Chou Mahou Tairiku Wozz
Chou Mahou Tairiku Wozz is a Super Famicom role-playing game released in 1995 developed by Red Entertainment. It centers on combat encounters, area and route exploration, and turn-based tactical decisions, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.
- AI score · out of 10
- 6.0 / 10
About this game
Chou Mahou Tairiku Wozz is a Super Famicom role-playing release centered on combat encounters, area and route exploration, and turn-based tactical decisions. Story beats, exploration, and progression resources support a longer campaign, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on campaign length or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Characters, world building, maps, and music carry most of the atmosphere, while sprite animation, scrolling, color, and chip-based audio jointly carry readability and atmosphere. The main genre-specific friction is that dense text, menu layers, repeated battles, and language dependence can slow progress. In addition, password or battery saves, multiplayer accessories, manual dependence, regional language, and cartridge enhancement chips can affect original-hardware use. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.
Recommended games
Related game recommendations on this platform
Super Famicom / SNESAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Careful pixel animation meets uneven combat and growth pacing.
WOZZ mixes archery, psychic powers and invention into a fantasy journey. Combining materials, dismantling items and researching recipes encourage experiments, but can also produce overpowered equipment early. Elevation affects damage without offering many ways to change it, limiting its tactical role. Early healing shortages are more consequential, especially against party-wide attacks; later options ease that pressure. Three protagonist choices share most of the main route, while durable bosses and slow movement prolong progress. Detailed pixels, the opening character transformation and battle animations are appealing, with particularly pleasant field music. Animation toggles and inexpensive escape items reduce waiting, but lengthy magic growth lacks visible proficiency progress and recipes can be obscure. It suits patient crafting enthusiasts more than players expecting consistently brisk battles.
Strengths
- Invention, dismantling and research support material experiments.
- Detailed battle pixels and the opening transformation are expressive.
- Animation toggles and cheap escape items reduce waiting.
Weaknesses
- Early healing and party-wide enemy attacks are unevenly matched.
- Durable bosses and slow movement prolong progress.
- Magic growth requires many battles without clear progress feedback.
Who it is for: Patient Japanese RPG players interested in crafting and pixel battle presentation.
Play notes: Original Japanese SFC release. Prepare healing early; animation can be disabled and escape items help. Fully developing magic is lengthy, without a proficiency-progress display.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension The linear story progresses clearly, but small protagonist differences, durable bosses and lengthy magic growth stretch parts of it. | Reviewed | 5.4 / 10 | Not provided |
| Dimension Invention and research invite experimentation, but early equipment and healing imbalances weaken consistent tactical decisions. | Reviewed | 6.0 / 10 | Not provided |
| Dimension The opening transformation, detailed pixels and battle animation stand out; field music is stronger than the less memorable remainder. | Reviewed | 7.2 / 10 | Not provided |
| Dimension Animation toggles reduce waiting, but slow movement, obscure recipes and hidden proficiency progress remain cumbersome. | Reviewed | 5.5 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Red
- Publisher
- Bullet Proof Software
- Release date
- 1995
- Platforms
- Super Famicom / SNES
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Role-Playing · Primary genre
- Tags
- Top-downLong-term ProgressionLevel ProgressionStory-drivenCommand-based CombatExplorationSolo-friendly2D GraphicsTurn-based CombatReal-time CombatFantasyMain Story 20–50 Hours
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Not provided
- Perspectives
- Not provided
Release editions
- Super Famicom / SNESWorldwide1995
Game gallery
Sources
Not provided