Chou-Mahou Tairiku Wozz (1995)

Red Company

Super Famicom

2.83 from 6 ratings

36 members have it in their collection · 17 backlogged · 5 wish listed

A traditional Japanese-style RPG similar to Breath of Fire: turn-based battles are viewed from an isometric perspective. You control all three characters as a party, but in the beginning of the game you choose one of them as the main character, and therefore will see the game from his/her perspective. In case the characters split up, you'll be able to control only the one you chose.
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Details

Developers
Red Company
Publishers
Bullet-Proof Software
Genres
Adventure, Role-playing (RPG)
Themes
Comedy, Fantasy

Release dates

  • Aug 04, 1995 (Full Release) (Japan) Super Famicom
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Rating distribution

5 stars
0
4 stars
1
3 stars
3
2 stars
2
1 star
0
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Community All Reviews Statuses

Chovus

Status Chovus Sep 26, 2020

Beat as the archer. Early on I experimented with inventing and made some gear better than should be available at that point, but nothing brokenly overpowered. I soon gave up that experimenting because it was too complicated with inputting the number of each item. I made a wooden tank but did not bother to try out robots. Except for mandatory …

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Beat as the archer. Early on I experimented with inventing and made some gear better than should be available at that point, but nothing brokenly overpowered. I soon gave up that experimenting because it was too complicated with inputting the number of each item. I made a wooden tank but did not bother to try out robots. Except for mandatory segments, I used Eliza as my party member because of her effective offense. Being hot was nice too. I started off with only the archer in the front row but soon changed to having everyone except Chun in the front because the girls had decent hp and defense, and it was useful to spread out incoming damage. Around the mid game I started being a cheapskate and not always buying or inventing the latest gear. I made the mammoth tank for a quest but still no robots. Leona had a weapon that inflicted sleep, and later a better one with paralyze. I had her attack different targets for crowd control, and it was quite effective. I did have better damage weapons for boss fights and by the late game I stopped bothering with paralyze.

I made the latest tank and robot in the late game but found them too weak to be useful; the fire mammoth tank, drill tank and Neptune robot. When I got Ramune I did the arena sidequest 8 times to get everyone 2 of the ultimate accessory; up until then I gave Shot attack boosts, Leona luck boosts (maybe it helped with paralyze?) and the others defense. The arena was challenging for the first couple times, but after it was trivial. I then proceeded to finish all sidequest and finish the game. I made the Solo robot to use in the final boss fight and the fight was not too difficult, though I had a few characters, and the robot, die. Then did the post final boss and crafted the ultimate gear. I was not able to make the best robot though because I was missing the angelic. Whatever that is I think Ramune might have been wearing it, but you can't access the other characters in the post game! Did not matter, the final final boss was not too difficult.

I really enjoyed this game. Great story and characters with solid combat that stays challenging. Even with optimal gear the enemies hit hard enough to be a threat. I was annoyed at how cluttered my inventory was because I did not want to sell anything in case it was needed for a future recipe. I ended with max money anyway and could have invested more in better mana restore items. I did keep of stock of 999 basic mana restore items and used them liberally.

End stats:

Shot: level 64 with mach bow, cyber armor, apollo helm, expert glove and 2 lionheart

Leona: level 61 with destroyer, venus dress, ruby tiara, pain bracers and 2 lionheart

Chun: level 62 with wonder armor, IQ helm, Mars glove and 2 lionheart

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