felt so validating to hear someone compare this to sweet home haha, always thought they were similar in some ways. love this game (probably more in concept than execution) but a great example of a famicom RPG that isn't a dragon quest clone
It's honestly quite unique; a mix of an RPG and a puzzle game? That was a rarity. It's also a decent story, not as cliche as it might seem at the beginning. Unfortunately, what you said about gameplay is also true from what I recall. Because of that, dealing with Black Master is harder than you'd think; so, I guess some players would enjoy this game, but for most it wouldn't be that interesting.
As Namco's last RPG on the system, this really shows how the efforts from Namco for their Famicom releases are declining. After this three of their last 4 Famicom games will just be sports games (2 of them were Famista entries, god help us all) :(
Being the ending game of an unholy Birthday/Namco trilogy, this one has the most interesting gameplay but it feels more like a barebones roguelike with some mid puzzle stuff here and there. The presentation is cool though, the cutscenes are on par with Radia Senki Reimehen 😊
Yesterday, we saw an ambitious game from Coconuts that failed to live up to everything it tried to be. Namco's Dream Master, while not a great game, does actually feel more complete with its ideas. I can see why it has fans. It's currently sitting at my local game store for about $40, which is reasonable, but more than what I'd pay for it. This is a 4 megabit game with one of Namco's special chips inside. It uses the same cheap little board they always use, so the taller cartridge is just there for show. Their previous RPG, Juvei Quest (as well as Sanokushi II,) uses the same board except that one actually used a battery back-up! Why they cheaped out and went with passwords for this one, who knows. Maybe they thought the structure was simple enough since you always start back at square one when you finish a stage. One thing I do know though: Namco's tall cartridges are a marketing LIE!
The aspect of bumbling in a maze-like area reminds me of an Apple ][ 1977 Red Book BASIC game called "Dragon Maze" that i think MECC took and made a version with the option to select if you play with or without the dragon in the maze to chase you… i remember playing the latter version and just bumping into the maze walls 😂😂😁😁
I'll give it credit for doing some interesting stuff with the combat, but wandering around in the darkness taking damage from finding walls? just seems unnecessarily cruel.
felt so validating to hear someone compare this to sweet home haha, always thought they were similar in some ways. love this game (probably more in concept than execution) but a great example of a famicom RPG that isn't a dragon quest clone
It's honestly quite unique; a mix of an RPG and a puzzle game? That was a rarity. It's also a decent story, not as cliche as it might seem at the beginning. Unfortunately, what you said about gameplay is also true from what I recall. Because of that, dealing with Black Master is harder than you'd think; so, I guess some players would enjoy this game, but for most it wouldn't be that interesting.
As Namco's last RPG on the system, this really shows how the efforts from Namco for their Famicom releases are declining. After this three of their last 4 Famicom games will just be sports games (2 of them were Famista entries, god help us all) :(
We at least get one more Wagyan game!
@@anactualmotherbear That's a great news to hear. That was the last Namco game that we can consider it good.
Props to the devs for trying something different instead of ripping off dragon quest though
I came here to say pretty much the same thing.
Being the ending game of an unholy Birthday/Namco trilogy, this one has the most interesting gameplay but it feels more like a barebones roguelike with some mid puzzle stuff here and there.
The presentation is cool though, the cutscenes are on par with Radia Senki Reimehen 😊
Yesterday, we saw an ambitious game from Coconuts that failed to live up to everything it tried to be. Namco's Dream Master, while not a great game, does actually feel more complete with its ideas. I can see why it has fans. It's currently sitting at my local game store for about $40, which is reasonable, but more than what I'd pay for it.
This is a 4 megabit game with one of Namco's special chips inside. It uses the same cheap little board they always use, so the taller cartridge is just there for show. Their previous RPG, Juvei Quest (as well as Sanokushi II,) uses the same board except that one actually used a battery back-up! Why they cheaped out and went with passwords for this one, who knows. Maybe they thought the structure was simple enough since you always start back at square one when you finish a stage.
One thing I do know though: Namco's tall cartridges are a marketing LIE!
Live A Live is also a collection of smaller RPGs.
It's a great game.
Next RPG : Double Moon Densetsu ❗️❗️❗️🌙🌙🌙
The aspect of bumbling in a maze-like area reminds me of an Apple ][ 1977 Red Book BASIC game called "Dragon Maze" that i think MECC took and made a version with the option to select if you play with or without the dragon in the maze to chase you… i remember playing the latter version and just bumping into the maze walls 😂😂😁😁
I'll give it credit for doing some interesting stuff with the combat, but wandering around in the darkness taking damage from finding walls? just seems unnecessarily cruel.
The monster body part targeting is oddly similar to what we later saw in Fear and Hunger, of all things.