Jack no Daibouken - Daimaou no Gyakushuu
Jack no Daibouken - Daimaou no Gyakushuu is a Game Boy Color role-playing game released in 2000 developed by Atelier Double. It centers on character or equipment growth, area exploration, and combat and party setup, with controls, information, and pacing arranged around a color handheld screen, a directional pad, and two main action buttons.
- AI score · out of 10
- 7.5 / 10
About this game
Jack no Daibouken - Daimaou no Gyakushuu is a Game Boy Color role-playing release centered on character or equipment growth, area exploration, and combat and party setup. 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 color choices need to distinguish characters, objects, and routes rather than serve as decoration alone. The main genre-specific friction is that dense text, menu layers, repeated battles, and language dependence can slow progress. In addition, battery saves, link cables, cartridge-specific hardware, the unlit display, and regional language can affect the original experience. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.
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Game Boy Color (GBC)AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Rewarding spell combinations and growth outweigh uneven maze pacing and a light story.
Jack's strongest appeal is making spell choices part of growth. Fire, water, wind and rock eventually combine into three-element spells, with area attacks, temporary invulnerability and weaknesses supporting different tactics. Movement and casting develop abilities, so combat is more than waiting for levels. Useful spells tend to concentrate, but learning combinations remains rewarding. Without money or equipment, limited supplies keep planning close to exploration; complex mazes and frequent encounters repeatedly interrupt navigation. Colored terrain and separate HP, MP and element information make scenes clear, although the light story leaves few memorable characters. B opens magic, directions select elements and A casts with spell-name feedback. Edge-escape and Wing returns have specific conditions. This suits tactical magic enthusiasts more than players seeking vivid characters and brisk exploration.
Strengths
- Element combinations, area effects and weaknesses create meaningful tactical choices.
- Casting and movement connect combat actions to satisfying ability growth.
- Layered terrain colors and separate information areas distinguish scenes and resources.
- Spell steps, name feedback and retreat rules are clearly documented.
Weaknesses
- Complex mazes and frequent encounters repeatedly interrupt exploration.
- Useful spells concentrate, limiting the payoff from trying some combinations.
- The light story offers few memorable characters.
Who it is for: Japanese-reading RPG players who enjoy element combinations, exploiting weaknesses and action-based growth, and patiently plan supplies while exploring mazes.
Play notes: This covers the Japanese GB & Color common cartridge. B opens magic, directions select and A casts; move to the battle edge until ESC appears, then press A to escape, with some boss exceptions. Wing returns once and cannot be used in dungeons or roofed places; collect it before entering. Japanese information must be understood.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension An adventure organized around expanding magic and finite supplies offers good progression goals, with appealing spell choices on return visits. Complex mazes and frequent encounters repeatedly interrupt exploration, making pacing less focused than the combat itself. Supply planning is meaningful rather than inherently deficient because resources are limited. | Reviewed | 7.1 / 10 | Not provided |
| Dimension Element combinations, weaknesses and action-based growth form an excellent combat loop. Coverage, protection and resource trade-offs deliver tangible tactical rewards. Useful spells tend to concentrate, reducing the incentive to try every combination, but the central choices still have clear effects and satisfying growth feedback. | Reviewed | 8.0 / 10 | Not provided |
| Dimension Layered terrain colors and a separate information area provide good static clarity, while element and resource displays fit the magic theme. A light story and less memorable characters weaken the journey's emotional identity. Presentation is competent and functionally clear, but character immersion is less compelling than the combat system. | Reviewed | 6.7 / 10 | Not provided |
| Dimension Staged spell input, name feedback and HP/MP/element information support good basic usability, with explicit ordinary-battle escape and return-town rules. Boss exceptions and Wing's single-use, outdoor-only conditions require preparation. These restrictions are documented, leaving controls and retreat planning clear overall. | Reviewed | 7.8 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Atelier Double
- Publisher
- Sunsoft
- Release date
- 2000
- Platforms
- Game Boy Color (GBC)
- 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
- Solo-friendly2D GraphicsMain Story 20–50 HoursLong-term ProgressionExplorationStory-drivenLevel ProgressionTurn-based CombatFantasyTop-down
- 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
- Game Boy Color (GBC)Worldwide2000
Game gallery
Sources
Not provided