A 1994 hack 'n slash Action RPG for the Super Nintendo Entertainment System published by Enix. Imagine a typical game in The Legend of Zelda, only with a Pokemon-esque Attack Drone system, more destructable equipment (well, shields), a slight bit more realism than usual, and, most importantly, Zelda puzzles on steroids (hence the game's name.)The story follows that the main character, Remeer, has joined a band of treasure hunters in his long-term quest to investigate the mysterious disappearance of dragons (which, apparently, were a pretty common sight once). His father had attempted this investigation before him, but never returned. During the course of the game, Remeer does find the last of the dragons, but this discovery is hardly the end of the game.Notable in that the game contains numerous references and even cameos to That Other Enix game, but, despite going so far as to Title Drop it several times, is otherwise unrelated and not within the same continuity.
And if you can figure out the timing, you can pretty much shield yourself with it by swinging it around your head. And the upgraded version is tied for the second most powerful weapon in the game.
Barrier Maiden: Fire Drake is keeping the Demon King from returning. When his health starts declining, the player has to go to the Dark World and kill the Demon King before he dies.
Broken Bridge: The statue that controls access to Droog will not operate without its sapphire
Canon Name: The only way the player knows of Remeer's name is if they decide not to name him something else. This can be pretty easy to miss.
Though the team that developed the game tends to use that name repeatedly (Both in 7th Saga, where it was transliterated as "Lemele", and its follow-up, Mystic Ark).
Character Level: Subverted. Remeer powers up through new weapons, armor, items, etc. But your Attack Drone becomes faster, stronger, and meaner in general though little orbs of experience.
Charged Attack: All of the magic spells, rather than requiring MP. The stronger spells take longer to charge up, but the basic Shot magic charges up in about half a second and shoots a projectile as strong as two or three hits from the Copper Sword.
Chest Monster: The Ice Castle mixes in "poison fountains" that hurt Remeer when he tries to drink from them with the normal healing fountains.
One of the plaques on the wall that give you information on how to solve puzzles and such will just poison you as well. Ramus is an asshole.
Not to mention examining one of the bookshelves in the Toronto library also poisons you.
Classic Video Game Screw Yous: The Ice Castle is filled to the brim with assholish level design decisions. Mixing in damage-dealing fountains with healing fountains? Having some of the plaques on the walls poison you when you try to read them? Another plaque positioned over a spike bed that you have to step on to read it, only to find out that it just mocks you for trying to read it? It's all there.
Inexplicable Treasure Chests: Though, sometimes, the items are referenced by ancient script very close to where they are found, suggesting they were intentionally stored in their chests.
Irrelevant Importance: Subverted, in that a lot of exclusive/rare items that have gone obsolete CAN be sold off, but since you'll never see them again...
Let's Split Up, Gang: Given that the player controls Remeer and only Remeer, this happens all the time, even in towns.
Lost Forever: The Ice Castle is inaccessible after you clear it, so anything you didn't pick up is gone (including the second best armor and helmet in the game and an upgraded morning star.)
Money Spider: Unless there's also a little blue ball for your fairy, numbers will rise from slain foes, telling you how much you made.
Musical Spoiler: The minute you step into Toronto after completing Droog, you know something's up.
Also, the music will remain like this for the rest of the game. Just warning.
Now, Where Was I Going Again?: Unfortunate, considering that at least half of the dungeons are hidden in far-away places from the main world, and at least one requires a magic wormhole in order to reach. Plus, most NPC's don't know much about that sorta thing, and your NPC-team is probably already there. Or near it.
Opening the Sandbox: Happens after you gain access to Toronto, just before the third dungeon. However, this only really applies to the main world map. At the end of the game, you can access almost all of the dungeons, but the third will be closed off.
Pamphlet Shelf: A bit ridiculous in the library, where different chapters of the same work are on different shelves.
Player Party: Subverted, in that there is a very clear and present party system within the team, but you will always be in control of Remeer and Remeer only. Everyone else is an NPC in party member clothing.
Save Point: Statues in dungeons. Also, the good ol' inn.
Save Scumming: Stat Up potions give 1 to 3 points. One single point makes a noticeable difference. Save Scumming to make every single potion give 3 instead of 1-2 gives you a Remeer that is much more powerful than a standard Remeer.
Sprint Shoes: A special cape found in the second dungeon, at the drawback that it is a type of armor and thus un-equips what you had on before. In other words, you move fast, but you're vulnerable.
Unless you Save Scum the Defense Up Potions. Then you might as well be wearing plate armor. Doubly so if you use the +Defense fairy. This could even be considered a Game Breaker. Imagine, a Remeer that moves faster than most enemies, has enough defense to only take 1 point of damage from nearly anything, and has enough strength to kill nearly anything in one hit with a weapon like the Boomerang or the Morning Star. Game Breakerindeed....
Trial-and-Error Gameplay: One room in the Caves of Droog is a maze of boulders that shift around randomly whenever they're off-screen. It's very easy for them to end up trapping you in a small area where you can't move enough to get free and force you to use a Warp Gate to escape (or just restart if you don't have one.)