Thursday, February 26, 2026

Songs I Think are Magic pt. 6

This blog is a Yuko Kanno cult now! 

Nearly a year ago, I went into loving detail about how much I like anime. But there was one I skipped over. One piece of this art form stands so far above the others that it deserves its own post. It didn't need to take a year and a half (and counting) to write, but I got hella lazy. In case you couldn't tell by the opening joke, that one anime, and the backing band, is Cowboy Bebop, Yuko Kanno, and the Seatbelts. 

Cowboy Bebop's impact on the medium and music has been discussed countless times by people far more educated on the subject than I, so I won't get into the nitty gritty of scholarship. I'm just gonna talk about the scene(s) and the music that plays during them, and my personal attachment to either of the topics while dabbling in music theory. 

First up is not ironic since there have been zero replies on this blog. "No Reply" doesn't actually play on screen. It's from the movie, "Knocking on Heaven's Door," but it doesn't get played there either. It's strictly from the soundtrack. It starts off ripping off The Verge (who ripped off someone else, if I believe) before Steve Conte starts singing. He sings a love song to someone whom he hurt and is asking for forgiveness. But I think he knows he doesn't deserve it. The chorus is about all the things he'd like to do to help the other person because they changed his life so much. But "Steve" still hurt them. And now he's dying, but that other person is the only thing he sees as his life flashes before his eyes. 

The music is straight out of the 90's alt rock processor, which should be expected from a song that uses the violins of "Bittersweet Symphony." It's drum heavy, with a guitar just kinda noodlin' around. It's almost like the guitarist is still trying to warm up. It's 90's minimalism. The bass during the chorus, being as chill as possible, is neat! And then, around 3:30, the magic hits. The song builds up with some quasi orchestral stuff. The violins from the beginning return to play only a few notes, but those notes seem dissonant. They're unsettling behind the raspy guitar's pick slides, which was the style at the time. Steve almost screams, "You'll always mean so much to me," before going low and getting sad with "And there's No Reply," referencing an attempt to reconcile that went nowhere. The final words are how life only made sense with them in it. And then "Steve," presumably, dies. The final chords taper into something that gives me that vibe. 

This song always makes me think of a melodramatic last stand scene. A man is looking back as his wife and children flee a roaming horde of demons, and only he remains to buy them time. It kinda speaks to me in the way that I need someone to tell me what to do. I've been on my own for too long and have just screwed it up. So it's the exact opposite... Either way, someone boss me around! The specific part of the song that I think is magic is the "And there's no reply" part. The way the song builds up to that drop is just so depressing. It hits the hammer onto the face that all of "Steve's" struggles meant nothing. It forces you to pay attention and evaluate the song if you had it as background music. 


"Gotta Knock a Little Harder" is also only on the movie soundtrack. But it does get screentime! It plays after the climax of the story as the Bebop crew saves the day. It bleeds into the credits with a nice bluesy guitar, tagging in a jazz piano when the singer starts up. It's almost gospel like early on. It's very Cowboy Bebop. Mai Yamane sings about life, obviously. A life that doesn't know the meaning of happiness. She's kept her life "safe inside. Where no one ever had a chance to penetrate a break in." But then it hits her. "Suddenly it occurred to me ... Had totaled my existence. Everything left on the other side could never be much worse than this." She then starts to remove the metaphorical locks she's put up, but there's a fire at her back. And there are so many locks. There is no resolution here, but "Mai" ends it by saying she's got to knock a little harder. The lyrics are uplifting, and I'm realizing I've never actually read them before. Kinda just been vibing it. I've always liked the music. 

That cool blues guitar always gets my attention, which is an important part of magic, it turns out. It leads into some exciting piano, with a driving bass in the background that doesn't need to take the spotlight because it knows you're listening to it anyway. It crescendos into a gospel like song, which you'd think I'd hate. I actually enjoy some gospel music; it's a basis for rock and roll, after all. But this song isn't your basic gospel song. It's more Black Baptist than Mormon. It gets ya up, it gets ya going, it makes you want to do something. Anything! And Mai's voice is just perfect. Her range fits any genre, with "GKALH" showcasing about four of them. It's just a song that's so fun that I can't help but change my mood when I hear it. 

It's time for some Jazz! "Adieu" plays in the penultimate episode, "Real Folk Blues Pt. 1." Despite being in such a vital episode, I don't remember the scene where it plays. The Cowboy Bebop wikia says it's when Julia is on the phone with Wren. Yeah... not a clue. But it's the music that does it for me here. And that voice! I love a good jazz voice, and Emily Bindiger has one. It ascends over the slow piano that tries to keep up with her but fails spectacularly. 

The lyrics are about a woman who loves someone, but they can't be together anymore. "Emily" doesn't want them to "care for me" and has to "say goodbye," despite the pain it causes her. She hopes these feelings will "fade away." So the question is, why doesn't she want to be with them? The opening lines make me think she's not ready for a relationship. "Been a fool. Been a clown. Lost my way from up and down." Or maybe the other person is simply dead? Or maybe he was just a concept she created?

Now, I do know where "Call Me Call Me" is played. The not Blondie song plays as Radical Edward takes her leave of the Bebop, along with Ein, to find her absent father. Presumably, at least. Maybe it's just because Edward has wanderlust? Faye Faye is also lying down in the ruins of her childhood home, which was destroyed sometime when she was in cryosleep. She's been looking for who she was the entire show, losing her memory during the icing, and she's finally found it. Only to, just now, fully realize how out of time she is. A close friend from high school has grown old and has grandchildren, while the life she once knew is literally gone. It's one of the heaviest scenes in the anime as the crew we've come to love is down two members, while another has some sort of closure. The best she's gonna get, at least. Meanwhile, Spike and Jet snake down two dozen eggs, trying to figure out their next plan...

Steve Conte is back! Behind him is an acoustic guitar that I don't think is strung correctly. They sound loose somehow. The real kicker is that bass that comes and goes as it pleases. I know it's there, and I hear the melody, but I'll be damned if I can figure out the rhythm/meter/time/whatever's going on back there. It's especially notable because the drums aren't very active either. I know it's there, but I have trouble noticing it. But the song is great anyway. It's a wonderful mess! It's a more traditional song during the pre chorus and chorus, where everything is there, doing what they must. Perhaps it was that random violin strike that brought them to attention? The same pattern repeats until the end of chorus two, where there's a piano breakdown. "Call Me Call Me" is an influence on metalcore! And the violins, sick of everyone goofing off, take control to add some class. A beautiful symphony, which also sounds like "Bittersweet Symphony," leads us out. Steve belts out the emotional climax of the song during that time, so those violins were needed. The guitar tries to finish it, but it gives up pretty fast. 

The lyrics (and Conte's voice) are what truly shine here. "Steve" starts out, saying how happy he is, before he suddenly gets confused and wants to "get to you." He hopes the other person calls him and almost starts begging for them to "call me, call me." It would really "ease my mind." The second verse shows they used to be friends before "Steve" "had to grow." But that was "ten thousand years ago." He keeps pleading as the violins take over, repeating the refrain from earlier. But nothing happens. It's a song very similar to "No Reply," both as they're phone related, and that the man really wants this other person to talk to them. It could save his life. I also can't help but think of "Adieu." Is "Call Me Call Me" the man's view of that song? They both had to do some growing up before they knew who they were and what they wanted. Or did Yoko Kano write two songs with the same meaning and imagery by accident? Both being really good, relatable, and open ended? And now I'm just trying to make a musical subplot happen? Should I look into more songs on the albums? Damn it, me! Actually... these are related. They're all songs that give the blues to real folks....

A fitting place to end this report is the ending theme to Cowboy Bebop. One of the most iconic songs in anime. It's been two or three years since I last saw Bebop, but I can still visualize the black and white still images, with the occasional red rose splattered about, of Spike and Julia existing when I hear the song. The guitar phase intro lives rent free in my head, but only because they invite those trumpets over all the time. They only play seven notes, but they're the greatest seven notes a horn can play. And the bass may play the slowest scale ever recorded, but that's all it needs to play. You're already here, so why be wasteful? 

Mai Yamane sings in Japanese as the guitar plays something more akin to a kid learning basic chords at 1 AM, hoping not to wake up his parents, while that bass doesn't give a damn who hears. He's got a song to guide. As the song goes along, the trumpets get bored. They intentionally wake everyone up because everyone needs to be awake. This is a song you have to hear, even if it's a song you don't want to. The other instruments are along for the ride because who are they to say no to these horns? Or is it Mai guiding them? She belts out the song title, in English, with all the emotion of a person trying to save the world. I'm being a tad overdramatic, but her voice during the chorus needs to be taught in vocal schools everywhere. It's so smooth but raw, and is the reason we're here. She gives way to the horns, who allow the guitar to noodle a solo between their beats. 

But that's it. It repeats, and the final third of the song is more guitar noodling, but those horns. Those goddamn horns! I've never heard trumpets give a sense of melancholy and despair before or since. It is powerful because it signals the end. It is strong because you hear it twenty six times. It's unskippable because, despite it being in a language you probably don't speak, you know every single word. 

"The Real Folk Blues," lyrically, fits in with the trilogy I've built up in my head about the last three songs. I've read a few different translations, but they all give the same vibe: a broken heart. It's been a long time, and the love should have faded away. But it hasn't. Perhaps it never will? The singer thinks about the past and the future, hoping to be held by them again. They want to cry but can't. Hopefully someone else can... It's not so bad, though. It's better to have love and loss than to have never loved at all, as they say. Love? Heartache? Just two sides of the same coin. 

I like to think I'm over a certain someone. I like to think I was never in love with her to begin with. But every now and then she crosses my mind, and I can't help but think... The good times. The bad times. Doesn't really matter now, though, does it? I gotta carry that weight. 

As Space Lion plays through my speakers, it's time to finish this up. Cowboy Bebop speaks to me in ways I never thought about until now. It tells the story of Spike and Julia in ways the show doesn't show. and it relates to me in ways I wish it didn't. If nothing else, writing these 2300 words has helped me appreciate the whole thing even more. It's so damn good. So long, Space Cowboy...

Monday, February 23, 2026

Destiny fulfilled.

Over the last week, I’ve been making a new attempt at an old goal. During that week, it took seventy five in game hours (but forty IRL) to achieve something I had been trying for nearly twenty nine years. Since before the Gameboy had color, and I had depression. It took a romhack of an enhanced port, but that dream has resulted in success. As of 10:00 AM on the morning of February 38, 2036, I, Deadaghram, have caught all 151 generation one Pokémon. 

A part of me wishes I had done it through original, basic, Red, but I was ultimately going to “cheat” regardless. Trading with myself, Missingno glitch, fast forward spam; it was going to happen no matter what. So, using Ultra Violet, a romhack of Fire Red was cheating in other ways. In ways to save time. Rather than max rare candies, I spend fifty in game hours grinding before the Elite Four. I PKHexed that douche who blocks you from entering Cerulean Cave (which I should have done sooner). And with a team of Venusaur, Raichu, Golem, Arcanine, Vaporeon, and Dragonite, I stomped through Gary one last time. My dream achieved. 

I win. I’m a Pokémon master. 47/50.




Tuesday, February 17, 2026

Fastest RPG Ever

It's the beginning of summer 1999. You, a small boy in Japan, are woken up by your mother the morning of a big trip. Your mother lets you write your name on a new backpack. You write Gon. And then you and Mama go down to get your lunch. She gives you steak and octopus shaped wieners, your favorite! You also get your allowance of 1000G. Assuming that's actually yen, that's about $9, American, in 1999. Before taking your bike and spending all summer with Grandma in Hokkaido, Mom asks you if you really want to go. 

I don't want to bike 800 miles, so I say no. Seriously, Mom, allowing your child to get on a bike and travel 800 miles is probably child abuse. And you're letting me do this alone? 

Mom is happy we're staying, but a tad disappointed, so she asks once more. I'm busy calling CWA, so Mom asks again to make sure I heard. The cops are here and tell me to go watch TV. 

And then the game over screen appears! 

Booya! I speed ran a video game! 

Obviously, this is a joke ending, but it's still an ending. Is it a promise of things to come, or a funny scene in a heavy game? I don't know yet, but I wanted something to replace that previous game's lack of proper review. I'm eight away! I also wanted to declare that the next game I'm playing is G.O.D. - Growth or Devolution: Heed the Call to Awaken. I want to move on, but I don't think G.O.D. will work for daily updates. So this is me putting dirt over the grave of something else. See ya later! 

Monday, February 16, 2026

Permanent Shadow on My Soul

 Mystic Ark does not respect your time. 

So here's what I did tonight: I beat the game. I did not enjoy tonight. It broke me. But I was so close to finishing this nonsense that I might as well end it. The final world was a perfect representation of the other chapters. The backtracking and tedious run around broke me. Here's a quick overview of the world before I get to the final dungeon.

The fireplace that has been guiding us all game is tired and asks us to douse the fire. Filling up the mysterious bottle in the kitchen with the Ark of Water allows us do just that. I somehow felt bad... But behind the flame is a secret path that leads us to another auxiliary building on the church grounds. Inside is a book we can't read, but the Ark of Wisdom can. Using it lets us see the book is titled "Fairy Tales." Open it and read the pages to be teleported to a land called Tinkle. Great start! Reading the sign is the trigger for Darkness to teleport it and promise that this is the last world we'll ever explore before he leaves. 

With that out of the way, welcome to the land of fairy tales. We'll be meeting all the best Disney characters and bedtime story tent posts. The Three Little Pigs, the Ant and Cricket, and the Little Match Girl all have bit parts. The last two I'm not familiar with. Our story kicks off with us talking to the king, who is naked, and probably why the English localization of Mystic Ark got cancelled. Don't mention his nudity, or he'll throw us in jail. As we converse, a man runs in to tell us his daughter, Little Red Hat, and her grandmother have been abducted by the Wolf. They went west...

And through the trees we go, helping a man we'll learn is named Geppetto by making a sandwich tree grow in front of Hanzel and Gretel's inn. Aeon Genesis slightly tweaked these character names, so I don't know what their names actually are. I'm just going by remembrance. Walk on trees to reach a cave, the cave winds until we beat up Wolf, who agrees to turn himself in because Darkness made him do it. We save the day. 

The king gives Felys the best armor in the game, but another person rushes in. There's a monster in the eastern woods. We check it out to find it's the lion from The Wizard of Oz. And now the king wants us to talk to Woz in his tower to the northwest. This pissed me off because the northwest exit wasn't here earlier. I looked around for ten minutes in vain. Break number one. 

The northwest forest has boat mazes, somehow, and the Tower of Woz is a spiral staircase with mobs. The lion is here, but Woz lost his powers. Darkness stole them. 

Return to Tinkle to hunt for the tailor. The king tells us he's at the inn, but the guy eating the building says the tailor went elsewhere. So we run around town, talking to everyone to discover the tailer was the guy licking the walls at the inn after all. Break number two! He goes to the king to make another Cloak of Concealment, while we help with the monthly ball the nudist throws. The tailor has a dress for Cindernna (Cinderella) with the warning that the dress will disappear at midnight. But she needs shoes too!

Geppetto tells us there's a shoe tree in the east forest that eats glass and that Hansel is psychic. Hansel says a glass ball is located back in the Giant world, so we go there, and I break again. 

An invisible wall map with invisible stairs and an abundance of mobs. I hate this game. Tinkle, forest, shoe... choose the middle one. The first and third will send us back here because this game sucks. Break four!

The ball happens, and Cinderella shows up at 11:57. The (clothed) prince falls in love, and they get one dance before the bell rings. Ella runs off, but before she reaches the stairs, she vanishes. Darkness pops in and turns the king, Little Red Hat, and a golden goose into statues. The people are back in the church, but you have Ark of Wood Jack's stump outside his house to reach the goose. 

We save the day, but the king is ill. He's worried about Woz, so we have to see him. And there's no warp point for him. Break five... He's gone, and then everyone in Tinkle is too. Only Pinochio remains, despite the fact that we know Darkness that can turn anything into a statue... 

The tailor left the Cloak of Concealment in a chest, which we need to use to sneak past something obscured by leaves in the south exit. This dungeon is a lengthy waterfall path with too many dead ends. At least it has the best weapons for Felys and Rooshine. We didn't kill that fox from the fruit world, I guess, and we learn that he was the elder. We kill him now. There's another boss refight later on. Eventually, we reach Darkness. He said things, but I don't remember. I damn sure don't care anymore, either. He dies and reveals he's not the true villain. Six?

[insert Geralt swearing gif]

Everyone is back in Tinkle. We can help the prince get laid, but I don't want to...

Both Darkness and Goddess tell us to use the Ark of Shadows on the crystal pillar in the party figureine room to take us to the final dungeon. It's thankfully, kinda short. There are more winding dead ends, boss refights, and a puzzle that reminds me, and the writer on StrategyWiki, of the spider boss fight from Megaman X. 

We reach a pillar of light and an entity inside it. It's a biblically accurate suck boy. This is Malice, the dark side of Felys. Malice is sad and pathetic. Barely does half damage, only casts magic, and lacks kill moves. I had Reeshine max out War Cry buffs and kicked him for 500=950 damage a turn. 

He dies, and the Goddess can finally show up to explain everything. Malice was the evil inside Felys' heart, but was born to be a test for Felys. He went rogue and split her into seven artifacts, the Arks. In fact, this entire game was a test for Felys. And she passed! Her reward is that she gets to be born on the side of a highway... Yeah, we hear cars rushing by, horns honking, and a baby cries as the words "The End" appear on screen. There’s probably some religious connotation to it all, but I can’t be assed to research it. I am confused; break seven, unrewarded; break eight, and hate this game. The Eight Saga gets eight breaks. 

This game is trash. 

Mystic Ark didn't respect me, so I won't respect it. The game gets 22 out of 50 points. 

The characters are blank bodies, all seven of them. The villains might as well not exist, and the story is utter nonsense. 

The gameplay is serviceable, but it starts slow and then drags on, getting boring quickly. 

The music is the only good part of the game, but the way the game takes you through chapters means nothing sticks too long. 

Sprites get reused all the time, and I'm so sick of the one cave tileset. 

The world is interesting, but that's all I care to talk about in terms of charm.

It's a tedious slog that was made to hate you. -5. 

And this got a sequel?1

Sunday, February 15, 2026

Water

This was pleasant. 

There has been a pen in the first room on the second floor that's been lying there all game. It always annoyed me, though I don't know why. It's a weapon of wisdom, so use the Ark of Wisdom on it. The pen will disappear! There's also been a blank painting in the secondary figurine room all game. And suddenly it has a drawing on it? Hmm...

Anyway, this is the World of Darkness. Battles are random and only occur when entering doors. That's not important. This world is filled with puzzles. Some brain teasers, some memory, some multi room processes. None are particularly difficult, but they're pretty fun. Or maybe I'm just glad they're different? Most puzzles have a hint on the north wall to make things obvious. Good thing, too, because there's rarely any clear direction. There's even an optional one with a boss. The rewards are more than solid, so I'm glad I did some grinding last night. If, for no other reason than because you can't return to the World of Darkness. 

But there is some plot here if you go looking for it. All the clues are written in first person, but they start to get more and more deranged as you progress. There are also notes scattered throughout that sound like something Jack from The Shining would write. There are diary entries from someone who roamed these halls before us. He was down here for so long that he lost his mind. The last one tells us they were written by someone who now calls himself Darkness. Darkness is also the name two of the end world bosses spoke of...

In fact, it gets unsettling at the end. Felys hears steps approaching her as she picks up the Ark of Water. We've been all along this entire time, save for the occasional fight. Then suddenly she isn't... Before the door opens, she returns to the church, but a new voice talks to her. It's Darkness. He tells Felys that he grew up in that church. That he's walked where she's walked. He's sought out the Arks. He promises they'll meet soon. Speaking to the Goddess has her frantically telling Felys to gather the Arks. There's one more to get, and we'll get that...

... tomorrow!

A nice short story tonight. It's welcome, even though tomorrow's is gonna be another long one. It got me curious about who Darkness is. Does he have a reason for being evil? Is he evil? Is this the Goddess' fault, and can I follow in his footstepes? 

Saturday, February 14, 2026

Wood

We’re looking for a flask today, but there isn’t one inside the church. But there is an auxiliary building behind the chapel. Use the Ark of Fire to light a sconce, which unlocks the door. Behind that door is a bed. But there’s a bookshelf in the back, and the Ark of Wisdom says it’s fake. Inside that hidden room is the flask. Eventually, figuring out how to activate that takes us to…

Another church. And we’re on the dais before three people who are happy to see us! They call us the Hero of Wind and proclaim the legends are true! Before us is a chest that contains the Ark of Wood (not wind), but everyone gets mad if we try to take it. Felys is too nice. 

The story in this world is that the wind is dying. There are many earthquakes and other natural disasters that occur. The wind comes from the east, from a giant whom the village elder is weary of. Worst still, a man went to investigate but has yet to come back. You can speak to his son, and he’ll join you, but we’re heading east for now. 

We come to a cave with five stone statues outside. We find the missing father unconscious just as we enter. He wakes up and warns us about the strong winds that blow around the cave system. He and his son return home, while we go spelunking. As warned, our characters get blown down the halls of the cave. When it opens up, we get tossed around randomly from all sides as we make our way back. It’s really annoying, and you have to be specific when you try walking. Fortunately, there are no battles, so it’s just a puzzle dungeon. There’s a rock in the back, which we can use the Ark of Wisdom on to read the glyphs. It’s a threatening legend I don’t understand, and the game won’t explain it in a moment. 

We return to Nanaka triumphant, but not really. We learned something, but we didn’t solve anything, and that’s bad. 

During the night, the wind stops. The cave system we were just in begins to rumble, and the inhabitant moves. A giant golem the size of a mountain rises from the ground. It then starts walking towards the town. It’s done in a cool cutscene, too. It may be the most cinematic scene on the SNES. Quite impressive! We see the devastation in the morning, and half the town is in rubble. The giant went west, so we gave chase. There’s a mountain in our way, but we never climb down it. As we reach the peak, the earth rumbles. 

We wake up in a new town, Kumu, and our savior tells us the giant stomped on us. This new town is covered in sand from the giant walking by. The weapon shop sells something to make the sword we made last chapter useless, so that sucks. But people mention someone named Sytus, who went ahead to the tower across the lake. Also, the air is polluted. 

We find Sytus on the first floor being attacked. He’s not a fighter. He came here looking for two books, and Sytus has to turn back, so guess what we’re doing? This dungeon is a tower, but there aren’t a lot of battles. It is filled with floating tiles that glide across the abyss. Finding the correct path leads us to two books. Sytus can translate one of them, but the other will take more time. The book tells us about a mirror that reflects the power of the ancients. It’s located in the southwest in a hole in the ground. Good luck finding it; this area of the map is huge. You also need to navigate moving sands, which does have mobs floating around. It sucks. 

The next section also sucks. You have to pick between theee statues to remove a rock in the path. Picking the wrong two has a battle. But choosing correctly… also leads to a battle. There’s zero indication of the correct statue, so good luck. The good news is, you only need to do this five times! The better news is that this is the best grinding spot in the game. I ended up coming back here to get Reeshine and Miesia to level 30 and Felys to 34. The backhalf is a traditional dungeon. You’ll find the Mirror of Ancients in the back. 

Return to Sytus, who tells us someone is at the Kolb Ruins. We passed this weird town en route to the tower, but a green guy hit us with a thunderbolt before. The mirror, though, will reflect it back to him. And we can enter this tower. The goal here is to turn off three (four) switches to stop lava from forming. This area frustrated me so much. The area is massive and mazelike, and mobs are everywhere. And they’re not exactly fragile. But the bottom contains a machine that the Ark of Wisdom can turn off. The air is no longer dirty.

Sytus meets us outside with the other book translated. It tells us about the Ancients and how they thrived in areas humans would call dirty. They also controlled the giant from atop the tower across the lake. Climb it, the second book destroys an invisible wall, and turn off the control machine. It’s unguarded. Rather than die, the giant knocks down the tower, creating a bridge to the island on the lake, where the ancient base is. Return to town to heal and see the giant blow off all the sand from the town. The giant is actually a good guy who was controlled by evil hands.

Back to the final dungeon of this chapter, we eventually come to a room. We’re constantly ambushed by weaker versions of the green guy outside. They’re not difficult, but there are about a dozen of them. We eventually reach the guy in charge, who is barely any stronger. There is one final machine behind him. Activating it stops all cloning, restores the wind, and saves the world. 

Sytus is off on a mysterious archaeological dig somewhere, but we can still witness the giant walk into the sea and disappear from view if we return to Kuru. Return to the first town to see everyone’s excited and confused. The wind is blowing, but the windmills are stationary. That isn’t explained. But whatever, we did our job and are now the Hero of Wind. Despite that, we can pick up the Ark of Wood and return to the church. And we’ll go into world six…

…tomorrow! 

I don’t like games that throw weapons and armor at you every ten seconds. Fortunately, I spoiled it for myself, and the last three chapters have limited inventory. So I’m all good on that front. Grinding all those levels, hopefully, puts me in a good position to blitz through the rest of this. I’m already kinda at my limit. There’s still nothing nutritious in the game… Any day now… But the goddess is losing her ability to speak to us, so there’s some story...

Friday, February 13, 2026

Fire

Perfect. 

Tick tock, mess with the clock, and then you will see that all is …black and white? What? This chapter starts off in a world without color. People in the first town, Keepinsign, tell us how disappointing this is, as the sunset used to be a tourist attraction. One of the houses is home to a scientist named Edison, but it’s mostly empty when we enter it. Minus the heart, which I’m sure you can figure out the goal here. While you’re back at church, pick up the other figurine, too. Spoiler, you’re gonna need it in a moment. Reviving Edison doesn’t do much now, but he’ll probably be useful down the line. For now, though, he tells us about his rival, Einstein. 

Other citizens tell us about a protection racket through Snowpass, the mountain north, run by a man named Capone. We can talk to Capone at the fort at the mountain’s foot, and he assumes we have no money. I have 30000 gold, but okay. Instead of paying, he’ll ask us to bring him golden wine. So now we have to be barmaids at the tavern in town. Our reward will be 40G, and the wife lets us take home the wine. Giving it to Capone has him dropping us into a bottomless pit…

Since there is no color in this world, he couldn’t see the wine and assumed we tricked him. There are rumors about his receptionist fleecing people, but I’m thinking the boss is in on the take, too. But now we’re in a dungeon. Use the Arks of Power and Wisdom to revive two party members. Yes, two! We’re finally a full team. I’m running with the monk girl, Reeshine, and the white mage, Meisea. The black mage and Lux seem cool, too. And I haven’t used the other two. I tried Tokio once, but he died in chapter one… But this dungeon is no joke, and you’ll need all three. Play time is over this chapter! 

Make your way through the cave, and don’t forget to find the heart. This is Graham, and his parents in the armor shop miss him. Soon you’ll reach a door. This returns us to the fort, where everyone is shocked that we survived. Capone apologizes, and, rather than get revenge for attempted murder, we accept it. Not only that, but he asks us to find his daughter, Roma. Her heart is discovered in her room, and she’s the last figurine. Capone is thrilled and gives us brandy that takes up our inventory. He also lets us through Snowpass without guards. 

This is a lengthy dungeon with too many mobs. They’re definitely starting to reuse sprites now. But we eventually reach the peak, where things get weird. Color returns to the world, but now there is only silence. No music is played down the mountain. We’ll reach a town, Diplo, but we can’t speak to anyone. There is only silence. The innkeeper somehow tells us to go north. In the northmost house is a woman who can write. Rather than use pencil and paper for daily life in the last year since sound vanished, people have learned sign language. And Felys masters it in three seconds! We can now talk to the villagers. The armorer in the northwest is the most prescient, and they tell us about their sappy hobby of collecting tree sap. There’s also a fella in the bar who tells us about Paulo, an artist who went south to draw the bells. Warp back to Graham’s, talk to everyone, and then go find the bells south of silent town. Paulo will boss us around until he finds the perfect portrait. Or until he falls into a hole. Give chase, and you’ll find a path to the third city, Ratwood. 

Nothing seems too strange here. The colors work, and there’s sound. Lotta elderly folks around, though. Find Einstein and talk to him a few times before pilfering his stuff. You’ll find a note to Edison. Give Ed the note, and he’ll join Al in town. Edison will carry on Einstein’s work! It involves a giant machine in the center of town. Edison fixes what he can, but he needs some sap and metal. Find the sap northwest of the quiet town. The armor there was replaced by Graham while they did their yearly hobby. There is a lot of sap, so they let you take a bottle full of it. You’ll need two, by the way, as the weapon shop can mix it with Black Rock from the cat chapter, if you found the second one. You’ll get the sword at the end of the chapter. You’ll also need metal, which is from the red bell by Paulo.

But Edison repairs it as best he can, which rouses Einstein out of his deathbed. They do more, but we power up the machine with an Ark. The elevator now works, and it takes us to a poisoned room. Everyone leaves in fear, so rest at an inn to get the poison off. For reasons, we can go back down, and the poison doesn’t affect us. Just south of the elevator is a fourth town, Metalimo. 

Everyone here is dying. They have to work on machines, which pollute the air and wreak the body. And they’re low on food and bedding. Give everyone a healing item, and the leader tells us how to navigate this area. We also figure out that this world is powered by the machine that is down here. It’s also powered by an Ark… 

So we make our way down, a very long way, doing one row sudoko puzzles to open locks. It was shocking fun! We reach the bottom and find someone waiting for us. Specifically, us. The demon knows who Felys is and what she’s looking for. He doesn’t fight us, but sends his lackeys after us, and they’re finally a difficult battle! 

There are three black knights who do massive damage every turn. They tend to go at a similar speed, so it’s possible they can do 180 damage. They also possess Insta death spells. Felys and the white mage have Deathward that works, and they’ll also be healing a lot. The left knight is weak to the monk’s Kick attack, so spam that. It worked every time in this battle for some reason. I won’t complain! Getting one down is of utmost importance. They also heal a lot, so expect to swear. 

But we’re not done yet! One of the terminals in the room will upgrade your Open Card, which will grant you access to the Hydra Sector of the area. It’s to the northeast of the town. The Hydra area has Sylph Co arrow floors, but they didn’t automatically push me around. I don’t know if this helped or hindered the encounter rate. I pretended like they worked, and it helped me find the correct way to go. I got lost aimlessly walking around. Finding the correct path brings us to a four way fork. The northeast room contains the Ark of Fire. Removing that somehow makes the malfunctioning underground chill out and start working as normal. using the Ark kicked it into overdrive. But color and sound return, while all the old people return to their proper age. Edison and Einstein will continue to repair the underground, and more people from above chip in to help support working the machines. The Eternal Machine (?) is very important to this world’s existence, which makes me wonder how it worked before everyone’s ancestors built it. But, with the Ark obtained, I grab Felys’ new sword and return to the church. I’ll figure out what’s next…

…tomorrow! 

I don’t understand what all this meant, but I enjoyed this chapter the most. It has the least amount of awful backtracking, and it kept us moving onwards. It felt like a traditional RPG. We’re about halfway done, which is good. Not sure how much more I can take, and I’m hoping I get some thorp sink my teeth into soon. 

Thursday, February 12, 2026

Wisdom

We’re playing with a music box in the windmill today. It’s cute. 

After finagling our way in, we’re brought to a quaint little European town filled with kids. And only kids. After finding books to open the jail cell, giving us access to the south side of town, we take a break from figuring out figurines and lost churches to play hide and seek with the kids. I only needed help finding one of them! After we’ve all gathered, the kids realize it’s getting late and head home. We follow, if only to protect them from the mobs on the world map. 

There are no mobs on the world map. Okay!

We’ve come to our return point today, Kidsdam, which is sort of an orphanage. The kids talk about someone named Cecile, who takes care of them, and allude to Felys being taller than her. But Cecile suffers from a strange sickness that keeps her bedridden. It’s only shown up recently. There are even more kids here, and we gather that there are some weird rules about the days of the week. When they can leave, where they can go, etc. There’s also a currency around candy from Candy Mountain we’ll have to respect. We meet everyone, but it’s late. We have to share a bed with one of the kids, so I hope Felys is at least a teenager. 

In the morning, Cecile is up, so we can talk to her. She looks normal. Today, the kids are gonna look for candies on the mountain. There is a side diversion around three of them who went exploring too far. You’ll need to find them, as it went wrong. Check the three bulletin board sections to get a password. Monsters are now roaming the world map and attacking them. Find the three in the far eastern forest, then start climbing the mountain. It’s also more dangerous than the kids expected. 

This dungeon sucked. There are several puzzles we need to find, but the giver of these puzzles blends in. They’re holes in the wall, barely visible. At the end are two of the kids. They’re fine but scared. After you fill a bottle with candies, escort them home. 

The next day is easy. There’s a girl selling a heart for five candies. Buy it, return to the church, and investigate a shelf in the ship room. Whoever turns things into figurines can do it to physical concepts, too. Returning to Kidsdom restores the playground everyone loved. You can do some stuff in the library with candies, like unlock this chapter’s shops. But that’s most of the day. You have a longer conversation with Cecile, which starts to open our eyes to the possibility that she might not be who we think she is. What was that in the fireplace?

The next day has some of the kids running away. Apparently, Cecile doesn’t like us and doesn’t want the kids to talk to us. But they’re fond of Felys, and four run away. Before giving chase, go on a scavenger hunt. We’re about to enter the Lost Woods and need directions. We also need a password, which can be found in a fireplace. 
Do your stuff in the Cedar Woods, and you’ll reach Soda Springs. It’s another cave with many winding paths. Lotta dead ends, but there’s a boss here. Also, your crystal broke… Hydra ate the kids, so we have to get them out. The kids are covered in white stuff, but they’re alive. They return to the villa we spawned in at, Blind Alley, with the intent of living there now. Curious about what’s happening at Kidsdom, we return there. 

It’s not looking good. Monsters roam the halls, the kids are hiding in three places, and Cecile was abducted, deeper into the bowls. We now have to walk through a haunted mansion filled with lame puzzles. A weird “right seat” thing, a stupid “put utensils into a jar, and then a door maze. The room filled with peaceful mimics was interesting. And finally, the truth is revealed. Cecile is being forced to empower a demon named Chimera. He wants to be stronger than his master, but we kill him. I forgot to change out my team to a mage, and had zero problems with this guy. 

With Chimera dead, Cecile is free. The rest of the kids went looking for her and joined us now for a big, happy ending. Chimera believed Cecile was a mage, but she was only using an Ark. We have to find it in a room next to her bedroom, but the Ark of Wisdom is ours. She also told us Chimera would mention someone named Darkness… But I’ll figure that out…

…tomorrow! 

I got a headache and couldn’t look around for more secrets. Good night. 

Wednesday, February 11, 2026

Light

Slightly less backtracking! 

The first thing we need to learn today is that the Arks can be used to power certain aspects of the church. The Ark of Power, the macguffin of last night, can power a steel door in the kitchen. Behind the door is the storage room, and there’s a stone squash inside. Licking it does nothing, so get close. Even though you have to get close to lick it…

We’re teleported to a pink village. The people inside tell us we’re in a hallowed out, giant watermelon. How was it hollowed out, you ask? They ate their way in. Cool! But there isn’t much here, so head to the world map.

Another thing the Ark of Power does is it temporarily returns the statues, which are more like figurines, to life. Before licking the squash, you were asked to take the six figurines with you. With them in your inventory, you can use the Ark on them to get a second party member. It only works once, but you can swap out characters anytime outside of battle. So if your current ally gets weak, make a swap. One of them is a dedicated white mage, so she can always be in reserve. You can even change gear while they’re in wood form, so it’s sorta streamlined for 1995. 

Take whoever and travel east to Gourd Bridge. It’s a food themed adventure, folks. Everyone here is really weird. Shops refuse to sell to you, and others are just rude. We can’t even leave the north exit. Do some sleuthing to find a secret room in the northwest under two leaves. We’ll find the real villagers down there. They tell us they’ve been taken over by a horde of foxes. They like fried tofu, so someone gives us a piece to fry on the heater upstairs. Doing so causes them to break their transformation spell, and then we jump out. We chase them to a cave system under town. 

We have to battle our way through several foxes, all of whom are pretty strong. They could easily kill us if they ganged up on us. We can return to the surface, warp to Watermelon Town, heal, and come back when you get low on HP. There were five, I think, but there’s a boss fox waiting in back. He’s just tankier. For some reason, Felys watches him walk away after the battle. 

Returning to Gorde Bridge lets us see it’s business as usual again. The shops have better gear, and there’s an optional sliding block puzzle. More importantly, we can travel north. Don’t yet, because the backtracking begins here. 

Talk to Watermelontown’s elder. The town is rotting, and the water supply is in bad shape. He gives us the hearts of a pineapple and a grape. Return to the church and dig through the crates to your immediate left. Place the hearts in the figures of the fruit. Go back to the fruit world again. Along the dried river bed, north of Watermelon and Gorde, are two fertile grounds. Plant the seeds. 

Return to the elder. He tells us about the beetles causing trouble. They live west. We’re in a giant tree and must go up. There’s a super beetle in the back, but it’s just like all the other bosses thus far. This is a problem with Mystic Ark: the boring boss battles. Say what you will about 7th Saga, but at least the difficulty was memorable. As with the boss fox, we let the boss beetle pick up three chests, one of which the elder suspects is the Ark, and walk away. We see him being accosted by a bird, who steals one of the chests before flying north.

Return to the elder. Most of the villagers are gone. They believe one of the fruits we planted has sprouted. They’re correct! Although it is hilariously cramped at the moment. 

The bird went to the northwest forest. Hidden paths are hidden beneath the heavy foliage, so expect to run into a lot of walls. The bird will be at the end, mourning. The tree it lives on is alive and tells us its hatchling vanished. The tree gives us the hatchling heart. As you’d expect, it’s back at the church. The figureine we need is behind the church if you take the right hand path. Walk back through the forest, because more backtracking, to see both birds happy. They fly away, but the boss beetle gets his treasure back before we get it. We do get the grape seed back when you climb the tree. 

Return to the elder. He wants to investigate the source of the river. Something upstream may be causing the drought. The dungeon here is different. There are no mobs, but there are Indiana Jones boulders. Dodge the rocks to find a hole in the river bed, eating all the water. There’s a boulder nearby that can be used to block the hole, but we’re all weak. We get a pot for our troubles, so fill it up with water while we’re here. 

Return to the elder. He tells us the lazy guy in Watermelontown is super strong. He hasn’t left yet, so go back there, give him the water, and he’ll tag along. Go back through the dungeon, and he’ll push the boulder, thus restoring the river flow. Grapetown begins to sprout, and Pineappletown grows large. 

Return to the elder. Grapetown is attacked by the boss beetle. 

Return to the elder, he’ll hand us the beetle key, which unlocks this chapter’s final dungeon, due north. We’re climbing a tree again, oftentimes using vines. At the top is the super boss beetle and the other boss beetle we’ve been chasing. Super boss fights us first, and he’s a doozy. It was around this time that I realized healing springs are far less common here. In fact, there are none. This is a game of attrition now, and I’m concerned. He’s weak to ice, and I need to get used to learning weaknesses. And there’s another trick here, because we’re in back to back wars. We kill super boss beatle, and we’re weakened, so boss beetle tries his luck again. But… it turns out he was in disguise the whole time. He was actually boss fox! Good luck in fight two; I save scummed so hard! As he dies, he gets upset that he broke a promise. Boss fox promised to hold the Ark for someone… The Ark of Light is in the chest. It doesn’t grant us a second ally, but you can imbue your sword with lightning, which is hella rad! Mobs still roam after the battles, by the way. 

Return to the elder… who isn’t there! Was he boss fox? That doesn’t make sense, though. Anyway, Pineapplettown is in its final form, and Grapetown is almost large enough to start a city. But the chapter comes to a close, and we can return to the church. 

The Ark of Light opens up two new mini game rooms. There’s a memory game at a tree near the hatchlings. Do it once, and you’ll never have to do it again. And we can now reach the stone sword on the beach behind the church. Enter the cave beneath the church and Ark of Light the fountain. The sword dimension is a monster battling game. You can use the monsters that you’ve turned into figurines in a totally AI brawl to earn platinum. You can also bet that platinum in other battles to get even more. Finally, you can exchange your monster statues and platinum for new items. I turned my gremlin into some strong armor for the monk. So I’ll be looking into world three…

…tomorrow! 

Please have less repetitive backtracking before I start hating this game. 

Tuesday, February 10, 2026

Power

7th Saga II, AKA the 8th Saga, AKA Mystic Ark! 

I’m fourteen, now thirteen, entries away from having 1000 blog posts in Blogger. Does that mean anything? No. But I want to rush it out. Because of that, I want to play some episodic games that can be broken down easily into chapters. And Mystic Quest fulfills that, while also being near the top of my SNES RPGs to play list! I don’t know anything about this, other than it being a quasi sequel to Elnard. It doesn’t have a full shrine on RPGClassics, which I figured it would. So let’s get into it! 

In Mystic Quest, you have a choice in your playable character. A man named Reemer, or a woman named Felys. I think it’s pronounced like Phylis? But Felys is seen running through a cave when another dimensional rectangle slowly floats towards her. It makes contact with her, turning her into a tiny statue and teleporting her to a church in the middle of nowhere. I don’t know if Reemer has a different origin point, but the idle menu cutscene has many others in differing places suffering a similar fate. Through sheer force of will, Felys breaks free and returns to her human self. She notices other statues in the room.

And then a strange voice speaks to her. It grants her the Tears of the Goddess and asks her throw them into the fireplace in a different room. The fireplace speaks. The voice continues to guide Felys outside before giving her her first mission. If Felys wants to return home, she’ll have to do some interdimensional travel and find numerous objects called Arks. 

And first up is an adorable pirate problem. Felys is warped to a strange hut located in the badlands somewhere. There she finds her first weapon, a pot filled with honey, and a map of the area. Leaving brings you to a dry desert with nothing in sight, but we recognize instantly that this is Elnard. The crystal ball is in the corner, and you see all the mobs floating around you. When you eventually enter a battle, the graphics also scream 7th Saga. 

Walking east, you find a beached ship. Guards outside suck at their job and let you in because they welcome all comers in their eternal war, and we enter the Bloodhook base. But they’re cat pirates, so it’s adorable! You eventually speak to your new boss, Sixpack, who tells you you’re a spy now. Your first mission is to find another spy in enemy territory, the Gunboss group. 

Walk around the ridge, and you’ll enter their base. These are also cat pirates, but they’re smarter than the Bloodhooks and don’t let you waltz in. You’ll need to find a back way in, which is via a cave system north. Mystic Ark even rips some enemy sprites from Elnard down here! But you eventually reach the forge of the Gunbosses, find the spy, and then return home. And now you’ve come to the primary game loop of this section. 

There is so much backtracking here. Sometimes it’s because I’m a thorough investigator, but it’s usually because each mission unlocks access to a new portion of a ship, therefore, someone new to talk to. The only distraction is a cave to find healing items way down south, which is part of a Gunboss mission anyway. Each cat pirate group has its own problems in its endless way against the other, and you have to solve them all. Poor weapons and a missing cook for the Bloodhooks, and no potions and a monster invasion for the Gunbosses. Even the penultimate dungeon is tedious nonsense. It’s a tower filled with traps that drop you to the bottom. Thankfully, the difficulty is lower than Elnard, and there’s plenty of healing fountains scattered throughout. 

And it’s not helped by some of the menus. Mystic Ark takes a sorta adventure game aesthetic sometimes. There are a few places you can examine. Doing so brings you to a submenu with options. “Inspect, open, shake,” for example. And that would even have the occasional submenu inside an option. I didn’t like them. For some reason, my controller keeps skipping over a selection, too, but that might just be a me problem. 

But you make a potion for the witch, named Matoya. The potion makes things worse, and Felys has to fight a tedious boss. Note, I didn’t say hard. It didn’t hit hard, but it has too much HP. It’s boring. 

But killing the boss breaks the world, and water returns to the area. Felys and Matoya are credited with ending the endless war! Matoya puts both groups to work fixing her flooded tower, while you find a new temple that may have started all this. Felys descends to the bottom, solves a puzzle, and discovers the first Ark: the Ark of Power. With peace restored, she returns to the church, where the voice tells her to speak to the statue outside. But I’ll do that…

…tomorrow! 

Besides the Ark, the only other major plot point is the strange rectangle that turned Felys into a statue, which did the same with the missing cook. But you find his heart, his statue, and save him. I didn’t want to get lost in the weeds with specifics here because it really was just a lot of ping ponging around the two ships. That would be some repetitive storytelling. Regardless, I wasn’t fond of this section. It wasn’t terrible, but it was hardly exciting. 

Saturday, February 7, 2026

Illusion of Fun

I lied. You actually get plenty of fun. 

Illusion of Gaia is the second game in the famed Quintet series of loosely connected experiences. I played Soul Blazer a few months ago, so now, in the middle of my only playing Japan only games (IoG is not region locked), I decided now is the best time to give the sorta sequel a go. 

Illusion of Gaia starts off as a standard action game of the time. You’re an orphan with strange powers, and an evil overlord ransacks your house looking for something your historian father left behind. You can’t find it, but talk to him anyway, and you get thrown in prison. You escape, along with the princess, and then your flute starts talking to you. Okay, so it gets weird fast. You’re then thrust into a touching story about love and friendship, which are more typical ideas. Towards the end, though, the game touches on the merits of human evolution, what a soul is, and the cycle of rebirth. Sometimes, it hits, like when you slowly lose your companions as they find a place to settle down and settle the reasons why they came on the journey with you. Other times, it’s weird, like when Kara’s pet pig randomly shows up after you’ve crossed multiple oceans, via shipwreck and plane crash, a three week long tunnel walk, and a final continent for good measure, only to gain sacrificial sentience and the feasting powers of Jesus. It’s almost hilarious. It also gets Xenogears level deep at the very end, which just confused me. Even the final boss isn’t a thing; it’s a concept! Didn’t help that the final dungeon was a dropped ball. 

Gameplay is quite solid. It builds off the foundation of Soul Blazer, but feels much bigger and less formulaic. Rather than spawn camping monster lairs, all the mobs are already on the field. Killing all of them now rewards you with stat gains. The basics are the same, but combat has tangible rewards you can feel live. It isn’t just a way to force the story. And monsters can be defeated in three ways. You play as Will, and Will can transform into two other dudes. One of them isn’t given a lore reason, but he looks hella rad, so who cares? Freedan is large, imposing, and eventually learns to throw energy around. The other is Shadow, a sentient light. He has a whip like arm and can melt into the floor. He only appears in the penultimate dungeon, and I liked Will more. Will is faster and eventually has more attacks. He can slide, spin, and break statues. Performing all of these special attacks is a tad cumbersome, mind you. Holding down the attack button and waiting for it to charge mid battle isn’t the greatest experience. I never found it reliable and just spammed basic attacks or Will’s slide attack. I accidentally jump attacked a lot, which was interesting. 

The soundtrack is varied and fun. I grew sick of the town theme towards the end, but there are a handful of other songs I might add to a playlist. Not a lot of key changes in this sound font, but I’m not a music nerd, so whatever. 

The graphics are of a similar tone. All the dungeons look different, with bonus points for playing differently as well. Towns are equally unique. If someone showed you a picture of all the dungeons, you could tell which was which instantly. Is there only one cave!?

A good way to describe Illusion of Gaia is that it’s well built but lacking a good paint job. Will may be the only playable character, but there are plenty of friends along the way. The world is giant, but feels kinda empty. You go at speed from event to location, often over the course of weeks, so you don’t get to see how things change. And the only side quest ends up being, well…

So, you collect gems throughout the game. Some of these are nonsense and difficult with hella hidden or random triggers. You even have to enslave a person… And your reward for doing all of this is a big pile of nothing! A secret boss that gives you an ass whooping in a bonus dungeon that doesn’t even boost a stat. What the hell were they thinking? It was a waste of everything and made the ending hour feel even worse. Cool callback to Soul Blazer? I don’t care. 

Illusion of Gaia is a lot of fun until you start to think about it. It’s a weird story filled with melodramatic scenes that take forever to go, a terrible side quest, a lack of villains, and a final dungeon boss rush that can soft lock you, ruining the experience. IoG gets 68%.