is a Turn-Based Strategy
developed by Crea-Tech (more known for Metal Saga
series) for the SNES via Satellaview on 1998. The player assumes the role of Earthing nation who repeals invasions by Belborg which subjugates other nations and defeat Skullkaiser which is responsible for the events of the game.
This game provides examples of:
- Anti-Air: Any archer or magic units, which given the proper terrain can two-shot most low tier airborne units. This is helped that air units generally do not get defense bonuses on most terrains.
- Arbitrary Headcount Limit: In battle maps, the player and the opponent can deploy a maximum of 20 units at any time. The player is also allowed only 20 out of 65 different types of units to be summoned.
- Backtracking: Mandatory if the player wants to reduce the total in-game playtime where the player can replay maps with better units which will reduce time to clear them. Also, this is the only way to get back discarded unit types when the number of unit types hit the cap.
- Color-Coded Armies: The player units are palette swaps of enemy units.
- Dual Mode Unit: The raft and air balloon units can switch from on foot to in transport and vice versa, which consumes one turn. Some ones have secondary attacks which is either weaker of serving other purposes.
- Game Over Man: The game over screen shows a man who is presumably the king of Earthing lying on the ground, being stabbed at the back with a sword.
- Geo Effects: Units in certain terrain grant defensive bonuses and movement costs, which leads to Garrisonable Structures where a common strategy is to sneak into defensive terrain before attacking opponent. Utilizing this is outright vital, such as missions that has lots of water where marine units get 50% defense bonus in any water terrain regardless of depth.
- Guide Dang It: There is no indication that some units can be only obtained through castle capture, some of which would make later maps easier.
- Instant-Win Condition: Capturing the opponent's main building clears the map immediately. Doing that however, is difficult as opponents can still summon creatures in the summoning circles unless you step on them first.
- Our Mermaids Are Different: They can use music to make units sleep and have the same movement range as foot units on land without even needing to transform their tails.
- Schizophrenic Difficulty: Thanks to the fact that it is possible to select which map to take on first and the maps themselves have rather different optimal strategy, it has a rather unstable difficulty especially when players stick to only one strategy.
- Timed Mission: All maps must be cleared in 99 turns or it's game over.
- Wake Up Call Level: After several maps getting hang of how combat supposedly works, there's bound to be a map which forces the player to learn again:
- Map 7. This is the first map with terrain changes, path splits and the opponent fielding sea creatures which can move freely, gain defense bonuses in water and put units to sleep compared to most land units that cannot move well in shallow waters and immobile in deep waters that the player get when accessing the map for the first time. This map marks the importance of geo effects, unit condition's effect on combat, summoning the correct unit in response of opponent's moves and keeping tabs of opponent's routes which are vital in the following maps.
- Map 13. The map is large, the enemy's summoning circles are spread out with three path splits on top of two of them hanging midair and the player's castle is surrounded with forest. If the player does not learn to step on enemy's summoning circles, keep units alive with backup support and keep important units in the summon list, there is no way the player can win this map.
- Map 15. This map has low crystal count, the enemy has access to the phoenix which leads to very fast mana regeneration rate and the lava terrain forces the player to use air units to avoid lava damage while the enemy sends powerful anti-air units to deal with them. If the players do not understand how to quickly capture crystals and use mana generator units to boost mana generation rate, the enemy units will quickly overwhelm the players'.
- Worker Unit: Mana generator units primarily gathers mana for the player/opponent.
- You Require More Vespene Gas: Mana is required to summon, heal and resupply units. The player and the opponent are given a preset amount of mana, captured mana crystals and mana regeneration rate at the start of all maps before having to use certain units to capture more mana crystals to increase mana regeneration rate.
- Zerg Rush: The opponents tend to do this in every single level, with quick capture of mana crystals, summoning as much units as possible (with the occasional elite mooks mixed in) and rushing towards the player's units and castle as quickly as possible, which is the primary reason of its difficulty. Of course, the player needs to return the favour to win the maps.