EGG also just put the original PC-88 release of Sacom's Marchen Veil up on Switch: https://www.nintendo.com/us/store/products/eggconsole-marchen-veil-pc-8801mkiisr-switch/
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I played through the PC-98 version last week on a lark (and I suspect this was the _very_ original game since it's got full kanji and a better rendition of the soundtrack, plus Sacom mainly focusing on 98 during that period). This was decent early action-RPG, held back mainly by a weaker later half. It'll feel familiar to anyone who's played a bit of Druaga or Hydlide and Dragon Slayer, just with much nicer presentation (the "visual scenes" are neat) and a higher skill ceiling. I'd say the puzzles are much less cryptic here than in those games, too. Getting through the first half took about an hour, followed by much more time just to survive through to the final stage.
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WRT people saying it looks/plays slow, they're not wrong, but I think they're also missing the game speed settings (F5, not sure if that's in the EGGCONSOLE port) which let you set the pace. It's no less lethargic than the harder parts of its influences; the game's stressful enough that it rarely felt sluggish. You often have to thread a needle between risky charges into screens for items and pulling back to kite enemies which aren't easily beaten. The developers were nice enough to let players backtrack to level 1 if needed, which helps because clearing stages always nets you a small amount of health which you can grind to make later parts easier (let alone survivable). Trickiest of all is saving progress, which requires you to collect a non-stackable floppy disk and use it at the safe zone (teal circle). Consumable saves are a divisive mechanic today, let alone back then.
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While those save disks appear on each stage, just getting to a point worth saving at can be tough, especially in the penultimate two stages featuring these wizards which lock you at the screen they spawn on. These are the bane of a good Marchen Veil run...I was having a great time before they showed up. See, the nice thing about flip-screen scrolling is it makes respawning enemies a lot less threatening and manageable. Because these teleporting robed bastards force you to fight them all over the map—10 arduous hits at a time—I ended up dying way more to the grunts than these bosses. Respawns always happen at the exact spot where that monster died, so it becomes a game of luring the baddies into a corner where you can't aggro them while finishing off the mages. Couple this with a general lack of i-frames (still better than the huge knockback in the FDS remake) and that creates a huge difficulty spike. Thankfully the final stage is easier and bereft of this kind of design madness. It's a shame since crossing the icebergs and high seas are strong stage premises, and solving the wizard's combat puzzles can be satisfying once you're able to work around pathfinding and RNG to reach a safe spot. Mechanics like the auto-shield (blocking projectiles from the front while you're not attacking) and shooting around or through obstacles matter most here.
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Despite those weird flaws and quirks, I'm pleased with how the game comes together, both for its time and now. It's rarely uninteresting and fares better with teaching new players than so many xRPGs from or before 1985 (not that the 1st stage is quite as educational as something like World 1-1, but still). You learn very quickly that shooting every non-background object in sight can potentially yield a reward, whether it's restoratives or a key item you'll need to progress. There's a couple cases of having to defeat all enemies on a screen _before_ hitting the rocks and shrubs again for items, or something similar, but they felt like natural consequences of exploring the level rather than arcane bullshit. The game's story itself is a simple enough fairy tale, complete with an appropriately sober ending, and I'm curious to see where the sequel goes. At least there'll be some nice baroque music in the background again.
I'm not sure if I can recommend the EGGCONSOLE release just because the PC-88 port has worse graphics and music, but it comes with start-of-level save states, turbo, and button remapping which could be a godsend for many players. (My PC-98 emulator has save states enabled, but I tried not to abuse them and play this with 1985 in mind.) Of the ARPGs released or soon to arrive, I think it's one of the best picks for sure. Riglas and Babylon also look cool for 1986, but they're either more open-ended and puzzling or aping Druaga and Dragon Buster without adding much new to the genre like Sacom's game does. Hydlide 3 is also a very love-or-hate experience from what I recall, and it's much longer than all these games except Xanadu.