Videogame / Summon Night: Swordcraft Story
Summon Night: Swordcraft Story is an Action RPG developed by Flight Plan for the Game Boy Advance as a spin-off to the Summon Night series. The Japanese version was released in 2003, with the North American release following quite a while later in 2006.

The story takes place mainly in Wystern, the "City of Swords" where many people work as blacksmiths and crafting guilds are common, led by the Craftlords. The player takes role as either Cleru or Pratty, an apprentice craftknight as well as the only child of the infamous "Craftlord of Iron", Shintetsu.

Three years ago, Shintetsu sacrificed himself to protect the city from a certain incident. In order to find a replacement for the empty seat, the remaining Craftlords arranged a tournament for craftknights and the winner shall become the new Craftlord of Iron. Cleru/Pratty joins the tournament, in hope to become like his/her father, and to become a Craftlord.

Exploration in the game is similar to Pokemon in that you can walk and hold be to run and also surf on water, but you also have a hammer to wack things and reveal hidden locations. When a random battle takes place, the game switches to a 2D screen where you use your chosen weapon while partnering up with your Guardian Beast.

What's special about this game is the ability to forge your own weapons. You can choose one of five weapon types: Sword, Axe, Spear, Knuckle and Drills.

Summon Night: Swordcraft Story provides these examples:

  • Absurdly Cool City: Wystern looks pretty impressive as a city, which is also shown in the credits images.
  • Awesome, but Impractical: Most of the final attack spells on Guardian Beasts. They look extremely flashy, have really cool names and can basically destroy any random encounter in any of the games when cast—but they take a ridiculously long time to charge (during which they are interruptible) and still deal rather underwhelming damage against bosses.
  • Back-to-Back Badasses: The player and Varil do this while in Fort Mirana.
  • Bag of Holding: The prominent sheath thingy worn by the main character of the first game is able to hold weapons bigger than it.
  • Bloodless Carnage: No matter how absurdly sharp your weapon is when you're pitting it against your opponent, the game never show blood on-screen.
  • Bonus Dungeon: The deeper labyrinth, which is available after you beat the game.
  • Boss in Mook Clothing: Some of the enemies are harder to beat than the garden-variety of its area.
  • Breakable Weapons:
    • While weapons are breakable, it takes a lot to make them break and they are automatically repaired after combat. Breaking one spells Permanently Missable Content, though...
    • Breaking your opponent's weapon is the key to winning the one-on-one battles, especially since doing so teaches you the technique of the weapon in question.
  • City of Adventure: Wystern has many side quests for the player and is integral to the overall plot.
  • City on the Water: Wystern looks almost like a single island.
  • Color-Coded Elements: The four elemental materials are color-coded; fire red, water blue, green wind, and yellow electric.
  • Crossover Ship: invoked At the end of the Summon Night 1 protagonist's cameo appearance, Sugar accuses Pratty of liking them more than her, to which she claims (of they were set to be female) "That's not true. We're both girls".
  • Dialogue Tree: Either for an index or as part of the multiple dialogue choice.
  • Die, Chair! Die!: In "Crates" and "Barrels" flavor, available in nearby dungeons.
  • Difficult but Awesome: Drills have low attack power and are pretty horrible all around, but they have deal massive damage to enemy weapons. Since breaking enemy weapons allows you to learn how to forge them, you can get some high-class weapons by stealing them off others.
  • Elaborate Equals Effective: High-Tier weapons usually have spectacular looks.
  • Eleventh Hour Superpower: You can infuse your Guardian Beast's soul to craft the powerful weapon that will allow you to damage the final boss. You can choose whether you'll sacrifice your Guardian Beast or not. If you don't, you'll have to pick the fourth sword and craft a "downgraded" version of the weapon.
  • Emergency Weapon: The forging hammer, which has mediocore stat but cannot be broken.
  • Gay Option: One of the game's most infamous element.
  • Girls Love: Very apparent if you choose Pratty.
  • Happiness in Slavery:
    • Most of the Guardian Beasts seem fine with being your partner. However, a lot of them naturally dislike being taken from their homes and enslaved to a human, and it's indicated that summons unlucky enough to belong to someone other than the main characters are often mistreated.
    • The fact that there are so many "stray" summons as Random Encounters is... troubling. As explained in-game, these were Summons that were definitely not happy or had lost their masters.
  • Hopeless Boss Fight: The second battle with Parista.
  • Inexplicable Treasure Chests: The ones found in Wystern Dungeon or Marine Cave can still have explanations... Then, you found some in Fort Mirana or the lighthouse...
  • Item Crafting: Forms the basis of the combat mechanic, and also takes a large portion of the plot.
  • Jigsaw Puzzle Plot: We receive information about Shintetsu in bits and pieces.
  • Joke Item: The aptly named Ladle. Low stats overall, with a glaringly low 25 durability (coupled with that it is a sword-type weapon), this means that the Ladle is incredibly brittle and will shatter even with a blow of the wind. Then you discover its elemental upgrade:
    • Lethal Joke Item: The Hot Iron Ladle. It boasts 200 durability, and a whopping 255 max technique, making it scale well since it's a sword. Fridge Logic makes it even funnier in that the lesson in creating a ladle was one of patience being its own reward. The Main Character is so convinced it has to be more than that that they can make a super-weapon out of it.
    • Another would be the Crystal Sword. It appears to be just an upgraded version of the Ladle, but with one downside: it only has 100 max technique. The Ladle has 200, which means the Ladle will scale better (and smash less often).
  • Lethal Lava Land: The Cagro Volcano.
  • Locked Door: Some of the doors in the Labyrinth require certain keys to be opened. One of them is unlocked automatically post-game.
  • May–December Romance: Depending on just how old you think Pratty and Sakuro are, and if you interpret their plot as romantic. Possibly including Main Character x Any Summon, verging into...
    • Mayfly–December Romance: The Main Character x His/Her Guardian Beast, if you consider that the summons are angels/demons/ect and likely to live much longer than a human.
  • The Maze: The Dungeon, built under the Central Tower.
  • Multiple Endings: Downplayed. The endings are mainly the same, but with a different character accompanying the player depending on a dialogue choice on Day 9.
  • Nintendo Hard: Those who come unprepared may find themselves taking a hard time against the final boss, especially with limited item and magic usage. Some of the mid-game bosses can also catch unwary players off-guard.
  • Offscreen Moment of Awesome: The Craftlords vs. Daigleya. ESPECIALLY RUMARI. Also Cleru/Pratty vs. Varil in the finals, only the beginning of which was shown. The player character did win, becoming the new Craftlord of Iron. How exactly he/she won, only the spectators saw. The townsfolk did say it was awesome.
  • Permanently Missable Content: Broken weapons are lost forever. They do leave remains, but those remains generate very little amount of materials.
  • Purely Aesthetic Gender: Averted. The in-game dialogues change depending on the player's gender.
  • Random Encounters: Be wary, because they're very frequent.
  • Randomly Drops: Thankfully, not a huge part of the game. Quest items are usually found inside chests, given or handed by people, or as guaranteed drops from bosses.
  • Red Baron: Elegant Spear Rumari. The mere mention of her name sends an entire army crapping their pants. Granted, Kouren did say she alone was enough to repel Deigleya's entire invasion force during their attempted capture of Wystern. All while she was sick with an incurable fever.
  • Rewarding Vandalism: You can smash crates and barrels into debris and get items, money, or even materials you need to craft weapons.
  • Save Point: In the form of a glowing sword stabbed like a display item.
  • Script Breaking: At the early part of the game, an event starts after the creation of your first weapon... unless it isn't a "Novice Knife". Take note that you don't get any more recipes at this point, but completing the side quests will get you two, dependent on your Guardian Beast, and the materials to make them. To progress you need to grab more materials and make a Novice Knife and watch everyone claim it is your first weapon.
  • Serious Business:
    • Crafting weapons seems to be one for the craftknights, so far as borrowing other people's weapons is a taboo for them.
    • Promises are also one, with the repeated Arc Words "The promise of a craftknight is stronger than steel." This point is also taken deeper in the sequel.
  • Stay in the Kitchen: Inverted. Pratty tends to fare much better than Cleru in regards to interacting with the other characters, especially Sanary and Razzy.
  • Teleporters and Transporters: The Teleporters found inside dungeons.
  • To Be a Master: Everyone who joins the tournament, although each has their own different viewpoint and destination.
  • Took a Level in Badass: The player character. He/She appeared timid and weak during the first day of the tournament, but experiences and new friends helped her gain more confidence. Eventually, by the end of the game, she finally became a Craftlord.
  • Theme Naming: The Craftlords are named after minerals.
  • Warp Whistle: The "Escape" magic.
  • Victory Pose: Cleru and Pratty each has two different victory poses, each used in different occasions.