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''Genjuu Ryodan'' is a TurnBasedStrategy developed by Crea-Tech (more known for VideoGame/MetalSaga 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.

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[[quoteright:247:https://static.tvtropes.org/pmwiki/pub/images/genjuu_ryodan.png]]
''Genjuu Ryodan'' is a TurnBasedStrategy developed by Crea-Tech (more known for VideoGame/MetalSaga series) for the SNES UsefulNotes/{{SNES}} via Satellaview on 1998. in 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.

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** Map 15. This map has low crystal count, the enemy has access to the phoenix which renders "all unit kills" victory impossible on top of 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'.

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** Map 15. This map has low crystal count, the enemy has access to the phoenix which renders "all unit kills" victory impossible on top of 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'.


* GuideDangIt: There is no indication that [[spoiler: some units can be only obtained through castle capture]], some of which would make later maps easier.



* [[WakeUpCallBoss Wake Up Call Level]]: 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 15. This map has low crystal count, the enemy has access to the phoenix which renders all unit kills victory impossible on top of 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, keeping units in it alive and use mana generator units to boost mana generation rate, the enemy units will quickly overwhelm the players'.

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* [[WakeUpCallBoss 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 renders all "all unit kills kills" victory impossible on top of 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, keeping units in it alive crystals and use mana generator units to boost mana generation rate, the enemy units will quickly overwhelm the players'.


** Map 14. This map has low crystal count, the enemy has access to the phoenix which renders all unit kills victory impossible on top of 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, keeping units in it alive and use mana generator units to boost mana generation rate, the enemy units will quickly overwhelm the players'.

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** Map 14.15. This map has low crystal count, the enemy has access to the phoenix which renders all unit kills victory impossible on top of 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, keeping units in it alive and use mana generator units to boost mana generation rate, the enemy units will quickly overwhelm the players'.


* AntiAir: Any archer or magic units, which given the proper terrain can two-shot most airborne units. This is helped that air units generally do not get defense bonuses on most terrains.

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* AntiAir: 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.



* ColorCodedArmies: The player units are blue/purple while the opponent units are red.
* DualModeUnit: The raft and air balloon units can switch from on foot to in transport and vice versa, which consumes one turn.

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* ColorCodedArmies: The player units are blue/purple while the opponent units are red.
palette swaps of enemy units.
* DualModeUnit: 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.



** Map 14. This map has low crystal count, the enemy has access to the phoenix which renders all unit kills victory impossible on top of 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, keeping units in it alive and use mana generator units to boost mana generation rate, the enemy units will quickly overwhelm the players'.



* ZergRush: 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.

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* ZergRush: 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.
difficulty. Of course, the player needs to return the favour to win the maps.


''Genjuu Ryodan'' is a TurnBasedStrategy developed by Crea-Tech (more known for VideoGame/MetalSaga 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. [[NeedsMoreLove Needs more love]].

to:

''Genjuu Ryodan'' is a TurnBasedStrategy developed by Crea-Tech (more known for VideoGame/MetalSaga 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. [[NeedsMoreLove Needs more love]].
game.


* {{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.

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* {{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.


* InstantWinCondition: 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.

to:

* InstantWinCondition: 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.



* [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes 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 and summoning the correct unit in response of opponent's moves which are vital in the following maps.

to:

* [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes 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 and 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.

Added DiffLines:

* {{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.


* [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and gain defense bonuses 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 and summoning the correct unit in response of opponent's moves which are vital in the following maps.

to:

* [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and 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 and summoning the correct unit in response of opponent's moves which are vital in the following maps.


* * [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and gain defense bonuses 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 and summoning the correct unit in response of opponent's moves which are vital in the following maps.

to:

* * [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and gain defense bonuses 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 and summoning the correct unit in response of opponent's moves which are vital in the following maps.

Added DiffLines:

* * [[WakeUpCallBoss Wake Up Call Level]]: Map 7. This is the first map with terrain changes and the opponent fielding sea creatures which can move freely and gain defense bonuses 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 and summoning the correct unit in response of opponent's moves which are vital in the following maps.


* GeoEffects: Units in certain terrain grant defensive bonuses and movement costs, which leads to GarrisonableStructures 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 mermaids get 50% defense bonus in any water terrain regardless of depth.

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* GeoEffects: Units in certain terrain grant defensive bonuses and movement costs, which leads to GarrisonableStructures 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 mermaids marine units get 50% defense bonus in any water terrain regardless of depth.


* ArbitraryHeadcountLimit: 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, but player can repeat cleared missions to regain specific units needed.

to:

* ArbitraryHeadcountLimit: 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, but player can repeat cleared missions to regain specific units needed.summoned.


* AntiAir: Any archer or magic units, which given the proper terrain can two-shot most airborne units. This is helped that air units generally do not get defense bonuses on most terrains.



* AntiAir: Any archer or magic units, which given the proper terrain can two-shot most airborne units. This is helped that air units generally do not get defense bonuses on most terrains.

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