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SpellCaster (SMS, 1988)

SpellCaster (SMS, 1988)

Subgenre: Graphic Adventure Hybrid (a few turn-based battles here), One Vertical Shoot 'em up segment (the finale)


Perspective: SV/FP view (Adventure segments)/TD view (shoot 'em up segment) hybrid


Movement Mechanics: Temporary flight spell


Other: Some dungeons

  • Mostly linear structure (very linear at first besides being able to go back to Kizumo for healing, can only go to the next location in the sequence at some points, some sidetracking for optional items)

  • Can exit an action segment where you entered it to go back to the previously visited Adventure/non-hostile location, Can only move between connecting locations in the Adventure mode (selected from a menu), Can't revisit cleared action segments unless the story takes you there (happens a couple of times)

  • Temporary flight spell (only non-key tool used for traversal/exploration besides the war hammer used for some breakable blocks in one area and arguably the x-ray glasses which are used to find things in the ocean during one of the Adventure segments)

  • Password save (long), Checkpoints are placed only at the beginning of action segments but you can respawn at the beginning of boss fights

  • No maps besides a basic layout map during the ocean segment (vague world map in the manual, one big maze level)

  • AP, HP & DEF upgrades

  • Two HP restoration points (Izumo, Chizu Sea), Healing spell (mars)

  • Some puzzles

  • Can examine some things but generally not things that aren't relevant to your quest

  • Various death pits

  • Can get stuck at one point if you take too long to beat a certain boss but it's unlikely to happen (Thunder God, gives you a key item)


Playthrough - Video Review - Mini Review



Influenced by: Kujaku Ou 1-2, possibly Goonies II, Portopia Renzoku Satsujin Jiken, Getsu Fuuma Den, Kenseiden, Genpei Toumaden, Shadow Land


Influenced: Mystic Defender/Kujaku Ou 2 (MD), probably ESWAT: City under Siege (MD)

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