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Whew. It's here.

My one regret with this Phantasy Star episode is that I didn't have more time to play for my recording sessions. Not just because I would have liked to have recorded material further into the game, but also because Phantasy Star is just really good and I want to play more of it? As mentioned in this episode, I made use of the SMS Power! retranslation to minimize the friction of playing a pretty unforgiving RPG on a short deadline, which is why the font and character names are inconsistent. I also blanked out on the fact that Noah's name wasn't retconned internationally until the sequels. Oh well! Despite some small, nitpicky issues, the main point of this video comes through pretty clearly, I think. That is: Phantasy Star kicks serious ass.

Files

Previews only

Mo' tavia, mo' problems: Phantasy Star | Segaiden 067

Take a peep into an alternate reality where Sega's 8-bit home console developers were given the time and resources to explore a project to its conclusion and buff it up to a spit shine. Phantasy Star towers head and shoulders above everything released on the console to this point—and, frankly, it handily crushes about 95% of competing console releases from the era, too. A fully realized work that brings a new level of narrative sophistication and audio-visual fidelity to the role-playing genre, Phantasy Star sees the creative luminaries of the Master System development world collaborate on a great-looking take on the RPG with no actual flaws to speak of. About the only criticism you can level at Phantasy Star is that the balancing makes it a bit of a slog... but that's true of every RPG from the late ’80s, and has been tidily remedied with modern patches and remasters. It's one of the few 8-bit creations that truly holds up today. Production notes: Learn more about the Master System's history (including Phantasy Star!) by preordering The NES Era Vol. III: NES and the Peak of 8-Bit, a comprehensive photographic atlas of every console game released for NES and its competitors—including the Intellivision—at the height of their power, from January 1988 through the advent of 16-bit systems in August 1989. Take a deep dive into the prehistory of NES with this limited-edition oversized (12x12"!) photo book: https://limitedrungames.com/products/the-nes-era-vol-3-hardcover Video Works is funded via Patreon (http://www.patreon.com/gamespite) — support the show and get access to every episode up to two weeks in advance of its YouTube debut! Plus, exclusive podcasts, eBooks, and more! Master System footage captured from U.S. carts running through a cart adapter on Japanese Master System hardware and MiSTer (thanks to MiSTerAddOns). Video upscaled to 4K with RetroTink 4K. RGB cables courtesy of StoneAgeGamer.com and Allie Bellrose.

Comments

The Dark Knight

Can't wait! Any chance you can edit the title of the post as its episode 67 not 57

Normallyretro

Yes! The time has finally come for a JP assessment of Phantasy Star. This should be a holiday. I should take off work...

John Learned

"Raw-dogging an 8-bit RPG?" "Sega's got a kink?" I'll have what she's having

Petter Öhman

I just bought this game! Paid too much of course, but I only have this one life so I gotta make the most of it. Gonna play it over the Christmas vacay!

John Miller

Great retrospective, Jeremy! You certainly got the flavor of the game. I get the deadline crunch thing--perhaps you could do an "Episode 67b" in a few months: the game really deserves a deep dive. I can't think of any other 8-bit RPG where map-making is an essential part of the process. The reissues take that aspect away, and map-making really forces your brain to work differently. Especially when you fall through a trap door and fall to a floor you haven't yet mapped: Am I still facing the same way? Does this floor sit similarly? There's a common thread of mapmaking flowing through Phantasy Star, Golgo 13, Portopia, etc., which would be very interesting to explore, maybe as part of Metroidvania Works. And folks would like to see your hand-drawn maps!