Phantasy Star Online: a Dreamcast classic that’s more influential than you think

A whole new world

Sega Dreamcast

It’s the tail end of the year 2000. The launch of the PlayStation 2 has heralded the arrival of the sixth console generation. And with it, Sony is about to permanently muscle one of its biggest competitors out of the console industry. Sega has put up a strong front with the Dreamcast, a console well ahead of its time with a stellar lineup of exclusive games and arcade-perfect ports, But it’s not long before the little system that could buckles under Sony’s might.

What the Dreamcast lacked in commercial power, it more than made up for in its library of now-classic exclusives. Sega’s cucumber-cool mascot blazed a trail into 3D with Sonic Adventure. Smilebit shone a light on Japanese and American counterculture with Jet Set Radio. And fighting game fans were well-served with pristine ports of Soul Calibur and Street Fighter 3: Third Strike.

Yet, the Dreamcast’s most ambitious game launched perhaps a little too late. Right as the console had one foot in the grave, Sega launched Phantasy Star Online, a multiplayer-focused dungeon crawler that was, perhaps, vastly more influential than its developer, Sonic Team, could’ve possibly anticipated. 

Not quite an MMO

Phantasy Star Online gameplay of fighting a huge boss with four players

Phantasy Star Online ( PSO ) often gets billed as an MMORPG, as well as the first of its kind on console. But that’s not wholly true. PSO did launch with MMO-adjacent features like the Hunter’s License subscription model and player-populated lobbies, but actual player count during gameplay maxes out at four.

Instead, PSO’s online features can be viewed as experimental. It wasn’t the only Dreamcast game to sport online multiplayer. Games including Quake 3 Arena and puzzler ChuChu Rocket both let players compete online. However, PSO’s implementation of online multiplayer was perhaps the most successful on Dreamcast, and the functionality continued with the game’s Xbox and Gamecube ports, as well as the definitive Blue Burst version on PC.

It would be more accurate to paint Phantasy Star Online as Sega’s take on the Diablo series; instanced dungeons where players progress by fighting mobs and bosses, earning powerful loot and strengthening their characters through level-ups and a stat-boosting Mag pet which can evolve by feeding it certain items. 

Then, after a successful trek through one of its many monster-infested maps, return to your home starship of Pioneer 2, sell off unwanted loot, bank your Meseta (the game’s currency) to avoid losing it upon death, and set out again for even harder challenges.

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While Phantasy Star Online’s gameplay bears passing resemblance to Blizzard ’s demonic dungeon crawler, it may in turn have influenced Diablo’s later entries. That’s because PSO’s difficulty settings are strikingly similar to Diablo’s Torment levels. You’re not expected to tackle PSO’s harder difficulties with a fresh character. In fact, doing so will swiftly land you in Pioneer 2’s medical wing. Instead, you’ll need to work your way up to them by looting and leveling through the default setting first. 

Journey to Ragol

Phantasy Star Online Dreamcast

So ensues a gameplay loop that’s as addictive today as it was back at the turn of the century. Hitting the level cap of 200 doesn’t happen overnight – EXP gain in PSO is actually quite slow at the lower difficulties – but almost every run will see you returning with more powerful equipment.

As you rise up through each difficulty level, your chances of encountering rare mobs and weapon drops increases. There’s still nothing quite like the tingling feeling of spotting an enemy with an alternate color variant. Better still is the hair-raising jingle signifying a rare loot drop that could vastly improve your combat potential – and cool factor – exponentially.

At the start of your journey, you’ll be fighting relatively weak mobs with standard sabers, handguns, rifles, staves, or whatever best fits your chosen class. As you ascend through the ranks up to Ultimate difficulty – and with a bit of loot table luck on your side – you’ll find yourself kitted out with chainsaw blades, grenade launchers, dual sabers, railguns and all kinds of sci-fi weapons of mass destruction. It’s so satisfying to see your character evolve this way; while their appearance won’t change, their weapons certainly will.

Phantasy Star Online is still very much playable today on PC via private servers, some of which have pretty respectable player counts

And it’s all made possible by a simple, moreish gameplay loop that Sonic Team absolutely nailed on its first at-bat. No future Phantasy Star title has been able to replicate what made PSO so special. Phantasy Star Universe muddied the intimate dungeon crawling experience with a dull story mode, and ranged weapons required ammunition. Phantasy Star Online 2, while certainly fun, feels convoluted with countless forms of currency, confusing progression and an awkward freemium business model.

PSO 2’s latest iteration, New Genesis, takes the format to a semi-open world format, but currently finds itself floundering with mediocre combat and just a relative lack of content that sees player numbers dwindling.

I’d say it’s a pretty dire time to be a Phantasy Star fan, but that’s not entirely true. Phantasy Star Online is still very much playable today on PC via a number of private servers, some of which have pretty respectable player counts. I find myself diving into these from time to time, and not just for the nostalgia hit, as PSO remains brilliantly fun both solo and with friends to this day.

They say truly good games are timeless. That’s true of most of Sega’s first-party output on the Dreamcast, but none more so than with Phantasy Star Online. If you’ve yet to see what all the fuss is about, it’s well worth tracking down a copy of the game, or downloading one of the private servers on PC. And who knows, there’s every chance Sega could look to reverse the series’ dire straits with a full-blown remaster. A man can always dream. 

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Rhys is TRG's Hardware Editor, and has been part of the TechRadar team for more than two years. Particularly passionate about high-quality third-party controllers and headsets, as well as the latest and greatest in fight sticks and VR, Rhys strives to provide easy-to-read, informative coverage on gaming hardware of all kinds. As for the games themselves, Rhys is especially keen on fighting and racing games, as well as soulslikes and RPGs.

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How Sega took eight years to bring Phantasy Star Online 2 west

We cap off our retrospective interview series with a look at the franchise’s latest installment

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Over the past five weeks, we looked back at Sega’s groundbreaking Phantasy Star Online with a series of retrospective interviews. We started with producer Yuji Naka , then went in-depth with director Takao Miyoshi , composer Hideaki Kobayashi , script writer Akinori Nishiyama/effects designer Takanori Fukazawa , and a trio of programmers .

Now, to finish off our series, we turn our attention to Phantasy Star Online 2 , which recently arrived in the West two decades after the release of the Dreamcast original — and eight long years after PSO 2 ’s release in Japan. Western audiences often wondered whether the game would come to North America at all, yet Phantasy Star Online 2 is now available in the West on Xbox One and Windows PC.

Additionally, Sega has announced a new, open-world PSO 2 update called New Genesis , due out in 2021. This update is being released in lieu of a new episode to bring the 8-year-old graphics engine up to date, worldwide. Details on New Genesis are light at the moment, but Sega says it will reveal more in the Tokyo Game Show timeframe later this year.

Meanwhile, we recently spoke to Yuji Nakazawa, PSO 2 ’s North America producer, about the game’s long-awaited arrival in the West.

A character fights a giant enemy in a field

Polygon: Please introduce yourself and in your own words describe your role on the PSO 2 team.

Yuji Nakazawa: My name is Yuji Nakazawa, and I’m part of Sega’s No. 3 development team and I’m the producer of the North American release of PSO 2 — and I worked as the liaison with various teams for the development of the North American version.

How long have you been working on PSO 2 , or with the team in general?

I’ve been on and off of the team. I started with Phantasy Star Universe in Japan and then also [worked on] the release of the North American Xbox version of PSU .

What other projects have you worked on at Sega?

I’ve worked on some smaller titles but otherwise worked mostly on mobile games.

Why were you assigned to handle the Western release of PSO 2 ?

I am the director for the U.S. release of the Xbox version as well as the Asian release of PSO 2 , which was released prior to the U.S. version. So I’m sort of the localization specialist.

Is it a relief now that PSO 2 is finally out in the West, for all the English-speaking PSO fans who have been asking for it for years?

There is a sense of relief [because] there was a lot of planning that went into the development; for example, Sega U.S. and Sega Japan took surveys from the fans about what they wanted in the game. But as an online game, I feel the real challenge will be in maintaining the service going forward.

What is your impression of how the beta went in the U.S.?

So in February, we had the closed beta, and there was an unexpectedly high number of participants. We heard a lot of players say they’ve been waiting eight long years for this release. [ laughs ] So we were really happy about that.

Is this one of the reasons that the Western servers are separate from the Japanese servers? So that you could roll out the later episodes at the appropriate pace, rather than dump all the Western players onto the same servers as players in Asia, who have experienced all of that content already? Or did it have to do with the consideration of data speeds?

It’s a little bit of both. The reason why we put it on a different server for the U.S. release was to control the rolling out of the stories and also due to server capacity. The ease of play is one of the selling points of the game, and the distance of the servers to the players affects latency, so we knew we wanted to have the servers physically closer to our players in North America. And although there are hardcore fans [who will play regularly and explore all the content] in the North American region, there are still many who are not familiar with the franchise, and we didn’t feel it would be fair to release eight years’ worth of content at once. So it’s a little bit of both.

As you say, PSO 2 did come out eight years ago, and people are wondering why it took so long between the Japanese release and the Western release. Did it have to do with the microtransaction system and in-game purchases being very different for Japan?

The in-game transactions were not the reason. We wanted to release PSO 2 in North America shortly after the release in Japan, but our reason for the delay of the U.S. version was the structure of the operation team necessary to operate an online game. We couldn’t risk releasing the game in a new territory without the right infrastructure in place, so it took some time to set up operations for North America. [...] Things like a way to communicate service updates, policies for in-game promotions, communication tools for maintenance notifications, having a team in place for monitoring both the servers and users, as well as a customer service team. These operational tools were not in place or were below the standards of what was offered for PSO 2 Japan.

Urban legend has it that the localization was actually done a long time ago. Were there other technical reasons for the delay?

The issue was not technical and in terms of the localization, it was completed recently in preparation for this release. The biggest problem is we weren’t able to facilitate all aspects of the operation.

A character runs through a field

Is there any content that you had to adjust for the Western release? Presumably, you won’t be bringing over the Japan-specific collaborative content, like convenience store branding or drinks. But do you have any plans for Western-themed items or collaborations?

We aren’t able to roll it out in the same way we did for the Japanese release, but we are open to cross-collaborations in the U.S., as well. We probably won’t be doing the cross-promotions with convenience stores and drinks, as we did in Japan, but we are interested in doing some cross-promotions with other anime programs or franchises. In Japan, you have convenience stores on every corner, but in the States everything is so much more spread out — so in terms of [those] collaborations, probably not. But in terms of people or branding, we would be interested in doing that kind of sponsorship.

Besides the added depth of customization options, and the more nimble gameplay — players can jump, finally — the game still very much captures the spirit of the original PSO , which other Phantasy Star games released since have not. What do you think PSO 2 brings with it from the original PSO , and what specifically do you feel is unique to PSO 2 ?

As you mentioned, the jumping, and the special combos, and the relatively short battles and quest times are things that we brought to PSO. [ Ed. note: The original PSO often subjected the player to long, drawn-out quests that could take upwards of an hour and a half in solo play.] It also maintains the sense of community through the icon chat. Another example is that even if you are playing solo, you can read the dialogue of other players in the chat box, so it doesn’t feel so lonely. Symbol chat is another feature we’ve preserved from the original. We felt that these features enhance the social aspect of the game — these communication systems that were all inherited from the original game. For the NA release, we expanded on that even more by adding voice chat, which isn’t offered in the Japanese version.

Did you have to make changes to any visuals in the game, or adjust for the localization of the Western version?

For the Xbox release we had to make it 4K-compatible, so there were graphical enhancements we made.

Did that create a lot of work for the development team?

It wasn’t a lot of work, but the team was surprised by how beautiful the enhancements made the game look.

Was it helpful to be able to develop and optimize for a fixed platform like Xbox One, rather than the myriad permutations that gaming PCs might present?

For the Japanese version it was a multiplatform release, on PC and PS4, so PSO 2 was already optimized to provide the best results regardless of which platform you’re playing on. The focus was more on how to bring out the strengths of the platform.

Are you planning any PSO 2 -related merchandise or physical versions for the West?

Not currently, but if there is a demand for it, that might change. And if we organize offline events and we want to have a merch table, we might consider making merch for something like that. There isn’t really a channel or a way for selling merchandise, but that might change in the future so that we can sell our Japanese merchandise to our North American users.

You’ve already done the Xbox collaboration, where players could unlock an Xbox-branded T-shirt in-game. Presumably you have more crossover content planned like that?

Yes, absolutely.

Will you be able to move your character from ship to ship, in case your friends are on a different ship than you?

It’s not possible right now, but we’ve heard this request from others, as well, and it is something we plan on rolling out. It’s possible currently in Japan, but even in Japan, you can only move servers or transfer data once a week during maintenance. There’s a specific window and frequency at which you can do this, and that will remain the same for the North American region as well.

When the original PSO came out, online games weren’t really established yet. PSO changed all that. With PSO 2 , playing games online now is practically the standard, so now that you did the hard work in pioneering things 20 years ago, you could really focus on the design of the game. What were the design priorities for PSO 2 ?

The first thing that we expanded in PSO 2 was in the character creation system that wasn’t previously possible in MMOs. The next focus was that we wanted to make it as easily accessible to players as possible. As mentioned earlier, since there are a lot of solo players in the game, we wanted to make the communication features as seamless as possible so that players could join other players with ease and not have to spend a lot of time gathering a party. In PSO 2 , we’ve created a “party area” where you can just join parties in progress without the downtime spent organizing a group that you might have had with the original game.

Another area that is new with PSO 2 is the cross-platform play. The Japanese version already has it — on PC, PS4, Vita, and Switch (and PSO 2es , which is the mobile version), you can play the same character across these different platforms. Nowadays this might not be so unique, but eight years ago, it was quite revolutionary. For the U.S. version, we’ve just announced the Windows 10 version in May and that you’ll be able to play across Xbox and PC, and we hope in future platforms, as well.

This really shows respect for a player’s time, since you basically make the game as accessible and accommodating as possible. This leads into the next question, which is about the decision to go free-to-play for PSO 2 . It makes a lot more sense now, since a person can easily download the client for free on whichever platform they want to play on, and move over to another version easily, without having to pay $60 for each. Was this all part of your strategy — to get people playing across as many platforms as possible?

That was naturally part of it. Eight years ago, when we first began preparing PSO 2 for release in Japan, when you think of RPGs, Final Fantasy and Dragon Quest are the predominant Japanese role-playing games. So we had to think, “How do we compete with those titles?” And the key to that was the ease of access. Two things we came up with were to provide it on multiple platforms, so we could offer it to people with any game console, and the second idea was to make it free-to-play, which makes it easy to enter because there’s no charge upfront.

Also, eight years ago, most of the MMOs were coming out of Korea and China, and they were pay-to-win style. By providing PSO 2 as free-to-play, we wanted to keep the quality of the game, but also to make it a profitable business. We wanted to prove that free-to-play was a viable business format that could be profitable. As a trend, I think we were right in our target to make it free-to-play, and you’re seeing that a lot more in the industry these days. We were pioneers in offering free-to-play without compromising the quality of the game.

Back when PSO 2 was first released in Japan, there was a lot of controversy around free-to-play games, because kids were racking up huge charges on their parents’ credit cards in games like Puzzle & Dragons , so much so that the government actually stepped in and cracked down on the random item generation business. Now, PSO 2 was not really that kind of game, but did those added government regulations affect the monetization design of PSO 2 in any way?

It didn’t really affect the way we designed the game because we weren’t focused on the gacha style of gameplay.

We’ve been waiting so long for PSO 2 to come out in the West — eight years now — that it’s interesting that you decided to release it here first on Xbox One. It’s interesting, because the Xbox One is basically in the last year of its life as Microsoft transitions to the Xbox Series X. Did you launch on Xbox One because you knew that the Xbox Series X would be backward-compatible, and that people would be able to carry their progress over to the next console? Or did Microsoft approach you because they’re hungrier for content than Sony is for the PlayStation 4?

Microsoft was very cooperative in releasing PSO 2 , and to expand on that, they were interested in PSO 2 and in providing us with Agile, their programming software. It’s not really a technical reason — because in terms of moving the game over to Xbox, it wasn’t any easier — but they really supported putting the game on Xbox.

It’s not that the Xbox is specifically difficult, but there were some features that had to be adjusted specifically for Xbox. It was originally developed on PC, so it is relatively straightforward to bring over to any other system.

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Phantasy Star Online 2 New Genesis, the latest chapter in the Phantasy Star Online 2 series, is here at last! It's time to jump into adventures beyond imagination!

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Hey there, fellow gamers! Prepare to have your mind blown because Phantasy Star Online 2 New Genesis is here to take your gaming journey to another level! Get ready to be whisked away into a whole new world of epic adventures, where fantasy meets futuristic awesomeness! Picture this: battling fierce monsters with your trusty squad, wielding some seriously badass weapons, and unleashing your inner hero. Oh yeah, we're talking epic battles that'll get your heart pumping and your adrenaline flowing! But wait, there's more! This game is all about customization, baby! From your character's appearance to their skills and abilities, you'll have the power to create a gaming avatar that is 100% you! Want rainbow hair and punk rock fashion like yours truly? No problemo! With a wide range of options, you can truly unleash your inner style guru! And don't even get me started on the graphics, folks. This game is a visual feast for the eyes! Immerse yourself in a beautifully crafted world that'll make you feel like you've stepped into a stunning work of art. Trust me, you won't be able to tear your eyes away! But it's not just about the visuals, my friends. Phantasy Star Online 2 New Genesis is all about community and teamwork. Team up with your friends, or make some new ones along the way, and conquer challenges together. Because let's face it, crushing enemies with your hilarious banter and quick-witted humor is way more fun! So, what are you waiting for? Enter the world of Phantasy Star Online 2 New Genesis and let the adventure begin! Get ready for epic battles, jaw-dropping customization, and a gaming experience that will leave you begging for more. It's time to level up your gaming game, my fellow gamers! Let's do this!

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Phantasy Star Cave

Phantasy Star Walkthrough

There are always people who get stuck somewhere in the game, hopefully this walkthrough will help you along the way.

Welcome to the phantastic world of Algol with its three planets Palma, Motavia and Dezoris.

Please don't spoil the game yourself by reading all the tips mentioned in this walkthrough. If possible, you should solve all puzzles by yourself and use this guide only if you are in deep trouble.

For a peaceful family life you should save the game after each part to spend some time with your wife (husband), children or doggie or prepare yourself a sandwich and a hot cup of coffee for the dawn is near and another night is over.

Your quest starts in Camineet, the capital of palma, after Nero, the brother of our hero Alis, was killed by the evil henchmen of Lassic. Having really poor equipment at the start you should quickly earn money which makes the world go around.

At the beginning don't move away too far from the walls around the towns Camineet and Parolit. Here you find many Sworms and Scorpions which can be beaten easily for experience points and mesetas. After you bought yourself a better sword and armor and having equipped yourself (EQU in the ITEM menu) you can risk touring the map for more information and adventure.

Sell your old equipment in the Second-Hand Shops; who needs the Short Sword if you are a proud owner of a brandnew Ceramic Sword?

Buy burgers and cola to stay healthy even in locations where no hospital is near. One of the best items in the game is a Transer. Use it to fly to the last visited church in case of deadly weakness. But caution, within a battle or deep inside a dungeon this item is useless!

Visit the home of Suelo (the house near the eastern exit of Camineet) very often because you can heal yourself and all party members without paying money. No hospital in the Algol system works for a smile; they all need cash to pay their bills. So use the help offered by Suelo thankfully.

Another tip, visit every house and hut, talk to all people you will meet to gain all the information needed to beat Lassic. In case of questions asked to your party, use both possiblities of conversation to make sure not to miss a single detail which might be important. Write down all information gathered because some tips are only given once. Okay, enough smalltalk, let's start the adventure. Alis needs help; she can't beat the tyrant Lassic all by herself. . . .

After speaking to many people you will reveal that the warrior Odin is missing since he started his search for Medusa. Someone has seen Odin who was followed by a catlike animal. This might be a clue. So try to find this 'cat' which was sold by a guy to a merchant on Motavia.

Things start to get difficult, because the soldiers guarding the spaceport entrance don't let you enter neither the port nor the spaceships unless you can show them a roadpass. So try to buy the SECRET item in the Second Hand Shop in Scion (stay persistent, you have to enter the shop three times) which is, as you might think, the roadpass needed.

Now the spaceport is free for roaming but to leave Palma with one of the spaceships a passport must be bought in a shop located on the port (nice, isn't it). Now off you go, enjoy your first trip to space, many others will follow. After a short flight Motavia comes in sight and you will land in Paseo, the capital of the desert planet.

All those who are not planning suicide or carry a huge bag full of burgers will not leave Paseo. So better let's go shopping instead. Trade the Laconian pot which a friend of Nero has given to you (you did visit all houses, didn't you?).

By the way, you might wonder why we will not enter the dungeon entrance on the peninsula south of Scion. Be patient, at the moment it will be too dangerous for our small party due to the mass of pitfalls within this cave.

It's better to find Noah first and wait until he or Myau will know the exit spell which enables the party to leave all dungeons immediatelly.

As you might have noticed, an esper named Noah is living in the Naharu cave northwest of Paseo. Some brave guys among you (all those who ignored the warning in part 2) may have found him already, but unfortunatelly the magician refuses to join the party.

Give the fresh cake to the Robotcop who blocks the entrance to the governors palace. After some smalltalk the governor gives you a letter for Noah and invites you to stay in the palace for some rest. Rest, really funny!

After a more or (sleep)less peaceful night you walk to the Naharu cave, offer the letter to Noah and he finally joins. Noah knows about a secret passage leading from the Palmanian spaceport to a village named by the Gothic forest (or is it the other way round, doesn't matter). So buy a flash, enter the passage and on we go to . . .

Let's hope you can end the temporary Cola shortage in Gothic. Otherwise you will not gather much information. But offering a drink here and there will help to reveal the hideout of Doc Luveno.

In the fort a robotcop blocks your way and asks for your roadpass. Show it to him and he stays friendly, otherwise you have to fight him. After finding Doc Luveno it seems that he made up his mind to build no spaceship anymore, so stay persistent and visit him again and again. After some smalltalk he agrees to your plan and orders your party back to Gothic where he will wait for you.

Stay calm. For our little revenge we will disturb him until he tells us that the spaceship is ready for takeoff. But now he tells us that we can't fly without the little robot Hapsby. Couldn't he have told us this earlier?

Trouble over trouble . . .

Our investigations so far might have given you the clue, that Hapsby is made of Laconian metal and that a chemical lotion named Polymtrl can dissolve all material with the exception of this material.

After touring around the peninsula underneath Gothic, passing a lava field, (outch, let's hope you are packed with burgers) we finally reach a small village lying in ruins. This is Bortevo, where Habspy is supposed to be found . . .

Going around a laguna with annoying octopusses we now reach the village named Loar. Here we can finally visit a hospital but we can not stock up our burger supply. In the armor shop you can buy the best weapon available for Myau, the Silver Fang and if you have some money left, a Heat Gun for Odin. Leave some money for the Polymtrl (1,600 mesetas should be enough!) and leave the village, head north and then west to approach the town of Abion.

Stock up your supply and go back to Bortevo (you will make it, I am sure) enter the house with the blue gem above the door and use the Polymtrl in front of the garbage. You finally discovered the hidden Hapsby.

Back in Gothic we tell Doc Luveno about our success. Now the unfriendly guy at the western exit of the village will step aside.

Now you can approach your own spaceship, the Luveno, which is standing there in the shimmering sunlight of an early morning.

Hapsby wants to know to which planet town you want to fly. You can choose either Uzo on Motavia or Skure on Dezoris. Flying to Dezoris can be dangerous at the moment due to the fact that the monsters on top and inside the underground dungeons are real beasts. You might visit Skure for some real good equipment, but you should have plenty of meseta to buy the expensive stuff. It is your decision.

So let us return to Gothic and find the flute in one of the dead end roads.

The best thing about Casba is that you will gather an information about the Hovercraft. It seems to be hidden in Bortevo, the junk village on Palma. You will find it in one of the houses but only if your have the information about it given in the game. This is a sort of flag which you will encounter on several occasions (like the Dungeon Key flag in Eppi, you remember).

But you can go on to part 9, too.

With the weak equipment of the party it will be very difficult to continue. So it would be nice to find better and stronger weapons and armor.

Board your Hovercraft (USE in the ITEM menu) and cruise the Palamanian sea. You will find two islands. The first northwest of Bortevo with a pyramid on top should be left alone. We will come back here in part 11 of the walkthrough.

On the second island enter the town Drasgow. Here you can buy a gas shield, which will be very useful to reach the Sopia village on Motavia which is surrounded by clouds of pure poisonous gas. You can try to enter this village without the shield but the costs of burgers to heal you during your trip is nearly the same as the 1,000 mesetas the trader wants to see for the gas shield. Okay, get the shield and fly to Motavia. Whoever wants to tour over the spaceport of Palma will be very disappointed due to the fact that your passport will be confiscated by the spaceport guardians. Who cares about this, we have our own spaceship, the magnificent Luveno!

Enter the clouds and . . . nothing will happen if you are in possession of the gas shield. Otherwise, good luck.

After an intensive search all over the island the Mirror Shield is yours forever. Equip Odin and, if you are strong enough, go on to ...

After he is beaten in a fair fight, he will donate the Frad Mantle which provides better defence for Noah. After a short break we can go on to . . .

Noah and Myau are now fully equipped for the confrontation with Lassic but some items are still missing. Odin needs the Laconian armor and axe, and Alis needs the Laconian shield.

So, what are we waiting for? If Myau knows the TRAP magic you can go on to part 12, otherwise skip it, read part 13 and come back later.

Equipped with burgers, transer, magic lamp and courage you will now encounter the living zombies of Guaron.

Pass three dungeons (in the third dungeon you will find White Dragons which are really strong. Talk to them now with Noah's TELE spell. Later in the game you might come back here to kick their butts for 75 experience points and more than 200 mesetas).

Did I forget to mention the trap which Myau should have disabled with the TRAP spell? Sorry for that.

Okay, after Odin proudly presents his new Laconian armor, blow the flute, use the transer and go to . . .

Those of you who overheard the warning in part 5 (Do not enter the pyramid southwest of Gothic, you remember?) might have been in real big trouble.

Now all armor for Odin is collected. Only Alis protection is a bit weak. Buy the Diamond armor in the Paseo weapon shop (the fee is a lousy sum of 15,000 mesetas). This was the easy part but to find the Laconian shield is more complicated.

Fly to Dezoris, cross the three dungeons and turn west. Head in this direction until you find a cave which is a small passageway to a new plateau. Again you should head west until you see a cave. Enter it to find a friendly Dezorian who tells you not to use the right turn at the crossing ahead.

Be prepared, Dezorians are notorious liars but some other people will tell you that they have met Dezorians which have told them the truth. We will encounter this problem once again later. But back to you little Dezorian here in the cave. Believe him and you are lost. Turn right and follow the cave downstairs and upstairs and downstairs and upstairs. . .

until you find a door behind which the Laconian shield is hidden in a treasure chest. Blow the flute to be transported back to the surface and, if your party is strong enough, head north to find a tower (beware of the pitfalls inside).

All weapons which are needed to sent Lassic to heaven are now equipped. You can try to confront Lassic without any Laconian items, only equipped with the best armor money can buy, it works too, but it is 'slightly' more difficult.

Some special items are still missing. Searching your notes (you made some, havn't you?) reveals that on the Altiplano plateau on Dezoris the Laerma tree can be found. Roaming all around Dezoris by foot or Landrover will not help you to find the tree.

Here the towns people on the left will tell you that all inhabitants on the right side are liars, and vice versa. So you have to decide which of the Twintown people are notorious liars and who will tell you the pure truth. You will do it right, I think.

Back to the Icedigger, the costs are enormous (12,000 mesetas). Pay if you can, because American Express or other credit cards are not accepted in the Algol Star system. After leaving Twintown enter the Icedigger and drive along the icy walls of Dezoris. You might refer to the map to find the two breakable walls.

Now drive on to the next location which was hidden behind the ice. It's a cave in which you will find the Aero Prisma guarded by one or two Giants.

The instruction how to use the precious gem is given by a young lady in the same cave. Now rest for a while, save the game. After a short while continue with . . .

Now it is time to look in the STAT menu to see if Noah knows the OPEN spell. If he knows it the end of Lassic is near.

Don't blow the flute to escape but try the following: In the little dungeon you should examine the walls very closely. Step forward and turn to the left and right to face the wall. Sooner or later a hidden door can be found leading to the exit of the dungeon. You might ask if this is really necessary but believe me the experience you made will come in handy later.

Enter it to find another magic door. It would be nice to be in possession of the Magic Key . . .

Having gathered all we need now, blow the flute and use the FLY magic to return to a save location. I know, you were very near the revenge but it is better to retreat now and come back later refreshed and fully equipped.

Now return to Baya Malay, but hey, let's visit a church first to find out if one or all party member have gathered enough points to be near a level-up. You will urgently need all hitpoints and magicpoints so let's go fishing first and hit some Fishmen in their ugly faces.

After this visit Suelo for a refreshing night and on we go to enter Baya Malay.

Please take it as a rule not to fight and try to retreat first. Don't open any chests you might find to avoid bomb or arrow traps, because you don't need any money now. Save at any corner or stairs you have reached without losing some of your hitpoints. So you don't loose much terrain if you are forced to press the RESET button in case of being damaged heavily. Refer to the map to find your way up to the top of the castle.

Myau should use the TRAP spell in front of the last pitfall, now turn around some corners and you finally breathe the fresh air of Palma again . . .

Step inside and move downstairs, you can't get lost in this dungeon. After opening a door and fighting a guy who claims to be the shadow of Lassic (don't use any magic, you will need it) you have to climb upstairs to reach Lassics hideout. It's a door sealed by magic and before using your magic key you should stock up your hitpoints by eating the last burgers.

Save the game and . . .

Now the moment of revenge is coming. Alis stands in front of the man who sends his Robotcops against Nero, Alis beloved brother. If your party has come here without the crystal in its inventory the battle will end as quickly as is has begone. But even with the crystal it will be a hard fight, believe me.

If your last survivors have finally beaten Lassic, blow your flute for an instant transport outside the Aerocastle. If Myau has not survived and you have not enough magic points left for the FLY spell of Alis, you must starve to death floating above the clouds forever. But look in your inventory, you bought a TRANSER, haven't you.

Okay, use it to fly to the last visited church. Revive your dead allies, stock up some supply and on we go to visit the governor . . .

Back in Paseo on Motavia we enter the palace and see . . . no governor. He has vanished, the party falls through a pit in a dungeon underneath the palace. Searching for the governor becomes difficult due to the mass of Red Dragons, Giant and Androids encountering Alis and her friends.

Trapping inside a second pitfall at the end of a corridor will not help much. Now we have to fight Mammoths, Titans, Centaurs and ugly Magicans instead. And no exit is in sight. Should there be a hidden door somewhere? After finding and opening this door walk around two more corners and stop in front of a door sealed by magic. Heal your party, save the game and open the door. . .

If you can not beat Darkfalz, RESET the game, return to the surface, stock up you supplies and come back here trying the tactic again, which helped so much against Lassic.

After Darkfalz is defeated we will notice that in fact the party battled against the governor, which was transformed to this beast by Lassic in a last effort to gain victory even after his own death. Finally the true origin of Alis will be revealed.

She, who wonders, after being along with this fabulous person for some time, is the offspring of the last Algol king, the princess of the Algol star system. If Alis claims her birthright, is your decision and so the story and the long quest is, sad to say so,

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The Amazing Legacy of Phantasy Star IV’s Fallen Utopia

There are too many amazing JRPGs in the 16-bit era to crown one the best. But there is a pantheon that includes classics like Final Fantasy IV through VI , Chrono Trigger, Terranigma, Breath of Fire, and the Phantasy Star games. Phantasy Star IV for the Sega Genesis was easily the best JRPG on the system, a “phantastic” fusion of storytelling, 16-bit art, and gameplay.

The game was directed by Rieko Kodama, who was recently in the news with the announcement that she’d be receiving the Game Developers Choice Awards’ Pioneer Award. I’ve had the honor to meet Kodama and have expressed my admiration for the series countless times , especially Phantasy Star II for its brilliant depictions of a utopia and its fall.

Phantasy Star IV is the story about what happened to the fallen utopia a millennium later.

Edge of Darkness

Time and legacy are an integral part of the tapestry that weaves together into Phantasy Star IV . The decisions people made in Phantasy Star I and II have a huge impact on the future. This has an even more sinister meaning for those who finished Phantasy Star II and learned the sad truth: Terrans were responsible for the Mother Brain that brought ruin to the Algo System.

At the same time, the technological marvels they established have continued functioning, shepherded by a number of androids. But the evil entity called the Dark Force has returned and corrupted the planetary systems that had once made the planet a teeming paradise.

It’s against this backdrop that you start off as Chaz Ashley, a young bounty hunter being guided by the more experienced hunter, Alys Brangwin.

I’ve always loved Phantasy Star’s unique fusion of fantasy and science fiction that gives the series so much of its identity. The characters wield swords and guns to battle, fight giant sandworms and ride hydrofoils across the ocean. A mystery propels them: why are so many biomonsters being created? Finding the answer takes Alys and Chaz across a variety of towns as they meet a diverse group of characters, from the enigmatic and cocky Rune, to the revenge-driven Gryz, and the curious academic Hahn who wants to get to the bottom of the crisis.

In Birth Valley, Alys and Chaz discover that the Bio Plant has gone awry, which in part explains the monster problem. This plot thread is a nod to Phantasy Star II’s middle act, which ends in the death of your companion, Nei. Inside the Bio Plant in PSIV , we meet Rika, who was created by the AI that controls the Bio Plant and is the “product of a thousand years of improvement on genetic information from a prototype prior to the ‘Great Collapse.’” Rika is essentially Nei’s descendant and becomes a key member of the party. It was a nostalgic connection to an old party member I had cared about and missed. Rika is one of the most memorable characters in PSIV . The one scene that stays with me is the first time she emerges from the Bio Plant and sees the blue skies. She’s in awe, delighted by the expanse as well as the vibrant color of the flowers. The music that plays conveys her sense of childish curiosity perfectly.

Manga-style panels give a more cinematic feel to the game’s cutscenes, each visual square stacking on top of the other to provide juxtaposition or emphasize a specific mood. This helps highlight the mentor-pupil relationship of Alys, who is teaching the younger Chaz. Chaz was from a distant country with a dark past, but Alys gave him a chance at a new life. Their witty bantering and their genial familiarity is a big part of what makes the first leg of the adventure so much fun.

But things take a dark turn with the entrance of the black magician, Zio. Zio isn’t just launching a physical attack on the Motavians, even though he’s destroyed towns like Molcum. He wants to enslave them spiritually, creating a church full of fanatic followers. One of his acolytes is seen screaming on the ground in a religious frenzy and another of the clergy members faints in awe at the mention of Zio. Consumed by his personal failure as a magician and a twisted hatred of existence, Zio made an unholy pact with his god, Dark Force. It’s Dark Force giving him his power and a promise to destroy the world. “Total annihilation of life,” Zio states. “What a fine thing! Death to all that lives!”

When your party finally does fight him, Zio barely moves, contemptibly using his arms to cast spells. He is impervious to attacks, Dark Force’s face hovering behind him. It’s almost as though he’s taunting the entire party until he gets tired and launches a “Black Wave” at Chaz. Alys jumps in his place, taking the blast. The party, seeing their attacks barely ding Zio, retreats. There is a genuine sense of helplessness, especially as your leader, Alys, is badly injured. Without her to guide the party, I felt lost, unsure what to do. Alys directs them to find Rune and the psycho wand which can nullify Zio’s magic barrier.

A lot of the elements may seem familiar, even tropish. But the dialogue, art, and music play so well together that you become totally immersed in the millennial battle. As events become more desperate, Chaz learns to rely on his friends as they fight together. They eventually leave Motavia for the wintry planet of Dezolis.

There is a strong sense of cycles with recurring motifs and locations, like the Air Castle from Phantasy Star I coming back in a rage among the debris of the destroyed planet Parma, or a town founded by the descendants of Phantasy Star II’s space pirate, Tyler. There’s even a nod to the black sheep of the series, Phantasy Star III, with the remains of one of its massive spaceship worlds lying in ruins for you to explore.

Age of Fables

Rieko Kodama and her team did a great job of refining the game mechanics for IV . I think one of the biggest hurdles for players of Phantasy Star II and III was the intense amount of grinding they required (as well as the super complicated dungeons). The difficulty curve is much more balanced in the fourth Phantasy Star so that even though there is still a bit of grinding to do, it’s nothing as soul-crushing as II and III . The battles are much more dynamic since this is the first time in the series that the players, enemies, and background all appear at the same time. In II’s battles, there were onscreen characters but no background art, and in III they brought back the environments but dropped the character art. The music is catchy, the flow of battle is quick, and macros allow the automation of battles, which was very convenient.

The party eventually discovers there’s an all-new planet, Rykros, and learn the true origins behind the planets of the star system. An ancient battle between the Profound Darkness and the Great Light was at the root of it all. Unfortunately, the destruction of Parma in Phantasy Star II upset the precarious balance established long before they were born. The people living on the planet are suffering for a fight they had no part in.

I love the fact that Chaz has serious moments of doubt throughout the game. When someone important to the party passes away, he is devastated, unsure of what to do. It takes a somber exchange with both Rika and Rune to help him muster motivation to continue. Later on, when Chaz learns that the fate of the entire Algo Star System depends on their actions, he is overwhelmed by the pressure and upset at the unwanted burden, lashing out in understandable, if selfish, defiance. Why does he have to fight the Profound Darkness when the Great Light has gone away?

It’s at this point that Chaz is taken underneath the Esper Mansion, which is the home of one of the heroes of Phantasy Star I and II, Lutz (aka Noah). Chaz is granted the legendary sword, the Elsydeon, and then experiences a vision of all the heroes of Phantasy Star I and II . It was incredible seeing Rolf, Nei, Odin, Myau, and Rudo again, the memory of all the hours I’d spent grinding to level up these characters flooding back to me. The eternal fight against Dark Force had taken many permutations, both in the Algo Star System and for me in the outside world playing through each iteration. I’ve played through II and IV multiple times, and I remembered where I was each time I started fresh and how different my life was. Seeing Chaz’s vision made me think of all those years in between each game, the choices I’d made in my life, the friendships, the bonds, and even the conflicts. I’ve been playing the Phantasy Star series as long as I can remember playing games. Although it’s not a millennium separating each playthrough, the sense of RPG legacy stirred me.

I don’t know how many more times I’ll get to play the Phantasy Star games, but I love each trek. It’s not just the cool science fiction and superb art that attracts me to the series; it’s the timeless story about courage under desperate odds and friendships that get tested, then forged into something stronger, that makes me wish Phantasy Star IV hadn’t been the end of the millennium, but rather a new beginning.

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Sega 's answer to the RPG craze of the late 1980s, the Phantasy Star series was a classic contemporary to Dragon Quest and Final Fantasy with a Science Fantasy spin on the genre. Having been in the hands of several of Sega's development studios — in chronological order: Sega RD4 , Sega AM7 (Overworks/Sega Wow), and Sega AM8 ( Sonic Team ) — the franchise has taken several different forms since its inception.

The original tetralogy of turn-based role-playing games is primarily set in the Algol solar system, focusing on the planets Palma, Motavia, and Dezoris. Across thousands of years, various heroes rise to combat those who would threaten their home worlds, particularly the evil entity known as Dark Force.

Three Gaiden Games , mostly focused on Phantasy Star II , were released as well. Phantasy Star II Text Adventures and Phantasy Star Adventure , a duo of text-based Adventure Games , explored the past of the PSII cast and told an unrelated story set in the same era of the Algol system's history, respectively. Phantasy Star Gaiden, an Eastern RPG for the Game Gear , took place roughly halfway between I and II in the Copto star system, a sector of space colonized by the Algolians. The protagonists are two colonists, Alec and Mina — the latter being a clone of I 's heroine, Alis Landale. None of these games were released outside of Japan.

A number of times, the games of the tetralogy have been ported to newer consoles. At one point, there was even a remake of the first two games in the tetralogy — Phantasy Star Generation 1 and Generation 2 — for the PlayStation 2 . On top of a more fleshed-out story ( far more in Generation 1 's case) and updated graphics, there were a few additional quests and tweaks made to the remakes. Of course, nobody outside Japan got to see these either . A similar remake of IV was planned and a US release bundling the three was announced, but the remake of IV disappeared and the US release along with it.

Sega's continued to make games in the Phantasy Star series, but they've largely taken place in entirely new settings with only tenuous connections to the Algol System... well, apart from the fact that Dark Force just can't seem to leave the universe alone. For more information on the sub-series that came after the tetralogy, see Phantasy Star Online , Phantasy Star Universe , and Phantasy Star Zero .

  • Phantasy Star I (1987): When her brother is murdered by the forces of the tyrannical King Lassic, Alis Landale will embark on a journey across the Algol System to liberate the people from not only Lassic's brutal reign, but the otherworldly evil controlling him. Features first-person dungeon crawling, a rarity among JRPGs of the time, and one of the first female protagonists in the genre. Notable for being the first major console JRPG to be localized for release in America and especially Europe, making it a kind of Trope Codifier for those territories.
  • Phantasy Star II Text Adventures (1990): During the shortlived run of the Japan-exclusive Meganet service, eight bite-sized text adventures were made, centered around each of the playable characters from Phantasy Star II .
  • Phantasy Star Adventure (1992): Shortly after the events of Phantasy Star II , another Mota agent travels to Dezo to visit a friend, only to be caught up in a new conspiracy. Made in a similar vein to the Phantasy Star II Text Adventures .
  • Phantasy Star Gaiden (1992): Following the events of the original Phantasy Star , Alis founded a new colony on the distant planet of Copto, where she sealed an ancient evil to protect the people — an evil now threatening to re-emerge.
  • Phantasy Star III : Generations of Doom (1990): A young prince of the kingdom of Orakio is to marry a Mysterious Waif when she is abducted by the forces of Laya, setting into motion events that would determine the fates of not only both kingdoms, but his descendants. Developed by a completely different team from the previous console iterations, the game was ambitious in its scope, but the end result is what many consider the black sheep of the original console RPGs .
  • Phantasy Star IV : End of the Millenium (1993): The Grand Finale of the original console RPG series. A thousand years after Phantasy Star II , Chaz Ashley, a rookie Hunter, embarks on an adventure that will not only see him contend with the root of the evil plaguing the Algol System, but unearth the very nature of the Star System he calls home! Notable for its sheer scale, the improvements made to the series's battle system, and its comic book-style cutscenes, making it one of the most essential JRPGs of the 1990's.

phantasy star trek

  • Phantasy Star Online Episodes I and II (2002): A stand-alone expansion of the original Phantasy Star Online released after the Dreamcast's discontinuation on Gamecube, Xbox, and PC. In addition to adding three new character types, the game also features a brand new area to explore, a new story to undertake, and new mysteries to unearth.
  • Phantasy Star Online Episode III: C.A.R.D. Revolution (2003): Released exclusively on Gamecube, Episode III of the PSO saga is a Genre Shift to a collectible card game put against the backdrop of a civil war brewing among the Pioneer Project's colonists.
  • Phantasy Star Online Blue Burst (2004): Released exclusively on PC, Blue Burst is not only a port of the previous versions of PSO, but a continuation with a fourth Episode centered around a mysterious meteor falling onto Ragol. Noteable for the sheer number of private servers still running the game years after official support was discontinued.
  • Phantasy Star Generation 1 (2003): An Enhanced Remake of the original Phantasy Star , featuring updated graphics, an arranged soundtrack, and other quality-of-life adjustments.
  • Phantasy Star Generation 2 (2005): An Enhanced Remake of Phantasy Star II . In the same vein as the previous remake, Generation 2 updates the graphics, soundtrack, and gameplay of the original game.
  • Phantasy Star Universe: Ambition of the Illuminus : An expansion released in 2007. This time, players assume the role of their own original character as they contend with the Illuminus, a human-supremacist organization that threatens the Gurhal System.
  • Phantasy Star Portable (2008): A spin-off title for the Playstation Portable that serves as an continuation from Ambition of the Illuminus . Once again assuming the role of an original character, players team up with the kindly CAST Vivienne to protect the Gurhal System from a new threat.
  • Phantasy Star Portable 2 infinity (2011): The Updated Re-release of Portable 2 , released exclusively in Japan on the PSP. Shortly after the subspace incidents, a new race called "Deumans", human-SEED hybrids, begin to appear across the Gurhal system. Emilia and the player join a Deuman named Nagisa and seek to discover her connection to an ancient evil that threatens the universe.

phantasy star trek

  • Phantasy Star Online 2: New Genesis (2021): The sequel to Phantasy Star Online 2 , released for the PlayStation 4 , PC, and Nintendo Switch in Japan and for the Xbox One and Xbox Series X in North America. A millennia after the end of Oracle's war against the Falspawn, players join a new generation of ARKS and their fight against the DOLLS that populate their new homeworld.
  • Phantasy Star Online 2es (2014): A mobile phone companion game and spin-off of Phantasy Star Online 2 that follows a team of ARKS known as the Darker Busters and their adventures into the dark side of the organization.
  • Phantasy Star Nova (2014): A Playstation Vita spinoff of Phantasy Star Online 2 . When the ARKS Ship "Delta Valiant" and its passengers are stranded on the planet Makia, its crew must not only survive but uncover the secrets of the Gigantes, a race of artificial bioweapons inhabiting the planet. Curiously the only post-tetralogy game that lacks an online component.
  • IDOLA: Phantasy Star Saga (2018): A free-to-play RPG released on mobile phones. On the distant planet of Vandor, the Aries Knights, a peacekeeping organization dedicated to repelling titanic monsters known as Idola, must contend with the revival of Dark Falz and those that would use its powers for their own gain.

The series provides examples of:

  • Action Girl : From Alis in the first game, to Nei, Rika, and Alys in the sequels.
  • A.I. Is a Crapshoot : Throughout the original tetralogy, this is averted and subverted. If a robot or AI is causing problems, then it's either because the AI was given faulty or incomplete orders, the situation has changed over a thousand years and the original orders are no longer relevant, or it was designed and programmed by the enemy to begin with .
  • Algol Is the Center of the Universe : Thoroughly justified in PSIV , as it's revealed that the entire star system and all that live in it were originally created by the Great Light to imprison the Profound Darkness .
  • Additionally, although obliquely, hinted at in I , it's confirmed in II that Earth does exist within a far future context, as its race tries to conquer Algol to colonize it for resources and living space.
  • Anyone Can Die : This series is not even slightly shy about killing off its main characters. PSIV 's Wham Episode had Alys dying from the effects of the Black Wave . PSIII never killed anyone in the active party, but was absolutely murderous to the heroes of the first and second generations. And then there was PSII .
  • Arc Number : A millennia. A period of 1000 years is required for Dark Falz to return, which is a key plot point in the original tetralogy, especially Phantasy Star IV (the game subtitled End of the Millennium , no less). A 1000 year Time Skip is also involved between Phantasy Star Online 2 and its sequel, New Genesis .
  • Art Evolution : PSII , the Gaiden Games , and PSIV opted for a cel-drawn art style for cutscenes that was evocative of late '80s and early '90s anime. PSI and PSIII have a different (but still animesque ) style. Generation 1 and 2 sport their own cel-shaded style as well, distinct from the original PSII and PSIV .
  • The android/cyborgs of III and IV probably count as well. And then there's Seth in IV .
  • Subverted by the Great Light, the physical antithesis of the Profound Darkness whose sole goal is to prevent its resurrection. While the Great Light's interests align with that of the heroes, it doesn't actually have humanity's best interests in mind; rather, it sees the sentient beings that it created to help seal the Profound Darkness as part of the solution. Chaz pretty much gives it what-for when he finds out.
  • The Phantasy Star Online 2 counterpart of the Great Light, the Player Character , plays it straight.
  • "Blind Idiot" Translation : Notably one of the few long-running game series to suffer from this even in modern games, with not only the tetraology but both PSO2 and IDOLA having inconsistent and/or half-assed translations.
  • Body Backup Drive : I and III used churches to resurrect dead party members, but II and IV , to better fit the sci-fi theme, justified resurrections by having your party going to a clone lab to bring back companions.
  • Can't Drop the Hero : Rolf in II . I and III don't have enough characters per party to use this trope, while IV selects your party for you up until the end, and then, you only get to choose one Optional Party Member to take along with the four required ones.
  • Character Name Limits : Four letters max.
  • Clarke's Third Law : Throughout the series, the explanations for the games' equivalent of magic, "Techniques", has differed. For instance, the manual for Phantasy Star II describes the fire Technique "Foi" as compressing oxygen into a small space until the molecules ignite and create a fireball, suggesting they are technological or psychic in nature. Meanwhile, Phantasy Star Universe describes TECHNICs and their melee equivalent, Photon Arts, as computer programs uploaded to weapons on discs.
  • Compilation Rerelease : No shortage of these with the original series. The Sega Saturn and PlayStation 2 both offered collections which combined all four original games into one package, the Game Boy Advance offered one which combined the first three, and compilations of Genesis games tend to contain at least the three for that system (the collection for the PlayStation 3 and Xbox 360 contains all four, albeit requiring the first to be unlocked).
  • Conlang / Spell Levels : Techniques from PSII onwards. The base spells (such as "Foie" or "Resta") are augmented with prefixes, with "Gi" and "Na" strengthening them and "Sa" making them target multiple subjects. This is much less obvious in the English translations with their five-letter limit.
  • The Corruption : A series mainstay alongside Dark Falz, weirdly enough. D-Cells in Online , the SEED in Universe , F-Factor in Online 2 , and so forth.
  • Cute Monster Girl : Nei and Rika, Numans in general.
  • Dead Character Walking : Can be done in Phantasy Star II game. First, kill off everyone except Shir , then enter a shop repeatedly until she steals something and leaves the party. You'll now be able to walk around with an all-dead party, though the second you get into an encounter, you'll die immediately.
  • Devil in Disguise : In Phantasy Star IV , you are accompanied for the span of one dungeon by an adventurer named Seth . While his name doesn't really say anything of what he really is, using the Talk command from the menu gives subtle hints, and his abilities (most, if not all of which were used in previous fights by Dark Force ) are almost a dead give away if you are paying attention. "Seth" is also the name of the ancient Egyptian god of darkness.
  • Devious Daggers : Twin Daggers are a commonly available weapon in the setting. You're more likely to find daggers in the hands of graceful acrobats (even villainous ones like Dark Falz Apprentice) than grinning sadists. (It helps that they're usually pointed at rampaging monsters and not other people.)
  • Dropped A Bridge On Her : Alys .
  • Possible with every character, starting with PSII , and highly encouraged when it's not more effective to use a two-handed weapon. You can even dual-wield shields if you need to beef up a magic user's defense.
  • Every post-tetralogy game has them in some form, which come in both melee (such as Twin Swords and Twin Daggers) and firearm (such as Mechguns and Twin Machineguns) varieties.
  • Eldritch Abomination : Dark Force/Falz, natch. The Profound Darkness even moreso, but the Primordial Darkness takes the cake, whose design quite literally screams "cosmic horror".
  • Fighting a Shadow : Dark Force's relationship to the Profound Darkness — especially true in PSIV . Lassic also has a "shadow" fought partway through his castle in PSI .
  • Foreign Cuss Word : The fan translation renders the final boss of Phantasy Star Gaiden as Cablon. Remember that Japanese can switch L and R at will, and that name becomes mighty interesting in Spanish...
  • Genre Shift : The jump from classic console RPG to MMO Action RPG between Phantasy Star IV and the later sub-series, as well as the side-story text-based adventure games like Phantasy Star Adventure.
  • Global Currency : Meseta, which is more of an interplanetary currency. One of the mainstay concepts of the series, even after the tetralogy.
  • Hijacked by Ganon : Dark Force/Falz has a nasty habit of appearing in nigh every game in some way, shape or form. The Profound Darkness gets a turn at hijacking in PSO2 as well.
  • Hollywood Silencer : On a laser gun, no less.
  • Hyperspace Arsenal : As with most RPGs ' inventory systems.
  • Localization teams lacked consistency with translations; as an example, the name of the Algo/Algol System's planets (as well as the system itself, as noted here) have plenty of variations on their names (Palma/Parma/Palm/Parm, Motavia/Motabia/Mota, Dezoris/Dezolis/Dezo).
  • The translation for "Dark Falz" has varied across the series. The tetralogy referred to it as "Dark Force" (and "Dark Phallus" at one point), while every game from Online onwards stuck to "Dark Falz".
  • Insistent Terminology : SEGA maintains that the post-tetralogy games are not MMORPGs despite their online multiplayer components, instead opting to refer to them as "online Action RPGs ".
  • LEGO Genetics : Numans are humanoids comprised of human, monster, and animal DNA.
  • Lighter and Softer : The series has gradually gotten significantly less dark as more entries have been added, which started from Universe . Nova is an exception, as it's a Darker and Edgier counterpart to Online 2 that attempts to invoke the feel of Online .
  • Men get traditional shields, while women instead wear emels — basically thick gauntlets. Unfortunately, in a franchise which offers higher rewards for Dual Wielding , these are largely useless except on your Squishy Wizards and Healers, whose physical offense is virtually nil anyway but benefit from the extra boost to defense.
  • Online featured Shields as a subcategory of defensive equipment, which could be equipped to the left hand. Later games replaced conventional equipment with invisible Deflector Shields as the justification for not wearing actual defensive gear.
  • Made of Evil : Dark Falz/Force is an entity created from pure hatred. Its progenitor, Profound Darkness, is also pure evil .
  • Magic from Technology : Techniques (typically shortened to "Techs", and at one point called TECHNICs ), which, in most universes, involves manipulating Photons in such a way to perform elementally-charged attacks that are very similar to magic. Notably, the original tetraology had actual magic, but real magic gradually became rarer after the first game and was only learnt by a select few magicians; their place in the series was phased out by Techniques, which could be taught to most of the characters. Continuities after the original tetraology have opted to remove real magic altogether.
  • Magic Knight : Alis, Rolf, Chaz, and every third-generation protagonist in PSIII .
  • Mana Potion : Many games use Fluids as the magic restoring item. Games with the Photon Points system ditched Fluids due to PP being a naturally-restoring resource, although items that restore PP instantly also exist, like the Delicious Burger in Online 2 .
  • Master Computer : Mother Brain in PSII. She's got a "daughter" named Daughter in PSIV .
  • The Medic : Amy and Raja are the best examples, and several PSIII characters can be turned into this with proper tech distribution.
  • The Multiverse : The concept of a Phantasy Star multiverse was introduced in Portable 2 infinity , where a Side Story reveals that subspace travel has the ability to connect entirely different universes, demonstrated as the player, Emilia, and Nagisa getting stranded in Ragol and teaming up with Red Ring Rico to save Heathcliff Flowen. This was later given a nod in Phantasy Star Online 2 where an EX Story for the Phantasy Star Universe 10th Anniversary event involves Emilia and Vivienne getting stranded on Naberius instead.
  • Phantasy Star III is this as a result of having been developed by a different team from other classic entries, with a notably different style from other games, a more classic fantasy theme, being less directly connected to other games, and being the only installment in the classic series not set in the Algol system.
  • Nova is notable for dumping several series mainstays, such as Dark Falz (who has no presence in the game whatsoever), Meseta (replaced by a Practical Currency called Gran Pieces), and Mags (replaced by the Gigantes, who double as Mons ).
  • Ominous Floating Castle : Lassic/La Shiec's castle in PSI , Skyhaven and Lashute in PSIII .
  • Starting from Phantasy Star Online , the theme for every "first dragon" boss in the game always follows the naming scheme "Growl, from the *insert descriptor phrase* ".
  • Also starting from Phantasy Star Online , every Falz or Falz-related boss has "Idola the *insert descriptor phrase* " for their theme name.
  • Phantasy Spelling
  • Plotline Death : Tiem and Nei in PSII . Alys in PSIV .
  • Precision-Guided Boomerang : Slicers/slashers are a form of bladed boomerang wielded by Ladies of War . They are able to hit all enemies in a row before returning to their wielder's hand.
  • Required Party Member : Nei insists on joining Rolf for the first third of PSII . In PSIV , there are even less options on who to take, as the party makeup is often entirely decided by the plot. Even prior to the final dungeon, four characters in the five-man party are required.
  • Robot Girl : Mieu and Miun in PSIII , Demi in PSIV . A mainstay of the series after the tetralogy, given female CASTs were introduced in Online .
  • Science Fantasy : The setting is more or less sci-fi, but magic is commonplace in PSI and continues to exist in the games set afterwards (though its role is mainly taken over by Techniques ). Magic was removed from the series entirely after the tetralogy, although the fantasy elements are still there to some degree.
  • Rappies, little fat fluffy yellow birds . It wasn't until PSO that they started to fill this role; it's more pronounced in the later games. They also appear in PSIII by the name "Chirper."
  • The musk cats were basically this for the original tetralogy.
  • In PSII Text Adventures . Shir's quest involves stealing the Opa Opa , a famous treasure.
  • Some of the books Chaz finds on bookshelves in PSIV also reference other Sega franchises, like Sonic the Hedgehog .
  • Crystal Spires and Togas : Rykros .
  • Ghibli Hills : Palma before its destruction , and Landen, Draconia, Elysium, and Terminus on the Alisa III... before you factor in their sci-fi elements, of course. Motavia in PSII , due to terraforming.
  • Shifting Sand Land : Motavia started out as this, and is regressing back toward it after Mother Brain's destruction . Also Aridia on the Alisa III.
  • Slippy-Slidey Ice World : Dezoris, along with Frigidia and briefly Aquatica until Rhys fixes it.
  • Generation 2 plays it straight, thankfully. They've been heavily buffed into being Shir's best weapon.
  • Square Race, Round Class : Some games give a CAST (a Ridiculously Human Robot race known for its very poor Photon control) the option to become a Force (a Class that requires high Photon control to be effective). They're predictably bad at it. Games from Online 2 forward play it straight, since racial stat differences have been reduced to almost nothing, so you're free to become the robot wizard or warrior space elf you always wanted to be.
  • Noah in PSI ; Hugh and Amy in PSII ; Hahn, Rune, and Raja in PSIV .
  • The defining trait of the Force class in post-tetralogy games.
  • Allowing Shir to steal something from Motavia's Central Command station nets you a visiphone that allows you to save your game anywhere (through the use item command), but she has to be over level 10 to do it.
  • Sword of Plot Advancement : Nei Sword in PSII , Orakio's Sword in PSIII , Elsydeon in PSIV .
  • Talking Animal : Myau, and all other musk cats.
  • Time Skip : A 1000 year waiting period is fairly common between games, mainly the original tetrology. This is generally enough time for another iteration of Dark Falz to wake up and start making a mess of things, forcing a new band of heroes to team up and put a stop to it.
  • Trauma Inn : Averted in the first two games, where you actually visit hospitals to heal your characters and churches/clone labs to resurrect them.
  • It should be noted that Laconia itself isn't rare, but the knowledge of how to refine it doesn't get spread around. In IV , several stores sell "Silver" weapons and armor, which one of the shop residents explains is Laconia, but a low-grade form of it because out of outdated processing techniques.
  • Underground Monkey : Like other console RPGs , the creatures and enemies found in the tetralogy have lots of cousins, many of them Palette Swaps .
  • Vicious Cycle : Dark Force is slated to arrive every millennium to destroy the world, until a space station slams into Palma in PSII , destroying it, and thus weakening the seal, allowing not one but three separate versions of Dark Force to slip into their dimension during PSIV .
  • When Trees Attack : The trees surrounding Garubrek Tower in PSIV are carnivorous. There are also a few biomonsters in PSII that appear to be trees, too.
  • You Don't Look Like You : Most infamously, Alis looks nothing like herself in Phantasy Star Gaiden , having purple hair and a completely different face, suggesting that she was originally going to be an original character who was later changed into Alis to better tie into the main series. By contrast, the manual depicts her in her traditional look.

Video Example(s):

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"Save This World" by Kelli Sae

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  • Defunct Online Video Games
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  • Platform/iOS
  • Phantasy Star Online 2es
  • Science Fantasy
  • PewDiePie: Legend of the Brofist
  • Platform/Android
  • Persona 5 Tactica
  • Japanese Games
  • Phantasmaburbia
  • WindowsGames/2000 to XP
  • Phantasy Star III

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