dresses up as Rene Dif and belts
out Barbie Girl (?!).
Pepper the
Great - Pepper dresses up as Alexander the Great and
attacks from a chariot.
Skill Statistics
Normal Attack
- Lvl 0, MP 0, Short-range
Pepper of the Opera - Lvl 0, MP 0, Omega Attack
Crabwalk
- Lvl 0, MP 4, Short-range
Pepper daVinci
- Lvl 5, MP 7, Short-range
Pepper Charat
- Lvl 9, MP 6, Long-range
Pepperman
- Lvl 17, MP 16, Medium-range
Pepper
Bonaparte - Lvl 22, MP 22, Long-range
Pepper Dif
- Lvl 26, MP 34, Long-range
Pepper the
Great
- Lvl 38, MP 51, Medium-range
Rambling: Episode Three: Stage Fourteen: Mountain Pass
Stage Fourteen:
Mountain Pass
Enemies: Crow lvl 7 x3
Oread lvl 7
x5
Gorgon lvl
7 x1
Guests: Pepper (Ferret) lvl 5
A level 7 Gorgon
is dangerous, but not really worrisome. Later in the game, these will become
one of your most dreaded foes, capable of killing in one hit with their Fatal Gaze skill, but for now the worst
they can do is turn you to stone with Stone
Gaze. While inconvenient, this ailment is easily cured with Refresh
or Hana’s Scent of Roses. None of
the monsters here really pack much of a punch at this level, so you shouldn't have trouble handling them in straight-up combat.
However, before
moving on, take careful note of that little ferret statue off to the side. If
you examine it, you’ll notice that it has stats. That’s because it’s actually a
character! Use Refresh or Scent of Roses to unstone the little
ferret...and you’ll find out that you just unleashed a fireball of
ferret-energy called Pepper. Most of Pepper’s stats are very low, but his
attack, speed, and movement are through the roof. He’ll be controlled by the
computer for this one battle, and you’ll see his worth as a fighter as he rips off the face of every enemy within his range. After the battle, you have the option
of letting him join you. If you refuse, you will not get another opportunity!
However, if you accidentally miss unpetrifying him the first time through,
he’ll still be there on subsequent playthroughs of this stage.
Rambling: Episode Three: Stage Thirteen: Foot of the Mountain
Stage Thirteen: Foot of the Mountain
Enemies: Dryad lvl 7 x3
Oread lvl 7 x3
This is a simple enough stage that really exists so you have a nice, easy stage to experiment with Søren. Søren is a heavy-duty tank-type character with good defense and very high magic defense, making him an ideal counter to any strong magic-user you come across. His spells are strong, but expensive, so particularly at this early point in the game, you'll want to conserve them for serious threats only.
There's not much to say about the battle itself. Focus your attacks on one dryad at a time, as all six of them can heal themselves, undoing all of your hard work. Also, try to let your weaker characters finish the dryads off for some easy experience.
Rambling: Characters: Søren
Søren
Recruited: Episode 2, Stage 12 (Sleeping Tower)
Method of
Attack: Knight Sword
Omega
Attack: Sleeping Lightning
A prince from the
faraway city of Once Upon a Time, Søren bit into an poisoned apple and fell
into a deep magical sleep. He was sealed away in a tower for a princess to come
and kiss him awake, in keeping with tradition, but the bad fairy Malevolenta
learned of this and took over his tower herself. Søren has been trapped asleep
in his tower for years now – but when Hana comes and kisses him awake, his
once-simple life reveals itself to be much more complicated than he remembers
it to have been.
Starting Level: 5
Movement: 4
Spellbook Slots: 2
Magic Experience
Gain Rate Chart
Fire: 15 - Water: 20
- Wind: 20
- Earth: 15
Lightning:
25
- Holy: 20
- Darkness: 10
- Medical: 15
Strength: 20
- Weakness: 05
Skills
Awakening - A rising slash that sends the enemy
flying, then two stabs.
Sleeping
Thunder - Raises sword and summons
lightning, then swings it at foes.
Refresh - Cures the status effects of one
ally.
Sleeping Storm - Calls lightning into sword and rushes the
enemy.
Sleeping Bolt - Throws sword into the foe and summons
lightning to it.
Sleeping
Tempest - Shreds enemy with swordskill
amidst a thunderstorm.
Awakened
Mjolnir - Summons the thunder god to
incinerate foes with lightning.
Skill Statistics
Normal Attack - Lvl 0, MP 0, Short-range
Sleeping Lightning
- Lvl 0, MP 0, Omega Attack
Awakening
- Lvl 0, MP 10, Short-range
Sleeping Thunder
- Lvl 0, MP 12, Long-range
Refresh
- Lvl 10, MP 8, Long-range
Sleeping Storm
- Lvl 15, MP 22, Short-range
Sleeping Bolt
- Lvl 23, MP 36, Medium-range
Sleeping Tempest
- Lvl 31, MP 67, Short-range
Awakened
Mjolnir
- Lvl 41, MP 40, Long-range
Thursday, July 5, 2012
Rambling: Episode Three: The Beauty and the Beast: Carapan Mountains
To reach Aerei,
one must travel through the Carapan
Mountains . Hana asks
Søren about Aerei – Søren says that it is a small, sleepy town.
Rambling: Episode Three: The Beauty and the Beast: Legend
The Hero Society
is astounded to see Hana, Yuki, Flo, and Prince Søren returning to Legend. One
and all they turn on Silvanus, who remarks that he didn’t specify that it was a
princess at the Northern
Castle . With no other
choice, the Society declares Hana a Hero.
To get rid of
her, the Society sends Hana and co. off to Aerei to get rid of a terrible
man-eating monster there. The secretary regretfully informs you that you have
been put on the Society black-list and are not allowed to borrow any flying
materials as of now. Søren joins Hana’s team.
Final Fantasy 19: Wandering the World of Darkness: Dastar, City of Bards
Location: The World of Darkness
Party members: Badger, Ferret, Phoenix
Opponents: None
BGM: Final Fantasy III - Covert Village Falgabard
Corresponding to Duster, residence of Bards and Geomancers, Dastar is the place where Ferret will FINALLY get an equipment upgrade. Hidden in the middle of the star-shaped forest to the west of Demur, Dastar is definitely worth a visit before storming Owl Tower.
Item Shop:
Potion
Antidote
Gold Needle
Eye Drops
Echo Screen
Holy Water
Phoenix Down
Dastar possesses all of the status-effect curing items in the game (except the unique ones such as Jinnspice and Shivan Soup). You won't need most of them for a while, but it wouldn't hurt to stock up early if you have the money.
Weapon Shop:
Thundering M-Phone
Dream M-Phone
Banshee's M-Phone
Song Stone
At last, weapon upgrades for Ferret! But which to choose? Unless you've spent a huge amount of time grinding for money, you won't be able to afford the Banshee's M-Phone. The Dream M-Phone is also vastly overpriced, especially as its effect can be mimicked once Ferret hits level 10 and learns Lullaby. The most reliable option--unless you're filthy rich--is the glorious Thundering M-Phone, which will finally allow Ferret to hurt all monsters instead of simply attacking them.
The Song Stone is good enough, all things considered; it protects from Sleep, which isn't a bad status effect to have protection from. However, it's very expensive, like almost everything else in the area, and protection from Sleep just isn't that necessary right now. If you've bought everything else in Dastar (up to and including the Banshee's M-Phone,) the Song Stone is not an unworthy purchase. However, if you've done that, you don't really need the Song Stone at all, now do you?
Armor Shop:
Diamond Bell
Plumed Hat
Bardic Robe
The Bardic Robe is a Ferret-only equip that offers only one point more Defense than the Flashy Robe but almost twice as much Magic Defense. It's a great piece of armor, as long as you can afford it. The Diamond Bell is a beautiful helmet with extremely high Defense; its physical protection might even outweigh its complete lack of Magic Defense and its typically exorbitant price tag. Or it might not, especially since Owl Tower and the Scholars' Library - the two dungeons you'll be tackling next - have foes with powerful magical attacks in them. Plumed Hats were, of course, for sale in Peaheria already.
A typical party set-up at this point might be:
Badger
Wave Hammer
Plumed Hat
Flashy Robe
Mythril Bangle
Remora Eidolon
Ferret
Thundering M-Phone
Plumed Hat/ Diamond Bell
Bardic Robe
Mythril Bangle
Oxen Stone
Phoenix
Magic Wand
Plumed Hat
Flashy Robe
Chocobangle
Water/ Storm Jewel
At this point, you can go and venture into the Scholars' Library if you wish. However, even with equipment from Peaheria and Dastar, you may not be strong enough to survive its many dangers. I will cover that location after Owl Tower.
Final Fantasy 19: Wandering the World of Darkness: Demur, Town of Fishermen
Location: The World of Darkness
Party members: Badger, Ferret, Phoenix
Opponents: None
Items: Remora Eidolon
BGM: Final Fantasy III - Town of Water
Demur corresponds to the World of Light's city of Amur. It is, if possible, even less important to the story than Amur was to the story of Final Fantasy III, but aside from the oddly attractive fishermen and their brash but good-natured wives that populate the area, there is one interesting thing to find.
Down on the beach are a trio of young boys fishing. If you talk to them, they accidentally pull up a giant fish that scares them all away. Seeing Badger and company as the only people around, the fish demands that you get that accursed hook out of its jaw. If you agree to do so, the fish will grant you the Remora Eidolon accessory in gratitude.
The Remora Eidolon isn't the best summon stone around, not by a long shot, but it does have its uses. Its summon spell, Latch On, deals a small amount of damage with the added chance of Slow and Paralysis. It works well against hardy enemies you need to take out of commission for a little while, such as Thunder Giants.
Item Shop:
Potion
Eye Drops
Gold Needle
Echo Screen
Tent
Final Fantasy 19: Wandering the World of Darkness: Leprit, Village of Summoners
Location: The World of Darkness
Party members: Badger, Ferret, Phoenix
Opponents: None
Items: Chocobracelet, Elixir
BGM: Final Fantasy III - Covert Village Falgabard
Filled with Summoners, Leprit is the World of Darkness version of the town of Replito. Small and quiet, these summoners live at peace with the natural magic of the world and dedicate their lives to the raising of Chocobos, which they unanimously seem to adore.
Item Shop:
Potion
Ether
Ottershroom
Bottled Calamari
Toad Tonic
Titanic Pepper
Lunar Prism
Jinnspice
Shivan Soup
Leprit is home to many interesting items that cannot be found elsewhere. If you have the money to spare, consider purchasing some Ottershrooms, which are convenient when you've run out of resources and need to escape a dungeon to recover.
The main hall of Leprit contains several Summoners who will explain various aspects of the game to you. One explains the differences between different types of magic. Another details all the positive status effects in the game, and her twin, the negative. Another gives various hints of how you might learn Ferret's new Vocalizations, while another vaguely references her Rage Gauge. They discuss the aspects of Ultimecia's Draw, Phoenix's Limit, and the powers of several characters you haven't even recruited yet. Also in the main hall is Rydia, famous summoner of Final Fantasy 4, who is in a panic; her friend Cecil just disappeared in a way that Badger connects as being oddly similar to Ultimecia's abduction. Hmm...
If you head over to the Chocobo corral and talk to the Yellow Chocobo, you have a dialogue choice between "Wark" and "Warrrk." Choosing "Wark" causes the Chocobos to perform a choco-dance. Phoenix's exuberant applause flatters the big birds, and they hand over a Chocobracelet to show their pleasure at your good audience skills.
The Chocobracelet will come in handy in Owl Tower, as it offers high Magic Defense and a large Speed boost. However, you'd best not equip it on the world map, as its regular Defense is quite low.
Wednesday, May 9, 2012
Yuunaru! The Battle System
Yuunaru!'s battle system is not only complicated, but also fairly important to envisioning how the game is supposed to look and play. For this reason, I'd like to try and portray it to you as accurately as I can, so you can get an idea of what all these random characters and skills I'm throwing at you are.
Let's pretend you're only shortly into Yuunaru! Inferno, the first game/ chapter in the concept. Your party currently consists of Hiro, Mizumaki, Ryuu, Shimei, and Ai Len. A story battle is about to start, so you are preparing your battle teams beforehand in the Status menu.
Battles in Yuunaru! take place on an isometric grid, in traditional SRPG style. Your characters take to the field divided up into various "teams." Each team consists of up to three characters and moves and attacks as one contiguous unit. There is no limit to how many teams can be fielded every battle, so you can deploy all of your available characters every map should you so choose.
On the status screen, you would be viewing the sprites of your characters grouped into their teams. At maximum, by the end of the game, you will have thirty characters; as such, the screen has room for ten teams in two columns across the screen. It would look something like this:
Hiro, Mizumaki, Ryuu Shimei, Ai Len, _____
_____, _____, _____ _____, _____, _____
_____, _____, _____ _____, _____, _____
_____, _____, _____ _____, _____, _____
_____, _____, _____ _____, _____, _____
...only with sprites instead of plain, boring names, of course.
The cursor will be pointing to Hiro's team, as they are the first team on the screen. Select them with the confirmation button and a small list of options will appear opposite their team:
Character Status: This allows you to view the status of the characters making up this team. This includes factoids such as parameters, skills, and current equipment.
Equip Gem: Traditional equipment does not exist in Yuunaru! All characters come with an initial and unchangeable weapon and armor, listed under the Character Status screen for completion's sake but not actually alterable. To influence your characters' parameters, resistances, and skillsets, the player equips them with customizable Gems by using this option. More on Gems in a later update.
Arrange Units: A self-explanatory option, this allows you to change the location of the characters comprising a particular team. You can put units into different teams or rearrange their position on their current team using this command.
Unison Attacks: Yuunaru! is chock-full of Unison Attacks that can be activated when certain characters are part of the same team together. For example, when Hiro and Mizumaki are both in the same team, the "Friends Attack" Unison Attack can be selected as an option in battle. You can check what Unison Attacks are available to the current team by selecting this option.
Bench Units: If there are characters you don't want to use, or you only want to send full teams into the coming battle, or you're doing some kind of self-inflicted challenge, use the Bench Units command to take characters "out of" your teams altogether. Benched units will not participate in the coming battle in any way.
Mobilize Units: This command simply allows you to take characters off of the bench and place them back into an active team.
Okay. So you've checked your status, double-checked your gems, and decided that Hiro, Mizumaki, Ryuu and Shimei, Ai Len will be fine teams for your battle. You initiate the fight by leaving the menu and, first thing, are called upon to select the starting positions of all deployed teams. This is a step that should be familiar to most SRPG players. With your teams placed, the battle begins in earnest.
As in Soul Nomad (and, in fact, most Nippon Ichi SRPGS,) Yuunaru!'s battles are turn-based by side. The first turn in battle is the player's, and the player may move all of his or her teams and decide upon their actions during this time. When the player ends their turn, the enemy teams all move simultaneously against the player; then it is the player's turn again, and so on. When you select one of your teams on the field, the following options are available to you:
Move: Self-explanatory; this allows you to move the selected team about the field. Movement distance is equal to the average of the movement parameters of the characters in the team.
Attack: Also self-explanatory, this allows you to initiate an attack against an enemy unit within range. While attack range is 1 for most characters, only allowing them to attack adjacent enemies, a few characters (i.e. Raye, Fuma, Zen) have a range of 2, allowing whichever team they are on to attack from two squares away rather than one. Certain Gems will also increase the range of a team, although it is important to note that these Gems' effects will not stack. More on what happens during an attack in a bit.
Field Skill: Skills learned by characters are solely activated during battle. However, many Gems grant special additional skills to those equipped with them, and some of those skills can be used on the battlefield (for example, the highly useful Flash Step, which lets you teleport after moving, or Revitalize, which heals all allied teams adjacent to the user's).
Item: Still pretty self-explanatory, this allows the selected team to use an offensive or defensive item. Offensive items, such as bombs, deal damage to an enemy unit within a certain range without danger of counterattack. Defensive items tend to recover health to the utilizing team or a nearby ally, increase parameters, or both.
Let's say that you decide to move Hiro's team within range to engage an enemy team comprised of two Tsukumogami and a Yuki-onna. Upon selecting Attack, the battlefield switches to a more traditional turn-based, Final-Fantasy-esque battlefield, with your allied team's individual characters on the right and the enemy team's on the left. This confrontation is called a Skirmish. This is similar to what happens when engaging enemies in Soul Nomad, or La Pucelle, or some of the Fire Emblem games. However, unlike these games, this sub-battle mode does not run on auto-pilot; it has commands of its own.
Attack: In most games, "Attack" provides you with a simple physical attack to use to save on MP usage. However, Yuunaru! doesn't have MP, and its "Attack" function is not quite so simple. Instead of hitting one enemy, the character will actually use unleash a physical combo on their target. This combo increases at set levels that differ for each character; more physically-oriented characters will upgrade their physical attack more frequently, resulting in a longer and more powerful combo, while more magically-oriented characters will end up with weaker combos but stronger spells.
Skill: Each character in Yuunaru! learns five spells as they level: three offensive spells related to their innate element, and two "special effect" spells that serve other purposes, such as recovering HP or lowering enemy defenses. These skills do not require any resource, such as MP, and can be used whenever you wish. Skills are important even for characters with low magic, as higher-level enemies will usually have special shields in place that need to be broken using specific elemental skills. Higher-level offensive skills can also be useful for their ability to hit all enemies in an opposing team.
Defend: Selecting this command causes the character to take a defensive stance for the skirmish's duration. A defending character takes half damage from all attacks and recovers 10% of their maximum HP by defending, allowing them to stay in the game longer.
Upon selecting all commands for your side of the Skirmish, if your team has access to Unison Attacks, you may choose whether or not to use them and which one to use. Only one Unison Attack can be used per Skirmish. After this step is completed, all of your allies will attack; then the Unison Attack will be used; then the enemies will attack; then an enemy Unison Attack, if available, will be used. At this point, the Skirmish is over and the game returns to the main battlefield.
And so goes the battle system! Sorry for the miles of text. Thanks for sticking with it, though!
Let's pretend you're only shortly into Yuunaru! Inferno, the first game/ chapter in the concept. Your party currently consists of Hiro, Mizumaki, Ryuu, Shimei, and Ai Len. A story battle is about to start, so you are preparing your battle teams beforehand in the Status menu.
Battles in Yuunaru! take place on an isometric grid, in traditional SRPG style. Your characters take to the field divided up into various "teams." Each team consists of up to three characters and moves and attacks as one contiguous unit. There is no limit to how many teams can be fielded every battle, so you can deploy all of your available characters every map should you so choose.
On the status screen, you would be viewing the sprites of your characters grouped into their teams. At maximum, by the end of the game, you will have thirty characters; as such, the screen has room for ten teams in two columns across the screen. It would look something like this:
Hiro, Mizumaki, Ryuu Shimei, Ai Len, _____
_____, _____, _____ _____, _____, _____
_____, _____, _____ _____, _____, _____
_____, _____, _____ _____, _____, _____
_____, _____, _____ _____, _____, _____
...only with sprites instead of plain, boring names, of course.
The cursor will be pointing to Hiro's team, as they are the first team on the screen. Select them with the confirmation button and a small list of options will appear opposite their team:
Character Status: This allows you to view the status of the characters making up this team. This includes factoids such as parameters, skills, and current equipment.
Equip Gem: Traditional equipment does not exist in Yuunaru! All characters come with an initial and unchangeable weapon and armor, listed under the Character Status screen for completion's sake but not actually alterable. To influence your characters' parameters, resistances, and skillsets, the player equips them with customizable Gems by using this option. More on Gems in a later update.
Arrange Units: A self-explanatory option, this allows you to change the location of the characters comprising a particular team. You can put units into different teams or rearrange their position on their current team using this command.
Unison Attacks: Yuunaru! is chock-full of Unison Attacks that can be activated when certain characters are part of the same team together. For example, when Hiro and Mizumaki are both in the same team, the "Friends Attack" Unison Attack can be selected as an option in battle. You can check what Unison Attacks are available to the current team by selecting this option.
Bench Units: If there are characters you don't want to use, or you only want to send full teams into the coming battle, or you're doing some kind of self-inflicted challenge, use the Bench Units command to take characters "out of" your teams altogether. Benched units will not participate in the coming battle in any way.
Mobilize Units: This command simply allows you to take characters off of the bench and place them back into an active team.
Okay. So you've checked your status, double-checked your gems, and decided that Hiro, Mizumaki, Ryuu and Shimei, Ai Len will be fine teams for your battle. You initiate the fight by leaving the menu and, first thing, are called upon to select the starting positions of all deployed teams. This is a step that should be familiar to most SRPG players. With your teams placed, the battle begins in earnest.
As in Soul Nomad (and, in fact, most Nippon Ichi SRPGS,) Yuunaru!'s battles are turn-based by side. The first turn in battle is the player's, and the player may move all of his or her teams and decide upon their actions during this time. When the player ends their turn, the enemy teams all move simultaneously against the player; then it is the player's turn again, and so on. When you select one of your teams on the field, the following options are available to you:
Move: Self-explanatory; this allows you to move the selected team about the field. Movement distance is equal to the average of the movement parameters of the characters in the team.
Attack: Also self-explanatory, this allows you to initiate an attack against an enemy unit within range. While attack range is 1 for most characters, only allowing them to attack adjacent enemies, a few characters (i.e. Raye, Fuma, Zen) have a range of 2, allowing whichever team they are on to attack from two squares away rather than one. Certain Gems will also increase the range of a team, although it is important to note that these Gems' effects will not stack. More on what happens during an attack in a bit.
Field Skill: Skills learned by characters are solely activated during battle. However, many Gems grant special additional skills to those equipped with them, and some of those skills can be used on the battlefield (for example, the highly useful Flash Step, which lets you teleport after moving, or Revitalize, which heals all allied teams adjacent to the user's).
Item: Still pretty self-explanatory, this allows the selected team to use an offensive or defensive item. Offensive items, such as bombs, deal damage to an enemy unit within a certain range without danger of counterattack. Defensive items tend to recover health to the utilizing team or a nearby ally, increase parameters, or both.
Let's say that you decide to move Hiro's team within range to engage an enemy team comprised of two Tsukumogami and a Yuki-onna. Upon selecting Attack, the battlefield switches to a more traditional turn-based, Final-Fantasy-esque battlefield, with your allied team's individual characters on the right and the enemy team's on the left. This confrontation is called a Skirmish. This is similar to what happens when engaging enemies in Soul Nomad, or La Pucelle, or some of the Fire Emblem games. However, unlike these games, this sub-battle mode does not run on auto-pilot; it has commands of its own.
Attack: In most games, "Attack" provides you with a simple physical attack to use to save on MP usage. However, Yuunaru! doesn't have MP, and its "Attack" function is not quite so simple. Instead of hitting one enemy, the character will actually use unleash a physical combo on their target. This combo increases at set levels that differ for each character; more physically-oriented characters will upgrade their physical attack more frequently, resulting in a longer and more powerful combo, while more magically-oriented characters will end up with weaker combos but stronger spells.
Skill: Each character in Yuunaru! learns five spells as they level: three offensive spells related to their innate element, and two "special effect" spells that serve other purposes, such as recovering HP or lowering enemy defenses. These skills do not require any resource, such as MP, and can be used whenever you wish. Skills are important even for characters with low magic, as higher-level enemies will usually have special shields in place that need to be broken using specific elemental skills. Higher-level offensive skills can also be useful for their ability to hit all enemies in an opposing team.
Defend: Selecting this command causes the character to take a defensive stance for the skirmish's duration. A defending character takes half damage from all attacks and recovers 10% of their maximum HP by defending, allowing them to stay in the game longer.
Upon selecting all commands for your side of the Skirmish, if your team has access to Unison Attacks, you may choose whether or not to use them and which one to use. Only one Unison Attack can be used per Skirmish. After this step is completed, all of your allies will attack; then the Unison Attack will be used; then the enemies will attack; then an enemy Unison Attack, if available, will be used. At this point, the Skirmish is over and the game returns to the main battlefield.
And so goes the battle system! Sorry for the miles of text. Thanks for sticking with it, though!
Tuesday, May 8, 2012
Rambling: Bosses: Malevolenta
Malevolenta
A bad fairy who presumably put Prince Søren into an enchanted sleep and left him in the Northern Castle to rot. When Hana and Yuki arrive to interrupt the spell, she appears herself to stop him. Does she have a reason to put so much effort into keeping this prince asleep and hidden from the rest of the world...?
Movement: 3
Skill Statistics
Class: Bad Fairy
When Fought: Episode 2, Stage 12 (Sleeping Tower)
When Fought: Episode 2, Stage 12 (Sleeping Tower)
A bad fairy who presumably put Prince Søren into an enchanted sleep and left him in the Northern Castle to rot. When Hana and Yuki arrive to interrupt the spell, she appears herself to stop him. Does she have a reason to put so much effort into keeping this prince asleep and hidden from the rest of the world...?
Movement: 3
Method of Attack: Astral punch, cane
Omega Attack: Poisoned Apple
Omega Attack: Poisoned Apple
Skills
Bad Magic - Attacks enemy with a blast of evil
magic.
Curse
- Throws a curse at the enemy to prevent
them from attacking. Does no damage.
Briar Hedge
- Conjures a briar hedge beneath foes.
Malevolent Spell
- Throws a powerfully evil spell at the enemy. May cause Curse.
Skill Statistics
Normal Attack
- Lvl 0, MP 0, Short-range
Poisoned Apple - Lvl 0, MP 0, Omega Attack
Bad Magic - Lvl 3, MP 7, Long-range
Poisoned Apple - Lvl 0, MP 0, Omega Attack
Bad Magic - Lvl 3, MP 7, Long-range
Curse
- Lvl 21, MP 32, Long-range
Briar Hedge - Lvl 26, MP 22, Long-range
Briar Hedge - Lvl 26, MP 22, Long-range
Malevolent Spell
- Lvl 35, MP 55, Long-range
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