Farland Story
Farland Story is a Super Famicom role-playing game released in 1995 developed by TGL. It centers on combat encounters, turn-based tactical decisions, and story, case, or mission progress, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.
- AI score · out of 10
- 6.5 / 10
About this game
Farland Story is a Super Famicom role-playing release centered on combat encounters, turn-based tactical decisions, and story, case, or mission progress. 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.
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Super Famicom / SNESAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Appealing fantasy and forgiving recovery outshine slow traversal and uneven tactical balance.
The SFC adaptation joins two adventures into an approachable fantasy journey, carried by appealing characters and brisk, comic battle animation. Dialogue moves the story from a queen's ambition toward the stolen sword and the demon king, although some personal history and identity revelations lack preparation. Hex-based positioning, equipment and recovery still matter. Sudden lethal critical hits can look severe, but easy revival and items that consume no turn soften the consequences. Traversal is the more persistent problem: low movement allowances, broad maps and scattered chests often mean spending turns simply getting somewhere. Per-turn saving helps avoid lengthy repetition, while the protagonist must be protected because his defeat immediately ends play. Pleasant but unremarkable music supports the adventure. It favors anime-style fantasy enjoyment over tightly paced, rigorously balanced tactics.
Strengths
- Appealing characters and brisk, comic battle animation.
- Per-turn saves and convenient revival reduce retry costs.
Weaknesses
- Low mobility slows exploration, critical-hit and recovery balance is uneven, and some background is underdeveloped.
Who it is for: Players seeking anime-style fantasy with forgiving recovery from defeat.
Play notes: Original Japanese SFC combined adaptation; use per-turn saves and protect the protagonist. Do not assume the standalone PC rules.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension The two-part plot provides a complete journey, but low mobility and scattered objectives consume too many turns in transit. | Reviewed | 5.8 / 10 | Not provided |
| Dimension Positioning and recovery retain value, but lethal critical hits alongside generous rescue facilities make tactical difficulty and risk-reward uneven. | Reviewed | 6.2 / 10 | Not provided |
| Dimension Appealing characters and lively battle animation sustain a friendly fantasy tone, while omitted background weakens some dramatic revelations. | Reviewed | 7.3 / 10 | Not provided |
| Dimension Per-turn saves and convenient recovery greatly reduce retry costs, although the protagonist's immediate defeat condition still requires special care. | Reviewed | 7.7 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- TGL
- Publisher
- Banpresto
- 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
- Tags
- Exploration2D GraphicsLevel ProgressionFantasySolo-friendlyTop-downTurn-based CombatMain Story 20–50 HoursStory-drivenLong-term ProgressionCommand-based CombatReal-time Combat
- 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