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Shaman King: Master of Spirits (GBA, 2004)

Shaman King: Master of Spirits (GBA, 2004)

Subgenre: Igavania-ish (features a soul system variation (AoS) which lets you combine up to 5 abilities/buffs at once (0-2 active and 0-5 passive abilities) as well as make 4 sets to switch between on the fly, back- and forward dashing, no exp point leveling - hp and mp+ability slot upgrades are found and gained after bosses), Collectathon element (5 guardian ghosts/silver spirits for the totem attack to break a barrier)


Movement Mechanics: Grapple hook, Dash jump (see Mega Man X)


​Other: Hub map (still have to traverse the distances shown on the map in-game to get to sub areas - even after completing a route you have to backtrack through it), Consumables shop which can be accessed via the hub map (can sell items), Small sheep transformation - moves quickly and reaches into smaller spaces but can't attack and doesn't last that long

  • Save on the map screen (copy save file for multiple slots)

  • Mostly linear structure besides optional backtracking and sidetracking for upgrades and combat abilities (can take 4 paths from the get go and 2 more paths open up for each new location that you visit up to a point however nearly all of them are blocked off early on - you can really only go to where you get the box pushing ability and then only the path where you use it which is then repeated for the next ability (freeze fire pillars) and then the next (gas protection), the world is divided into 8 areas (unnamed in-game and even in the manual?) which in turn are divided into several paths, two optional bosses in the NW in the end-game and some optional (and missable) spirits)

  • No area maps, No area names on the hub map screen or title cards shown when entering them, Can't tell on the map screen if you've visited a path or not - only if you've cleared it once, Can't see if/how many items are left to find on a path

  • Gain a teleporter spirit/soul in the late game (go to the other side of a previously finished path, some one way paths before gaining it)

  • Regenerating MP/special move energy (can also upgrade the speed of it by using up one special item slot), No MP restoratives

  • Enemies carrying special items/souls always drop them after one kill and some are placed in the areas

  • Difficulty options (normal and hard)

  • Some minor shortcuts when backtracking through paths (not enough of them though)

  • New game plus (cleared levels+items+spirits etc. will be the same as before fighting the final boss plus you'll have the fire spirit which lets you gain some HP by hitting enemies - seems the fire spirit should've been there in the regular game since it makes the game easier)

  • Some decent switch and box puzzles (red temple, factory) - at times it would've been good if the game showed exactly what pulling a switch accomplished though

  • Good economy in that being careful with your money stays relevant throughout

  • Can't move while crouching or attacking (can jump while attacking)

  • Can't swim (a familiar of sorts picks you up and puts you at the last platform you were standing on but you also lose a lot of HP)

  • Most locations on the map simply represent the end of a path rather than a location you can visit (the inn/your home base is the only exception)

  • Partial life refill after finishing a path (getting to the other side of it in either direction)

  • Frequently respawning enemies (as soon as you leave a room)

  • Enemy drops do disappear but it takes 10+ seconds

  • Some resource management (chests don't respawn and enemies rarely drop money - most enemies don't seem to drop anything, enemies never drop healing items, a few ammo-based special attacks, carry capacity limitations on inventory items)

  • Can jump past most enemies

  • While you can upgrade your main weapon it has the same range and 3 hit combo (gaining the light sword also turns your first special attack into one which adds a projectile) - no alternate main weapons

  • Some pits however they don't kill you - instead you lose some health and are carried to the platform you were on previously

  • A few NPC encounters but no neutral creatures

  • New enemies don't appear in previously visited paths

  • No control config and you double tap down to perform a backwards dash

  • No breakable walls or floors

  • Box puzzles don't stay solved, Totems and fire pillars don't stay removed

  • No double jump or wall jump moves and the slide isn't used to dodge with much


Playthrough - Video Review - Mini Review



Influenced by: Igavanias (specifically CV: AoS), probably Clash at Demonhead or Alundra 2


Influenced: Possibly CV: Order of Ecclesia

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