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