Chinese language version Developed by Gamtec |
English language version Localized and reprogrammed by Super Fighter Team |
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The game does not make use of a variable width font.
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The game uses a specially produced variable width font, and seperately programmed
display routines, for all dialogue, menus, et cetera.
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When a monster poisons one of the heroes, the display name of their magical
attack is randomly selected from the spell list, rather than being identified correctly as a poison attack.
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The name of the monster's magical attack is correctly referred to as
"Poison Cloud".
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When going into battle, the music speed is increased from normal to fit with
the hectic mood of the battle. After the battle, the music speed remains
increased, causing all the other songs to play too quickly.
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The music speed increases for battle, but is correctly adjusted to play at
normal speed as soon as the battle ends.
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The "Taming Scroll" item can't be given to another hero. Instead, it
disappears when one of the heroes attempts to use the 'give' command.
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The "Taming Scroll" item can be given to another hero without any
problems.
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The only way to revive a fainted hero is by using the "Life Pill".
However, this method isn't very useful during battle as it only restores
the hero with 20 HP, leaving them extremely vulnerable to monster
attacks.
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A special, new spell named "Life Restore" was created which revives the
hero with 150 HP, giving them a better chance to survive in battle.
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The "Poison Cure" magic has the bizarre side-effect of also being able to
revive a fainted hero, albeit as a zombie who is unable to attack or
be attacked. Thus if all heroes but the zombie hero are killed, the game
gets stuck in an endless loop.
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The "Poison Cure" magic cures poison without any side effects or problems.
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When all of the heroes are defeated in battle, the game automatically
attempts to load the most recently saved game. If no saved games exist, the
game is restarted in the most recently visited town. However in both cases,
incorrect statistical data is processed, which can result in some interesting
to downright agitating problems.
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When all of the heroes are defeated in battle, the game presents the choices
of either starting a new game or loading a previously saved one. In either
instance, the correct statistical data is always processed.
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Some item chests can be opened, and items taken, more than once, so long as
the heroes don't walk away from them in between attempts.
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Items found in item chests can only be taken once.
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Some item chests cannot be opened because they aren't approachable.
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All item chests can be approached and opened.
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When attempting to sell an item, if 'no' is selected the hero keeps the
selected item but also get paid its sell amount.
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No money is paid to the hero if they decide not to sell their item.
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While monster damage and healing values from magic are calculated seperately,
both are applied when a healing spell is used, resulting in minor monster
damage.
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Monsters are not damaged when a healing spell is used.
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When one hero tried to use certain healing or status increasing items for
another hero's benefit, that benefit was incorrectly applied to the user,
rather than to their target.
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Each of the heroes can correctly use any items on the other heroes and
have them correctly receive the desired effect.
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Certain monsters have minor graphical glitches during battle or palette
problems on the map.
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Graphical and palette problems for monsters have been fixed.
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Messages that appear during battle are shown too quickly, making them difficult
to read at times.
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All messages that appear during battle have been given proper display times.
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Certain villagers have major palette problems on the map.
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All villagers have correct colors on the map at all times.
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The game locks up with the Sega CD and / or 32X attached.
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The game works correctly with all Sega Genesis, Megadrive and Nomad systems
and with all compatibles, including those which have a Sega CD and / or 32X
attached or built-in.
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The amount of damage dealt to monsters is often incorrectly reported, as the
game doesn't completely finish its calculations until after an amount has
been displayed on the screen.
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All damage to monsters is calculated completely before the amount is displayed,
resulting in a correct report every time.
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When one of the heroes levels up after a fight, their name isn't shown. This
can make it difficult to determine which of the heroes is gaining a level,
especially in situations where one or two of the other heroes are leveling up
at the same time.
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When one of the heroes levels up after a fight, their name is displayed at
the top of the status screen.
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When one of the heroes is poisoned, they are only damaged once by the attack
during battle. Afterwards, poison damage only affects the hero while
they walk on the map.
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A poisoned hero now takes damage during every round of battle until they
are healed or until they faint.
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The "Power Drain" magic draws HP from the target monster, damaging them, but
the drained amount isn't applied to the caster's HP.
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The "Power Drain" magic draws HP from the target monster then correctly
applies that same amount to the caster's HP.
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Certain areas of the maps erroneously featured villange entrance spots or
blocked paths in the wrong places.
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Significant map errors have been corrected.
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In addition to healing the heroes, the "Group Heal" magic incorrectly adds
20 MP when used.
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"Group Heal" does only what it's supposed to do: heal the heroes.
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It is possible to select options for a fainted hero during battle, although
fainted heroes won't actually perform any actions.
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Fainted heroes can't choose battle options until they have been revived.
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One of the villagers whose help is vital to the completion of the game moves
around the map in such a way that it's possible for him to eventually be moved
into the sea during part of the storyline.
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This particular villager knows how to stay put so that he doesn't cause any
embarrassing problems.
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The heroes can escape from certain boss monsters, depending on the situation,
which can cause problems in the game since boss monsters aren't meant to be
escaped from.
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It's impossible to escape from boss monsters.
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When a certain hero is poisoned and then purified, their status text remains
red instead of correctly returning to the proper white color.
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Once purified of poisoning, heroes' status text correctly returns to the
original white color.
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Attacks always hit; there's no way to miss the monsters nor for the monsters
to miss the heroes.
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A special, new routine has been added to calculate the potential for an attack
missing the intended target. When an attack misses, the damage is shown as 0.
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