A History of RPG Maker Earthbound-likes (Part Two)

We tend to be dismissive about fanworks or just about anything that “rips off” from existing properties. Yet I think the trick isn’t so much whether or not you’re heavily influenced, but where you get your influences from. Itoi is literally (and actually for emphasis) a boomer, he was 41 when development started on Earthbound and he was able to experience the transformation of a post-WW2 world along with being able to construct a JRPG with arguably the most known video game company in the world. The sensibilities that come from jiving through the 60s and 70s as a young adult is apparent in the Mother games. Yet I get the feeling that most fans might not care for The Beach Boys or John Lennon (Their parents maybe). It’s also important to make a distinction between influence and similarity. You could technically compare Earthbound to Dragon Quest in both gameplay and format. More abstractly the music that Itoi worships tends to inform the themes or whatever creative choices he makes (that leads to riding a yellow submarine for example). As media leap frogs influence to influence, the original meanings and ideas get obfuscated. I think about that a lot especially while playing these Earthbound fangames as each them tend to grab and discard different aspects of the Mother series.  

Cognitive Dissonance 2008 (Complete)

Main Site Download

Cognitive Dissonance is unlike any of the Earthbound fan games I’ve played so far. This isn’t just a compliment but also that it is a fangame of Mother 1 more so than 2 delving into the origins of Giygas. It was originally released in 2008 but got a massive overhaul and was completed by 2014. The intro of the game has you playing the villain from the first Mother game undergoing the final battle of Mother 1. You then assume the role of one of a Mook living on planet Saturn who then embarks on the usual universe saving stuff. You can get Mr. Saturn AND Starmen in your party. Not only that but it is a full game, rpgmaker wikia lists the game’s length as over 19 hours long. You also get to explore not just one planet but the entire solar system. The game also has a sizable following, it was featured in a Nitro Rad video garnering over 300k views. Which when you think about it, is impressive for an RPG Maker game that’s actually an RPG. Sure RM games aren’t a stranger to generating large cult followings, but other than LISA they tend to be in the horror/Yume-Nikki camp.

It’s safe to say that I will not be able to cover the entirety of this game in this article (check Nitro Rad’s review). What held me back was well – the usual suspects in an RM2K3 game: slow walk speed and agility problems(tm). You can easily hack in a walk speed changer but some battles have questionable balance. There are enemies that have the ability to increase their own speed, which means the ATB will exponentially go up slower depending on how many enemies are doing it. If you’re ignorant on how ATB speeds in RM2K3 work, messing with speed stats can result in poor battle flow. Thankfully you do have a free skill that slows them down, but it can only help so much (and isn’t very engaging to fight against the flaws of the engine instead of the actual enemies). Besides all of those issues the game does get more exciting once you get past the first chapter. This is all likely due to the game getting better as development went on (common for hobbyist development).

On a final note I will say this game has one of the better abstract/moving backgrounds of any RPG Maker game I’ve played. It really pushes it to another level of creativity. Most of the time it uses a mostly black foreground with cutouts to simulate the backdrop to be particles. It’s simple but you almost feel like the background is rotating or moving in ways that feel like an optical illusion. This is all just with X and Y scrolling and 2 images. The original Earthbound had palette cycling, much more flexible scrolling, oscillation, and transparency to work with. Yet even with such a limited engine there’s always ways to impress.

Battle with Starman (2008) (Video)

This is not a playable game at all but rather a battle animation demonstration made in the RM2K3 default battle system by Ranmaster. Earthbound’s influence isn’t just felt in games and fan-games but also what creators choose to use as a placeholder example. What made me add to this the article was this weirdly has a standard RPG character in the trippy background format, which well, why not? Does every EB inspired game need to be first person (other than not having to do as much animation). It is quite hard to get anything out of the RM2K3 DBS but this demo demonstrates enemy animations, limit breaks and generally smooth animations. Ranmaster lately has been doing animation work for Blindmind’s Beloved Rapture which is still in development.

Ghosts of Aliens (2008) (Complete)

Archive Download

Long before Space Funeral and OFF commanded attention, this game very much broke the mold as far as venturing into the surreal aesthetics of RPG Maker. Like Homeland this also originated from Gaming World. Replaying this game I am reminded again of GamingW’s music scene. The tracks have an unpredictable aura as you don’t quite know what to expect with a mixture of twerpy dream pop vocal tracks and straight up 8bit. Yet there are some familiar songs, like an Onett remix for one of the towns. Some of the music was done by CBoryardee who made Barkley, Shut up and Jam: Gaiden. According to the creator Swordofkings128, the project started out as sort of a joke, but for whatever reason he kept at it and managed to complete it.

The game is closer to the original Mother more than anything as the main character’s sprite suspiciously looks like an edit along with the interiors. There is a lot of custom art that resembles sketchy pixel work where lines aren’t super defined. The colors sort of have an off kilter highly saturated MS-Paint aesthetic that is done quite well. The art-style feels ahead of its time, sure there might be quite a few indie games that look like this now but back in 2008 it was very uncommon for someone to go for the neo-retro NES look.

The story is that you’ve crash landed your spaceship and died. Like the title you float around as a ghost to retrieve your body, unlike the title though you are actually in living form for most of the game. Then again you aren’t the only alien. The plot is rather paper thin with a Final Fantasy wizard appearing everywhere telling you where to go. The NPCs are quite terse with some light humor, but some of them might be part of the background like a talking tree that ends up being the entrance to the dungeon. The game’s balance is all over the place, you have a skill that one shots most enemies at first but the boss can pretty much one shot you, but you can also poison the boss. There are hazards that send you to the game over screen, but you can save anywhere and save scum your way through it. I suspect the creator didn’t have time to balance it so they left behind enough solutions to make the game bearable. It’s one of those games where you just want to see the next area, the next character, or next music track. The gameplay itself, maybe not so much. Which is in line with what I’d say about the Mother games.

One interesting feature is being able to drive a car that crashes if you hit a wall, you then have to walk the rest of the way after that though. Party members will appear next to npcs talking to them when entering a house. So there’s a lot of unexpected events throughout the journey that makes the game worthwhile. Just be prepared for a gauntlet of bullshit to bypass. .The game is quite long, boasting a whopping 10 dungeons and various in-betweens, so there’s quite a lot to explore and get through. 

The Space Funeral creator cites this game as an inspiration and it shocks me to this day that this game didn’t get more attention. The game was completed by 2012 (Space Funeral was made in 2010, OFF’s english translation was in 2014) so it wasn’t like it missed the boat, but maybe it just didn’t go through the proper channels. The writing does have a little less content than Space Funeral / OFF though. As in there aren’t any crazy meanings to derive from it. Regardless, I think it deserves a retrospective.

Chromatose (2009) (Unreleased)

Webarchive Game Page

This game does not exist in any public playable form. It was a game project in collaboration with several members of the RMN community with the user Tardis (now goes by Finbeard) at the helm. It started out as an entry for the Release Something 10 event where you’re encouraged to release whatever you happen to be working on like a demo or screenshots. The Chromotose devs decided to go with the latter and release a game afterwards. Nothing came of the game aside from a gamepage and the usual screenshot hype, but I think it’s important to reflect the community’s then culture with what could have been.

The group that made the project were known as Team Cascade, or as I remember the “the lol detectives” A user geodude would make an alt account called the black cape and try to foil the misao awards and cause havoc in the forums of RMN. Members of team cascade would change their avatars to old timey characters.  I guess you’d call this forum LARPing.  It was… a different time back then.

I got in touch with Kevin Liu (formerly known as AznChipmunk) who miraculously has a very good memory about past events, and was the programmer of the battles/menu. Some would assume the super elaborate menu was a mockup, which was often a contention in the community. Basically users would post mockups and pass it off as screenshots, which in the RM community can turn into a usual school yard fight of “Your screenshots are fake” “No they’re not” “Oh yeah prove it” but surprisingly the menu was actually implemented in the game. The battle menu was able to power up and go through a turn order but short of having actual enemies. 

The story starred a character named Chess and his friend Lyle. Chess works for the post office until these mysterious alien invaders show up called Staticians. The humor behind it was that math and statistics were boring, therefore evil, replacing the color of the world with static mono-chromatic bleakness. Which is where the title of the game comes in. The main gimmick of the game is that you’d be collecting hats that would give various abilities in battle or for solving puzzles on the field. It wasn’t just Earthbound being an influence but also Mario & Luigi Superstar Saga.

“I think one of the problems with the project was that everyone worked at a different pace and then motivation for some people died out” Kevin Liu said. “When I started college all of the RPG Maker projects I was working on died off.”  Liu still had his own project Muse on his mind but shortly bowed out of the community in general as college got more busy. This is the usual for ambitious projects started by highschool kids. The team split and most people moved on to other things. However the leader of the project, Finbeard decided to keep doing the project under a different name and engine.

That later project too eventually came to a halt as pursuing comics and illustrations became a more primary creative outlet for Finbeard.

Mockups from the also cancelled POST*BUSTERS

Mother 2k3 (2009) (Cancelled)

Game Page and Download

Another cancelled project that came out with a demo in the same year as Chromotose’s announcement. This project would eventually be cancelled but it demonstrates full CBS/CMS functionality built to mimic many of Mother 3’s interactive quirks. The most notable is the rhythm mechanic where tapping to the beat while the attack is happening will score more hits. It even contains the rolling numbers (just with less polished animation). The released demo doesn’t contain much story so much as a tech showcase (and of course slow walk speed paired with large maps) but it certainly broke new ground on what to expect from a Mother RM fan-game.

Touhou Mother (2009) (Complete)

vgperson’s Translation Download

So this is one of the more unlikely crossovers. Touhou is a danmaku game by indie japanese developer ZUN that is then slapped together with Mother in this game. Yet when you think about it, both games have arguably been popularized by the internet culture at large. Translated into English by vgperson this is another chance to view the Japanese side of RPG Maker. I have not played a Touhou game since probably the time this came out but I do remember touhou dominating some IRC conversations. This game does require some knowledge of Touhou and Mother to grasp some of the story, (or rather the countless references and callbacks this game throws out there). Though this is not limited to just the two titular properties, an enemy for instance will throw a tarot card that is presented as a Yu-Gi-Oh card. Some sound effects were clearly ripped from Dragon Quest. Characters will break the fourth wall occasionally, so it very much feels like a shitposty pop culture reference heavy game yet with a lot of effort into it. This is emblematic of one particular Japanese RM community, where there’s a competitive spirit to see who can make the best “kusoge”. At the very least it certainly has the sensibilities of that subculture.

The gameplay itself is pretty straight forward. The battle system is custom made yet uses the interesting choice of using default event messages to describe what’s happening in the battle. It also has scrolling numbers (but no rhythm system). Yet it still uses the default menu for out of combat things, so it’s very much a default/custom hybrid where it makes sense. The combat itself is fairly basic and you can’t use items (maybe a missing feature due to the number of items acquired being impossible to track via conditional branches unless you use variables manually thus abandoning the DMS).

Compared to all the other games I covered I feel this has the best ratio of completeness/polish, it doesn’t excel at both components as much, but it feels well rounded. Considering the battles are custom however the backgrounds do feel a bit disappointing, it’s just a trippy pattern that just moves in one direction. The developers likely used parallaxes for them but could have easily used pictures which are unlimited with patches and can be rotated, transparent, tinted and sine waved. However maybe parallax backgrounds were just good enough to keep development rolling.

A lot of the dialogue is mostly the Touhou shrine maiden personalities bickering back and forth while they fight an alien invasion, so if you’re down for that then this will probably be the main draw. Again, this game appeals to a very specific set of people which makes it all the more intriguing as to why someone would go this far to make it. It’s really something that can only exist in the hobbyist RM community. Also this game has a sequel, so if this is your thing then there’s a lot of it.

Wooby RPG (2010) (Cancelled)

rpgmakerarchive page download

Started in 2006 this was a game made by Dookie, a username I kept seeing in Earthbound rips and credits of earlier fangames. You play as a very early gameboy version of Kirby, or maybe the mask of a certain minecraft youtuber. Though if anything it feels mostly like a Pac-Man RPG. Your name is Wooby, your sister is named Looby (and has a red bow on her head), the macguffin stolen from you is called a woob block, the town is called Woobton. It’s very much a universe where things are just the way they are because they are.

The game has a lot of Earthbound edits but it might not be noticeable if you haven’t played a lot of Earthbound (and becomes less apparent as the game goes on). Some of the gameplay takes on the form of the usual Mario RPG fare, you can jump and collect coins and even get coins by bumping your head into blocks. The battles have the trippy background but are still sideview and Wooby will occasionally unleash a limit break, so there’s a smattering of different visuals being used here.  Like Cognitive Dissonance this game has some great uses of the DBS backgrounds (maybe that should be a misao category). Every battle has two black bars that go over one of the layers, so the limitation that the author has to work with is that the foreground has to be static, but that doesn’t stop the creativity from displaying. I could have sworn some of the backgrounds were using the sine wave effect, but they really weren’t, it was just an effective use of cut-out and some magic.

Overall the game’s story is fairly simple and straightforward, you’re chasing a crocodile in a trench coat that stole your family’s precious Woob Block. But what I like is that the game feels like a huge adventure despite such a simple premise, there’s a lot of effort put into things you wouldn’t expect. Like when you enter a mansion there’s an overlay of a spider dangling from a web as you walk through the halls. The experience is simple but it’s not generic, which is how I’d describe Paper Mario or similar games. 

While the demo has quite a bit of content, the game was cancelled, likely because Dookie had grown as a developer over the years and moved onto other projects. Most relevant to the article is Eagleland, a game set in the Earthbound universe. It was posted on Starmen.net showing quite a few screenshots and video content, but no demo was ever released. What’s interesting to me is just how developed one of the city areas is. I cannot think of many RPG Maker games that attempt cities as large and detailed as this, it’s a sort of ambitious holy grail people don’t usually talk about. Given the constraints of RPG Maker, it is still entirely possible to make an open ended walkable environment with the size of a world map, yet it’s probably a nightmare to organize and maintain a level of quality. Of all the RM direct fan-games this is probably the most visually impressive and consistent. 

Once again the game was cancelled but it contributed to Dookie’s growth to pursue the now in development Kingdoms of the Dump. A game that’s made in Godot, a very different and more advanced engine than rm2k3, but I can see some of the Wooby DNA in there but also it has its own identity. The character designs and world building is a lot more developed, and personally I’m looking forward to this game. 

All the other RM Earthbound-likes

As much as I’d like to, I can’t cover them all. While it is definitely its own thing and even contributed to a minimalist genre, Yume-nikki is thought to have been influenced by the Mother series due to the similarities of the FC world and some graphics. By proxy that game has flooded into a whole mess of tributes and fangames. Undertale creator Tobyfox made a halloween themed Earthbound romhack and has stated that he dabbled with RM2000 before eventually settling on GameMaker, so there’s some loose connection there. There’s also LISA which also contains a large dedicated following. Omori is another similar popular instance, but I haven’t even begun to look into that. There’s just a lot to go through but I thought I’d cover the overlooked or the ones that never quite made it yet showed potential. 

If there’s any takeaway I can get from going through all of these games it’s that you can gain a lot just by making your game quirky or less serious, there’s a huge advantage to the looseness if you decide to suddenly contrast it with darker or surreal elements as these games tend to be. Though nowadays it is definitely a trend in the larger indie games, but I don’t really blame them. It also just plays well to the internet and the urban legend nature of having lore that can be interpreted and devoured by wiki archiving savvy people. The more traditional RPGs require the audience to buy into the world building on their own volition and I think for older people like me there’s an acquired taste that comes from growing up in a specific era. Though I would also argue in the amateur spirit of RPG Maker there’s no shortage of off beat writing and style, it’s just hard to market if there isn’t a baseball bat or trippy imagery to go off of. There’s probably like 10 articles I could write about what Earthbound means to people and how it has affected the RM scene and the audiences that keep it going. That does speak to the multiple angles to go at this type of content.

This article became way longer than I expected and I probably won’t do another giant game compilation any time soon. However it was nice to shotgun through some small things that might have not gotten an article of their own, so I might revisit this format later on. 

Final Fantasy VII 2D Remake

the way you speak about rm2k3, like “modules, arrays, pointers” sounds like
you’re some badass c++ programmer stuck in the past and only has rm2k3 to
work with


Final Fantasy VII is probably the most responsible for the enthusiasm many had in the RPG Maker community as a whole. Even RM2K’s default menu resembles a menu eerily familiar to anyone who’s ever played a Final Fantasy game. While the gameplay template was more akin to Dragon Quest, it was very clear users wanted to make their own Final Fantasies. Fan games, fan sequels, fan remakes, you know it. But even if you weren’t interested, no matter how original a game in RPG Maker was, FF7’s influence and DNA could be felt in all of them.

The top popular games on RMN as of writing

The idea of remaking a Final Fantasy game was always brought up in idea feedback forum threads. Of course, anything past FF6 would be more considered a “demake” because RPG Maker is 2D. Questions would arise at the dilemma of remaking something so close to or above the capabilities of the engine you’re doing it in. Remaking the NES Final Fantasy games made sense, but that had already been done before by Square themselves, multiple times. Doing the SNES games was about on par what RM2K3 was designed for, but even that still has its issues. As we get further out into demake territory the purpose of remaking starts to evaporate. What’s the point? What is the logic in doing this?

Let’s assume for a moment that the question has been answered. Then there’s the problem of the RPG Maker community often being very amateur. There are a lot of choices to be made on what exactly your goal is. Is it to pretend that Squaresoft had actually made a 7th game on the SNES? Or is it to render everything FF6 styled as a substitute instead? Would you use the character sprites that look like RTP? Would the goal then be to do whatever is humanly possible in RPG Maker? There are a lot of directions and intentions to go in, and very few would realize a consistent process. But one such game got very close to being consistent, and that is Vanit’s Final Fantasy VII 2D Remake.

The goal is pretty straight forward: What if FF7 was 2D and created in some kind of alternate reality? The author’s intentions are documented pretty well in the game-page description. Reading through this, it’s easy to realize how subjective this can all get. Vanit is very clear about preserving even the flaws of FF7, however those flaws may be interpreted. For instance, do you fix the typos of the game? Or would the typos still exist in the proposed alternate reality? Vanit recreated all of the UI as best he could, while the over world graphics had to be completely different. Animations, however, were timed out in-sync with the original game as much as possible. Simple details like Cloud popping back into position after attacking were implemented.

Of course PS1 Cloud decides to crit when syncing this up

Liberties still had to be made though. The angle of the pre-rendered backgrounds means that everything had to be locked at a top-down angle that worked well with the grid-like movement RPG Maker came with, a default characteristic. Speaking of RPG Maker defaults, what is most notable about this project is the solution to forgo the default battle system and remake it from scratch with event programming. This means using the point and click tools RPG Maker gives you with no proper coding. It’s one of the more bizarre instances as CBSes were often rare, let alone used for a fan project. Most people who were capable of making CBSes were computer science students who made you wonder why they weren’t just making their own engine with C++ or curing cancer.

Probably more impressive than the CBS is the custom menu. The menu has been fully recreated and is the closest thing to the real game. Visually, the menu does bring out some very specific nuances in how PS1 displays video to the TV screen. As most know, RPG Maker is rendered at 320×240. FF7 actually has 3 different resolution modes, 320×240 for the battles, 320×224 for the maps, and 364×240 for the menus. This makes it difficult to recreate everything pixel per pixel as there has to be choices in how to best to constrain the widths as faithfully as possible. Not only that but the way you would copy the colors based on the original console is up for interpretation.

As I compare the two screens, small things start to crop up. Why is Cloud’s MP at 54/56 at the very start of the game? What about the 240 gil? He’s also about to level up, likely intended for the first incoming battle. Many of these choices are probably arbitrary, but maybe not, it’s hard to say. You’ll notice that Cloud is named instead of being the mysterious Ex-Soldier. It’s mainly due to Vanit running into limitations and deciding to just name Cloud by default, which he details in the best way to own someone online over CMSes. The auto-scrolling is another detail that’s been studied. The CMS was even known for some breakthroughs. If FF7 was only its menu, the 2D Remake would technically be feature complete. The only thing left to do is to actually build the scenes, the story and the battle sequences to support it. Which is the hardest part.

Loading up the game, it’s surreal to hear the bombing mission midi (ripped straight from the PC version) play as Cloud hops out of the train like old times. The chibi-fied nature of the RTP charasets blends pretty well with how you’d remember the pop-eye 3D models. Though, it is hilarious to see some of the stiff 3D animations faithfully recreated in sprite form. Even the way the AVALANCHE NPCs moves on ahead of you demonstrates the nuances behind FF7’s direction. There’s also the text boxes being displayed in a custom fashion that lets them appear anywhere on the screen, and where and when they pop up is faithfully recreated. There are some slight differences if you’re paying attention, like the steam coming out of the train right before Biggs jumps out. Barret voices his distrust for you, and that’s about as far as the demo gets. You can wander around a bit and fight some battles and mess around with the menu, but sadly you aren’t able to blow up the reactor. Vanit eventually gave up on completing the bombing mission and the project as a whole.

I think it does answer the question of why to “demake” a game, though. It strips away the technological/professional differences between RPG Maker games and the games they’re inspired by. It highlights the vision FF7 had and what it meant to so many people. It’s also a craft, in that there have been many many many many attempts at demaking or remaking FF7, but I would say Vanit’s attention to detail highlights that there is an eye for noticing even the most arbitrary of things. However incidental or slapped together a lot of choices in FF7 may have been, there is plenty that can go wrong even in recreating many of these things. That by itself, I think, is interesting. It makes you question the fabric of any creative choice. When things get more subjective on how best to interpret and handle things, a back and forth conversation tends to happen. You see, FF7 was made by humans, for humans, and you can’t really “port” that.

However, being on the frontier of remaking a beloved franchise without any money or credit for originality might not be too liberating for most people. It’s a very arduous task with very little pay-off. There might even be a DMCA in it for you when you do complete it all, and your hard work has to be hosted on torrent sites. Assuming, that is, you don’t get a C&D letter before the project even finishes. There’s also the fact that maybe only the people in the RPG Maker community would appreciate it, and even then as a novelty. It’s a weird curiosity niche that satisfies the what-ifs but not really an entertainment product. As detailed in his blog posts, Vanit moved onto other things and decided to release the source code for all to see. People are welcome to expand on the project or use his findings to further their game development endeavors but it’s pretty much a closed chapter.

It’s easy to look down on fan efforts and wonder why anyone would take it seriously, but that applies to most things that aren’t necessary to your survival. It’s only because an endeavor is accepted by communities that they seem more valid. Even the commercial FF7 Remake could be considered a fan effort, just an officially endorsed one. At the end of day, just go after what you think is cool, after all that’s how Final Fantasy VII was made right?

Final Fantasy VII 2D Remake Gamepage + Download

Final Fantasy VII 2D Remake Topic on Gaming W

REAL cms autoscroll in Rm2k3 Tutorial

FF7 2D Intro Youtube Video

FF7 2D Remake Youtube Channel

Seekers of the Sun

Author: Remains of Scythe / Remainaery
Released: June 2004
Engine: RPG Maker 2000

In the early 2000s, CBSes (or Custom Battle Systems) were all the rage among RPG maker users. At the time RM2K was only able to do Dragon Quest (first person perspective) battles that were quite plain. There was an unspeakable notion in the scene at the time: that almost everyone wanted something akin to Final Fantasy 6. Give us chibi sprites standing on the side of the screen delivering blows that pop out numbers and all of our problems would be solved (except for motivation, limitations of time, and responsibilities). However Seekers of the Sun is notable in that it didn’t just rest at making a side view, but decided to tackle a Chrono Trigger styled battle system. Where the battles would happen on the actual map you were just walking around on. There have been “tech” demos that attempted this, but this is the only actual playable RM game with a CT styled CBS that I can recall.

The game is set in a cold dystopian underground complex. You play as the edgelord of edgelords, an artificial being known as Abyss. Much like the start of Elfen Lied (or the more kid friendly Pokemon: Mewtwo Strikes Back) you’re going on a rampage on those responsible for creating you. Abyss spouts lines of dialogue about how powerful he is and pathetic the things he’s going up against. Although this is all quite self-indulgent and angsty I kind of welcome it these days. Anecdotally I come across a lot of modern RPGs and games that are a bit too afraid to go down this route, or are too self-aware to fall too hard into this trap. The strength of this game’s grim dark tone is that things just feel IMPORTANT in ways that are hard to explain. Probably due to the various biblical references and showy philosophical musings. Ultimately this feels like an in-media res intro ala Breath of Fire 4 where you play as a powerful being at first to get a taste of the battle system while things are still easy. It’s likely you’re meant to play a more optimistic protagonist later on.

The graphics are mostly CT edits that are cohesively put together. There’s this dominant blue hue added to a lot of the assets and makes the world rather cold and unwelcoming. Some places look really great, and even if they’re a slog to navigate sometimes, they sure work well as a backdrop for when the battle starts. Speaking of the battles, there’s sadly not much to say. You can spam attack, defend, or use an item. The author’s note says he was persuaded to just release what he had even if the battle system was still basic. Still it’s really cool to see what the result looks like when put into an actual game with story. The execution is simply making the attack animation be a picture that moves to whatever xy coordinate the monster is, and play effects over the target. The challenge compared to other CBSes is mainly figuring out how to organize events on the maps themselves without things getting too messy. Taking a peak into the editor it seems like a lot of copy pasting is done in an organized fashion on the maps to pull this off. Every possible target and charset setting/animation is placed on the map even if you’re only fighting way less than the maximum. There are interesting design challenges to consider as far as how they’re initiated and where the space ought to be. There aren’t a ton of a battles to experience as a result of this.

The CBS programming was done by Kokibi, and in true collaborative fashion, Remains of Sycthe helped with the art on Kokibi’s own project: A Gate into Eternity. Seekers of The Sun garnered way more attention despite both projects featuring elaborate battle systems. Notably this was a German made game (seems only to be in English as far as I know) that was featured on Gaming Ground Zero alongside the likes of Velsarbor. It’s interesting to look into the author’s history and his origins being that of a webcomic circle. A lot of the faceset/portaits are his and seems very much in tune with the angsty dark anime aesthetic that plagued many deviant art pages and webrings. It gives the impression that RPGMaker wasn’t just for making “your own Final Fantasy” but also to bring imagined adventures to life that you had in drawings and in your mind. There’s a blend of rips and custom art that really adds character to the game and even though this only got as far as a proof of concept, I’m glad it exists.

Estimated Length: Less than an hour

Download Here (English)
RPG Maker Quartier Download (Mirror)
RMArchiv Page (Download Mirror)
Author’s Deviant Art
GGZ Archive and History + Download
Youtube Playthrough
Interview with Kokibi and Scythe (Google Translated from German)
German Site Page (RPG Atelier)
Trailer (Youtube)