SoulBlazer, known in Japan as Soul Blader, is a Super Nintendo Entertainment System console role-playing game developed by Quintet and published by Enix (now Square Enix). SoulBlazer was released on January 31, 1992 in Japan, on November 27, 1992 in North America, and on January 27, 1994 in Europe. Similar to the company's previous game ActRaiser, the player takes the role of a divine angel/lesser-deity/avatar, sent by a divinity called the Master to rebuild a ruined world. SoulBlazer was scored by Yukihide Takekawa.According to the game's backstory, a greedy king made a Deal with the Devil, gaining the power to exchange the souls of living things for gold coins. As the king's treasury grew, the population decreased until practically nothing was left alive. That's when Light Gaia (called the Master in North America and Europe, originally God - effectively the Abrahamic God) sends his servant Blazer on a mission to destroy monsters and release the captured souls of a world's inhabitants. Blazer is armed with a sword, and has the ability to speak with any living thing and be understood. He battles the hordes of Deathtoll (also known as Dark Gaia) with the assistance of his Soul helpers.It was followed up by two Spiritual Successors, considered to be all the same series, Illusion of Gaia and Terranigma.
This video game contains examples of:
Absurdly High Level Cap: Reaching level 50, the maximum level allowed, is completely useless. Your attack and defense stats stop increasing after level 25, and your hit points (of which you have more than enough at level 30 or so) stop increasing after level 47. If you really do want to reach level 50, expect to spend a day and a half of your life Level Grinding for 41 million useless experience points.
Anti-Grinding: The game limits the number of enemies. When they're dead, the Mook Maker shuts down. A few places have infinitely-spawning enemies to grind on, but they're more difficult than usual.
Until right before the Final Boss anyway, then it's easy to grind. However, the game still averts it as you really don't need to grind at all to beat the boss.
Also, it's possible, albeit time consuming, to "reset" monster lairs. Each one contains a set number of enemies to kill; leave one alive, and then either leave the screen or free a creature from a previously-emptied layer, and the count will be returned to full.
Astral Finale: The last area — the World of Evil — resembles outer space. Heck, the room just before the Big Bad's shrine is called "Dazzling Space"!
Awesome, but Impractical: The Flame Pillar and Spark Bomb spells, which get attached to fixed positions and are generally too difficult to use in combat when Light Arrow or just a basic sword swing are so much more dependable.
They can be useful against enemies that are stationary or confined to a small area, though.
Backtracking: In order to beat the game, you must backtrack to defeat previously-invincible enemies in early areas once you obtain the appropriate swords.
Continuing Is Painful: You lose all your gems when you die. As gems are your magic, this can be especially annoying towards the end, as you can't hurt the final boss without magic. This is even part of the storyline: the boss is aware of the fact that you can never die and mentions it before the fight in a highly philosophical manner.
Convection Schmonvection: The lava areas in the Fire Shrine and the Durean volcano. Granted, you are an angelic avatar or whatever, but that doesn't explain why you still get hurt by hot coals directly above the aforementioned lava.
Difficulty By Region: In the Japanese version, the first boss room had two conveyor belts pushing away from the boss and one normal bridge. The International versions instead have three conveyor belts, two pushing toward the boss and one away from it. This makes it harder to perform hit and run tactics.
Door To Before: The transporter tiles serve this function (one generally appears at the end of the first combat zone in an area, and another near the boss lair), as do various stairs and passages opened by clearing monster lairs.
Esoteric Motifs: The three Red-Hot items needed to summon the Phoenix bear resemblance to the imperial regalia of Japan — the Mirror is the most obvious, while the Ball is the jewel and the Stick is the sword.
Downplayed with a chest of drawers in Dr. Leo's Lab. It offers to store a Medical Herb for you, and there's really no benefit to taking up its offer; it's located all the way in the attic, away from where such a storage could be useful.
Macro Zone: In one level, Blazer is shrunk down to fight toy soldiers in a model of a town.
Mercy Invincibility: The enemies have it for a short time after they spawn. One of your swords has the power to stun enemies that it can't damage. They not only enjoy invincibility during that time, but can also damage you if you walk into them.
Your character also has it upon getting hit, and one type of armor can extend the duration.
Mook Maker: The majority of enemies in the game come from these, although there are some "free-range" respawning enemies.
Money Spider: Averted, as you neither receive nor require money at any point in the game. While the number of Strange Bottles is limited, you can obtain unlimited Medical Herbs from the right townspeople (or plants, or animals).
Our Souls Are Different: All living things have them, and they can be restored to life if they're ever sealed away by demons. Their shape also doesn't change their souls; for example, a tree that is made into a cupboard is still that tree, which you can then talk with like it was still a tree. Also, some of them can assist angels directly with special powers.
Super Not-Drowning Skills: The Bubble Armor surrounds Blazer in a magical bubble full of air, allowing him to enter the underwater dungeon and stay underwater indefinitely.
Talking Animal: But only because Blazer is an angel. He cannot understand them as a human in the ending.
Talking to Plants: And they talk back! Even after they've been cut and turned into something else like, say, a chest of drawers.
Too Long; Didn't Dub: The Zantetsu Sword. Zantetsu means "iron-cutting", tying in with its purpose of killing metallic monsters.
Uncommon Time: The music inside Leo's painting and model towns has a drum track in 7/8 time and all other instruments in 5/8.
Unstable Equilibrium: If you do well and avoid dying, you'll have more gems than you know what to do with, thus enabling you to spam magic to your heart's content. If you die frequently, you'll have fewer gems... which necessitates more close-range combat, and an increased chance of damage and death. Saving often and resetting after death is recommended.
Useless Useful Spell: All of them (minus the last spell), when dealing with bosses (except the final boss) or metallic/spirit enemies that your sword can't damage.