

Phantasy Star (talking about this particular game now) feels like something that should have been huge. Inspired by DQ (Dragon Quest not Dairy Queen), the game was released in December of '87 in Japan, just TWO DAYS after Final Fantasy. But -- a localized version hit the States as early as November of '88! For comparison, that's over a year before us burgers got Final Fantasy, and it even predates the localized Westoid Dragon Warrior!!! This hidden gem was just sitting there and no one knew about it. And for one simple reason: it was on the SMS and not the NES. Hate to see it!!

The "flow" of Phantasy Star will mercilessly cuck many first-time players. The game's nonlinear -- sort of; there's a preferred order to approach things but the game's not just gonna come out and say it. Many dungeons are theoretically optional. They'll house a weapon or some armor but no plot-specific items. And a specific Phantasy Star tradition begins here with game #1: there are very few bosses, and those that do appear will likely show up again later as standard enemies. Dungeons themselves are atypical. They're first person and grid-based, akin to the old WRPGs. And they're brutal, with all the expected dead ends, trapdoors, and long coridoors that end with useless loot. And don't expect any help with mapping. There's no in-game map, anywhere, and the compass item simply indicates cardinal direction. Get out that graph paper. The dungeons LOOK amazing, at first. Every one has the same brick layout, just a different color. And the music gets repetetive, though the swap to "dungeon theme #2" halfway through the game is a fantastic shit just got real moment.
Battles are turn-based and absolutely incredible. They're modeled after Dragon Quest, so the enemies are visible in battle but not the heroes. Well, enemies or enemy? That's an oddity of Phantasy Star: Alis and her buds can face multiple foes but they'll always be the same "type" of bad guy, and only one is represented onscreen. It's also impossible to target specific enemies, which isn't as bad as it sounds. Most battles still come down to "mash A" (or whatever the SMS button is) and Odin's gunfire blasts everyone at once. The visuals are glorious, with animated player and enemy attacks, plus gorgeously detailed full-screen backgrounds. A huge contrast to the stark blackness of Dragon Quest II and the odd boxy presentation of Final Fantasy. Items and money netted after successful combat are presented in chests and opening these is optional. Many are trapped, which is a huge pain in the ass (at a certain point in the game most damage will actually be caused by chests so skipping them is an imperative!). Interestingly, Phantasy Star features plenty of static damage and health recovery. For instance, Odin's laser gun will always deal 20 damage to each enemy, and Alis' heal spell will recover 20 HP.

The game can also be a colossal pain in the ass. I can't conceive how it's beatable without a walkthrough. Good luck finding the shortcake with no assistance. Or anything else for that matter. Phantasy Star is also unbalanced as all hell. Alis can very easily die in the very first battle, depending on how the RNG selects an enemy. The "run" command seems to work 90% of the time but still... The game stays hard regardless of one's dedication to grinding. Character levels are capped at 30, and the final couple dungeons and bosses are still tough even with a fully decked-out power-leveled party. The penultimate dungeon (or, chain of dungeons) is horrific. Absolutely overly huge and complex, with a useless prank "town" halfway through that offers NO PLACE to heal!! Diabolical. This is where the "save anywhere" feature can actually be a liability.
And yet... I'm giving this a perfect score. This is based on the game's overall vibe, feel, aesthetics, je ne sais quoi, whatever, not an "average" of everything I've touched on. The best game on the Sega Master System (no contest), probably the best 8-bit JRPG, and one of Sega's crowning moments. Unstoppable.
Rating: 5/5
Reviewed: 10/13/25

The plot progresses at a leisurely pace. It's about a guy named Roy who's searching for the perfect birthday gift for his qt3.14 girlfriend, Lila. He settles on the most obvious thing: a random pink egg some dealer at the local marketplace is selling. Upon bestowing it to Lila, she mentions that it appears to be a "Mio" egg. Through some detective work, Roy finds out that Mios are a type of rare endangered alien. Sure enough, the egg cracks and the mysterious being emerges. Turns out the Mio is a sort of intelligent life, rather than a mere pet, so Roy spends the remainder of the game trying to uncover exactly what type of creature he's dealing with, and how to return it to its native habitat.
Gameplay is very similar to Enix's groundbreaking Portopia Renzoku Satsujin Jiken. It's first-person and menu driven, though certain choices will trigger a cursor to appear onscreen, which can then be used to select objects for further examination. Choices include the likes of move, look, talk, take, hit, eat, item, and quit game. All are rather self-explanatory, with the exception of the "quit" option, which actually brings up a password, should someone need more than one sitting to complete this. Using the cursor is pretty seamless here, especially in comparison to similar adventure titles, as all on-screen selectable objects are rather large and obvious.

The graphics are great. Bold and colorful and very Sega. There're plenty of fantastic 1980s anime character designs, and the "science fantasy" backdrop is of course very appreciated. Something strange happens when speaking to characters: their mouths aren't animated within the "main" window, but a separate dialogue window pops up at the screen's bottom, containing animated head shots. Roy too appears in this manner when conversing, and he sports a great variety of facial expressions and eyebrow movements. I must say, I don't find the baby Mio very endearing. It's this weird cross between a teddy bear, a lion, and an angel. Creepy. The soundtrack is chill and pleasant and fits the game nicely.
Overall, Hoshi o Sagashite... feels like a more relaxing Portopia. A worthwhile way to spend an afternoon, and an intriguing look into the surprisingly tiny library of Master System games that never left Japan.
Rating: 3.5/5
Reviewed: 06/01/26

Phantasy Star II is certainly a 16-bit JRPG but don't expect anything along the lines of Final Fantasy VI or Chrono Trigger. This is an early example of the genre, being released in 1989 in Japan and arriving in America one year later (note that this arrived in the US before the first Final Fantasy!!!). Aesthetically advanced but mechanically still primitive, PS II feels a bit like an 8-bit game with a 16-bit veneer. It's also way worse than its predecessor, sorry to say.

Rolf and Nei don't stay a duo for long, as they're soon joined by six other companions. Phantasy Star II in some ways pioneers what would become a staple in later 16-bit RPGs (and beyond) -- you have more characters than can fit into a single venturing party. In the case of PS II, that number is capped at four. Thing is though, most characters beyond those first two have little personality (in fact Kain and Hugh are palette swaps, as are Amy and Shir). They're essentially just mercenaries who're along for the ride; unlike something like Chrono Trigger (I know I keep bringing that up), there's no plot-specific reason to favor one character over another. And since characters join at level mf'ing ONE and have to be leveled up from scratch, there's essentially no reason to pay any attention to latecomers like Hugh and Anna. Zero. The adorable thief Shir, last to join, bucks this trend a bit, as she can steal the best items in the game from shops -- including the essential save-anywhere device (uh, remember how you could just do that sans accoutrements in the first Phantasy Star??). But she can't do this until level 10. So many players, including myself, will grind until Shir hits level 10, steal a bunch of stuff, then toss her back into the Rolf's house for the remainder of the game, venturing forth with the battle-tested leveled party. Speaking of Rolf's house, there's where new characters join the fray, and Rolf must visit the house to grab 'em -- but there's zero indication that such a thing is ever going to happen!!
The events of PS II transpire across the two planets of Mota and Dezo, each of which are crammed with towns and dungeons. Travel to and from Dezo is awful. Remember the spaceship from the first game? It's back (okay it's probably a different ship) but upon arrival in Dezo one must traverse a mazelike series of corridors for some reason. It sucks. Towns are fine, though Rolf must be wearing a special hat to communicate with the Dezo dweller for some damn reason. The dungeons... The dungeons are the reason the North American version of the game came with a full ass walkthrough strategy guide. One may surmise that the dungeons here are comparatively easier than those of the original PS, partially owing to the fact that the PS II dungeons look intrinsically less disorienting as they're now top-down and not first-person. But no... the dungeons in this game are DISGUSTING. Word is that some Sega newbie was trying to impress his superiors and apparently thought the best way to go about it was to craft these monstrosities. Where to start... Well, the dungeon layouts are haphazard and capricious. They're far too lengthy, difficult to map, and floor-to-floor navigation is done by way of scattered warp panels. Although some dungeons also contain one-way pitfalls. In fact, one of the final dungeons has nothing BUT such pitfalls -- IT SUCKS. The torture is compounded by the fact that someone at Sega (maybe the same aforementioned guy) thought it would be funny if the player's view of each dungeon was obscured by FOREGROUND graphics. Pipes, clouds, bubbles(?)... There's always a bunch of random garbage onscreen. Furthermore, the payoff for completing each dungeon is essentially nonexistent, as most treks simply consist of grabbing an item or two and then bailing. Yes, the "barely any bosses" tradition of Phantasy Star continues. This is a thirty hour game, give or take, and there are FOUR bosses. The first is very consequential to the plot, but the fight itself is partially scripted. Same goes for the second boss. And the penultimate and final bosses are back-to-back at the game's very end! This all makes PS II feel like it's filled with a bunch of tedious, punishing space with little to distinguish one mission from the next. Of course, the player will also have to contend with the criminal encounter rate...

Outside of battle, the menus are all a touch too dated and clumsy. Items must be bought and sold one at a time. Every character has their own inventory (quickly filled), so items must be "passed" occasionally. Thankfully, shopkeepers are kind enough to warn someone about purchasing something that can't be equipped. Saving is slow, and the game requests the player input a name at every save!
Aesthetics are mixed but when they're on-point the game looks absolutely stunning. Of special note are the realistically proportioned anime characters, and their facial portraits (the ladies are so cute). Shopkeepers have a distinct look and it's worth messing around in towns just to say hi to everyone. The OST consists of very few tracks, but this is some juicy Genny techno stuff. The "save game" theme is one of the catchiest video game tunes ever; it was my cell phone ring tone for a good eight years or so. Late-game dungeons have some spooky themes (fitting), and the Mota music is as beautiful as the accompanying visuals. It does feel like the game could have used five more tracks though, there's a bit too much repetition.
This is a tough one. Phantasy Star II is big, bold, (sometimes) beautiful, and (often) boring. Too redundant and laborious for its own good, PS II is nevertheless essential for all JRPG fanatics, if only for its history and place in the larger series (and greater JRPG pantheon). Plus Shir is pretty funny.
Rating: 3/5
Reviewed: 05/24/26

...And then, they were fan-translated some years later, for the English-speaking Western audience. These are "play it (them) any way you can" titles, given their obscurity and digital-only nature of the originals. I personally played them on Steam. Which isn't to say they're actually "on" Steam. See, in 2010 Steam received the compilation SEGA Mega Drive and Genesis Classics (since delisted as of 2024). I was at first inclined to ignore it, seeing how it overlapped so much with the console release Sonic's Ultimate Genesis Collection. What changed my mind: the Steam compilation allowed players to apply mods uploaded by fans to the game's "workshop." These range from graphical and difficulty tweaks to outlandish experiments like Streets of Rage 2 Except It Makes That Weird Tim Allen Noise When People Die. Of course, as anyone with patching experience knows, you can "mod" a game in such a way that one ROM is simply replaced by another. What this means is that most SEGA Mega Drive and Genesis Classics "mods" are actually full-fledged (usually third-party) Genesis games not included in the vanilla compilation lineup. Example: you can "mod" Comix Zone to play the eroge shmup Divine Sealing or "mod" Alex Kidd in the Enchanted Castle to play Battle Golfer Yui or "mod" Streets of Rage 2 to play hold up this does not look right...... Long story short, Phantasy Star II can be modded to play the Phantasy Star II Text Adventures.
Storywise, these are prequels to the main game. And since all eight of these share common mechanics and aesthetics and an identical control scheme, I'll review all as one long singular episodic game.

To make things more "RPG-like" the developers included periodic combat. It's turn-based, with weapons being "Used" to fight, though some enemies must instead be bribed with noncombat items. Damage is somewhat variable, in the "dice roll" tradition, though here LITERAL DICE are displayed as combat unfolds. Characters never have a tremendous amount of HP, healing options are limited, and it's possible to get RNG-boned with some disagreeable dice rolls. On the flip side, misses are frequent, and anyone emulating these (who isn't?) can save scum their way through a battle and come out the other end with zero damage received. In the Western fashion these adventures do indeed have true Game Overs, and prior to emulation it was possible to get soft locked by expending all healing capabilities before all enemies had been defeated.

Note that these games (having no official English localization) use the Japanese names for the characters. Somewhat confusingly, the character Americans call Anna is Amia here, while the character Americans call Amy is actually Anne. Some quick notes on the adventures themselves:
Eusis (Rolf) - backstory of the main game protagonist is that he was an orphan who studies the blade. Goes into hiding, gets real good, and challenges an antagonist who looks suspiciously familiar... This is one of the more straightforward adventures though the battles are difficult. Rolf also has a special "technique" but it slices off some of his own HP; I found it useless.
Nei - A weirdly sad story about the outcast Nei having her foster parents killed and then being left to roam the streets of Paseo alone. Like, she has to root around garbage dumps and so forth. A solid ending that brings us right up to the beginning of PS II.
Rudger (Rudo) - Oh man this one SUCKS. The inventory space is a huge issue. There are so many items in weird spots and stuff that will be obtained too early and fill the inventory only to be dropped and grabbed up again some twenty minutes later. The "puzzles" are obtuse and awful and there's one of those mazes that loops eternally unless a very specific combination of directional commands is entered. Then there's the overwrought depressing story. The wife and daughter of Rudger have been killed by a mole. By "killed by a mole" I'm not talking about carcinoma or a spy or something. I'm talking about the subterranean mammal.
Anne (Amy) - One of the shorter adventures, Anne once again plays the role of healer and saves an elementary school from monsters. Eventually she meets a buddy named Heinz who fights in her stead, while she contributes backup healing support.
Huey (Hugh) - Yes Hugh is also known as Huey lmao. Big Huey runs science experiments and "coincidentally" there are now killer plants on the loose. Yup, he created them. He beats them all and then his gf gives him a nice slap.
Kinds (Kain) - These names are getting weirder. Kinds is deep into hax0ring and tries to make a cool gun and gets caught up in a conspiracy involving Mother Brain. The one's written in the first-person and has a cool urban cyberpunk setting. Some funny moments too. Kinds is hired by a bar owner to fix the AC unit on the roof but he screws up and then the entire place just explodes and Kinds is like "oops my bad" lmao.
Amia (Anna) - A "hunter" with fifteen arrests under her belt, she's tracking a bad dude named Hack (he's a hacker btw). Kind of bland overall; you'd think she'd battle the criminal at the end but instead she just fights a bunch of animals.
Shilka (Shir) - Probably the best story, though "best" is doing some heavy lifting here. Shilka the thief is determined to steal a painting of Opa-Opa (the Fantasy Zone protagonist). Lots of sneaking around and hiding in this one, though the navigation can get tricky with the up/down elevator trips. Some funny and intense moments. P.S. I think she's beautiful.
Aside from historical interest or a compulsion for total series completion, there's little reason to dive into the Phantasy Star II Text Adventures, especially considering their relative inaccessibility. Time to play Genesis Mario.
Rating: 2/5
Reviewed: 05/31/26

Phantasy Star III came shortly after the second game, and has gotten a reputation as being the series "black sheep" -- even though every PS entry is much different than the game that precedes it. Still, this was made by a different team (those who worked on PS II were now developing Sonic, no kidding) and it's something of an unusual JRPG, compared to any other JRPG of the time, really. Additionally, the plot is presented as a sort of side story, as Phantasy Star IV is more or less considered the direct story sequel to Phantasy Star II.

This brings us to said generations ("of doom" apparently). See, the journey of Rhys only encompasses the first third of the game. Eventually he (finally) gets married, to one of two women, the choice of which is made by the player. There's then a time skip and the resulting male offspring becomes the new hero. Eventually the new guy gets married to one of two women and then that resulting son steps into the hero role. This leads to multiple pathways and four separate endings. Something that would ostensibly create a tremendous amount of replay value but... Well, it doesn't quite shake out that way. For starters, this is an early 90s JRPG with very blunt dialogue, further neutered by localization. There isn't much interaction among characters, and no big steps were taking to differentiate one person from the next. At "marriage time" most players will simply select which anime girl they think is cutest because otherwise who cares. The "branching paths" that result are additionally too similar. It more or less feels like the same locales shuffled around a bit. And every pathway leads to the same final dungeon and final boss. Even the endings are near identical. There's an annoying logistical issue as well. Though the game has four final pathways (and endings) there are only two save slots! Emulation and the existence of save states have perhaps rendered this problem moot, though anyone who played this on real hardware back in the day (or anyone who chooses to now) will not be able to simply juggle saves to see every path -- eventually they'll have to start the whole damn game over and replay the Rhys stuff. Oof. To flip to a positive, the "best" part of the gen system involves the involvement of the android characters. Since they don't age they get to keep chugging along as companions to the mortal human allies. They're arguably the most compelling party members overall, despite being inorganic.
Phantasy Star II was tough because of the obscene labyrinthine dungeons. Phantasy Star III is much easier but can be hard to navigate for the opposite reason: a glut of environments that are bland and difficult to distinguish. I mean, this game actually isn't even finished. There are empty houses. Caves that can't be entered. The seven planet overworlds look nearly identical, save for the desert and ice planets which possess the requisite brown and white color schemes. Towns are all copy/paste to a comical degree -- the towns on the ice planet are green and flourishing as they're simply comprised of the standard graphical tiles! Dungeons themselves are arguably a breath of fresh air, coming right from PS II. They fall into three broad categories, and most are one floor. Caves are simple in/out trips with maybe a couple branching paths. Castles are the only two-floor environments, alternating between the top layer and the basements. Then there are the "passageways" (which often have two ends and connect two planets). These consist of narrow catwalks occasionally interupted by impassable pitfalls. Bosses are scarce (again). Oddly enough, every boss (except the final one) is a regular human or android who otherwise appears as an NPC.

The magic (technique) system has been overhauled though the same spells (plus nonsensical names) remain. Characters do not "learn" spells (minus two exceptions), instead they begin with a specific unchanging cluster. Towns contain shops where the strength of techniques can be tweaked: increasing the strength of one spell will weaken others. An annoyance occurs with unambiguous spells like Anti (which cures poison) -- if weak it simply "misses" the majority of the time. It should be noted that since melee attacks are so strong there's basically no use for offensive spells, and it's perfectly conceivable to beat the game without using a single one. "Buff" spells really don't do much either. An average player can finish the game utilizing only the two basic heal techniques (Res and GiRes), the aforementioned Anti, and Rever (revive). Bit of a missed opportunity here.
Menus outside of battle are pretty unfortunate to look upon, and feel like they're stright out of an early 80s WRPG as opposed to an early 90s JRPG. They're text-based with a plain font. No cursors. The text of highlighted items will be blinking, and equipped items are written in yellow instead of white. Saving is only possible at inns which is fine becuase this game has inns up the ass.
The character designs are fantastic, once again adhering to a "realistic anime" style. Great walk cycle with the clattering armor and swaying capes. I think a few of the women do look a bit too masculine (which makes choosing a bride easy kek). There are also some primitive "cut scenes" shown in small windows. They're lovely, most of all the opening scene of Maia upon the beach. The soundtrack is decent overall. The composer tried something unique with evolving musical tracks. For instance, the overworld theme adds an instrument every time a party member joins (max of five). It begins solemn but eventually becomes a layered rousing adventuring theme. The same thing was attempted with battle music, which changes based on whether the battle is progressing in the player's favor. This is less successful as most fights are so short and easy.
Phantasy Star III is a lot different from Phantasy Star II and I'd argue it's better (barely). Lofty ambitions and unfulfilled promises aside, it's worth one single playthrough.
Rating: 3/5
Reviewed: 06/17/26

The first, Phantasy Star Adventure is, well, (another) adventure game. The tenth(!!!) such game, if you want to get technical. The protagonist is "you" -- yeah, the player of the game, presumed to be male though. You play as an agent from the city of Paseo. Scientist Ken Miller has been doing some research on the planet of Dezoris, and has since gone missing. Turns out Miller was working on a machine that doubles an individual's physical capabilities. It's presumed that Miller and the machine were taken by a corrupt corporation, and that both are being stowed away in a nearby factory. The player/hero must explore the city, collect clues and items, and infiltrate said factory all while engaging in the occasional bouts of combat.
Menus are of the expected variety, with a couple new options. There's a helpful map, though this quest isn't especially complicated. Anyone playing on an actual cartridge would have access to a password system, though apparently the fan translation broke this (hello save states). Curiously, you can still drop items though I don't think it's possible for the inventory to fill.

Navigating through the game is fairly tedious. Despite the short overall length there's still too much text, as every scene is "reintroduced" when entered. There's additionally an excessive amount of repetition: unlocking the same doors over and over with keycards and so forth. The puzzles aren't especially insane; management of money and HP is more critical for success.
The "dice" battles are back and still crappy. They're a bit more luck dependent than they should be. During one especially irritating stretch, there's something like five factory guards fought back-to-back. Turns out you need to (eventually?) lose to have the game proceed. Healing is done via items, and there's a lone shop to visit (and yeah you have to wear a "special hat" or the shopkeeper will lie).
I'd be inclined to rate this higher if it weren't for the awful combat system. If anything, this is more fun than the Phantasy Star II Text Adventures, which is both amusing and sad. For series fanatics and lovers of 8-bit space girls.
Rating: 2.5/5
Reviewed: 06/19/26

As the title indicates, this is a side story. The game begins with two protagonists, Alec and Mina. They encounter some guy who's been beat up, and he informs the duo that Alec's father has been kidnapped by bandits. There is, of course, a larger conspiracy at play here, regarding a demon that had been sealed away but is now awakening. As for the setting, this takes place on "Alisland" -- named for the hero of the original Phantasy Star. She's so cool.
There's a third character that joins the party as well. Make that three third characters. First is Dirk, a forest gnome who sticks around for a little while and helps close a sluice. Lars the android comes next and he sucks. There's no reason to level him up as he's in the party for ten minutes. Maybe fifteen. After that he aids in navigation by turning into a boat. Yeah. Alis herself shows up on Alisland next, once she's tracked down and awoken from a cryogenic sleep. She looks completely different here, and the way her character is written is of fan ficton quality, and apparently even altered further by the fan translators. P.S. I think she's beautiful.

Equipment is handled strangely in that anyone can equip anything. And the best stuff is available for sale about halfway through the game, save for the mythical Laconian gear which must be plundered from dungeons. Spells are not learned by up leveling up but instead must be purchased, and once again every spell is available for every character. The more advanced heal spells are essential, as is the aforementioned repel, and the offensive "Adol" spell (hold up... Adol?). What's truly peculiar is that items "stack" in the inventory. When I initially spotted this I assumed okay maybe the party can carry 9 of each item... okay maybe it'll turn out to be 99... it's 255!!!
There are around nine dungeons in the game and eight are nearly identical looking one-floor caves. They're boring and not particularly hard to navigate but they're also shrouded in darkness. Here's something odd: while you can purchase torches to illuminate dungeons there's also the infinite-use item "Light." Now, most would assume it would be something you get later on (like the Magical Key in Zelda) but no -- you begin the game with the Light item!!! While most of this quest is straightforward (especially with the regimented leveling) there is some cryptic nonsense. The final boss, for instance, cannot be defeated unless a special item is used in battle. Said item has no other uses and is given to the party only if they pay a fortune teller to analyze tarot cards.
Music is okay. I like the town theme. Most tunes are inoffensive and appropriate for the settings. Graphics are decent overall and the character portraits are shockingly gorgeous and detailed. And these are some of the most attractive Game Gear anime women (I'm seeing now that House of Tarot had some great art too). A few male characters are a little funny-looking though... and why is one guy wearing a necktie and suspenders in my medieval outer space anime romp? Some pleasant cut scenes pop up from time to time, though they are a bit grainy.
If I'm being charitable I'd say that maybe this was designed to be played in little spurts. Grind 20 minutes a day for a month and then the game's over. Doesn't change the fact that Phantasy Star Gaiden is excruciatingly boring and redundant and can be safely passed over.
Rating: 1.5/5
Reviewed: 06/21/26