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SOJ Tales of Phantasia · The History
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The History of Tales of Phantasia

The cartridge that sang.

Tales of Phantasia (Super Famicom, December 15, 1995), developed by Wolf Team and published by Namco, opened the Tales series with an idea no cartridge game had tried: it begins with a fully sung theme song. It was released only in Japan on the Super Famicom, at the very end of the system's life, into the same week as Dragon Quest VI. Its first official English release came eleven years later, on Game Boy Advance.

THE MAKING

A novel, a rejected pitch, and a walkout

The game began as an unpublished Japanese novel, Tale Phantasia, by Yoshiharu Gotanda, who became the game's writer and total programmer. Masaki Norimoto designed it, manga artist Kōsuke Fujishima drew the characters, and Motoi Sakuraba led the music with Shinji Tamura and Ryota Furuya. The world was built primarily on Norse mythology, with names borrowed from Michael Moorcock and H. P. Lovecraft for Western fantasy flavor.

The road to a publisher ran through the competition: after poor experiences with parent company Telenet Japan, Wolf Team pitched the project to Enix first, were turned down, and signed with Namco. Many changes were imposed on Gotanda's story along the way, down to the title. Late in development, internal conflicts drove a large part of the staff out of Wolf Team entirely. They founded a new studio, tri-Ace, a name this Library's Valkyrie Profile pages meet again.

THE DESIGN

Fighting game battles, and a voice

Phantasia's battle system, the Linear Motion Battle System, was inspired by the fighting games then dominating arcades: combat plays out in real time on a scrolling two-dimensional line, the player directly controlling Cress while the party fights under player-set tactics. It became the series' defining system for decades.

The audio was the headline. Battle cries and story scenes are voiced, and the game opens with an original sung theme, Yume wa Owaranai, performed by Yukari Yoshida: the first, and still the only, original vocalized theme song in a Super Famicom game. Fitting voices and song onto a cartridge required a 48-megabit cartridge and a custom sound system the team called the Flexible Voice Drive. The full technical story has its own page in this Library.

THE EDITIONS

Japan only, until a handheld rescued it
Original · 1995
Super Famicom, December 15, 1995, Japan only. Slow opening sales, 212,000 copies for the original release, which series producer Makoto Yoshidzumi attributed to launching at nearly the same time as Dragon Quest VI.
PlayStation · 1998
A Japan-only remake with a Production I.G animated opening, redrawn art, a 3D world map, and Suzu made playable. It sold about 769,000 copies in Japan, far beyond the original.
The Fan Translation · 2001
With no Western release in sight, the DeJap group released a complete fan translation of the Super Famicom version on February 12, 2001. For years it was simply how the English-speaking world played Phantasia.
Game Boy Advance · 2006
The first official English edition, published by Nintendo in North America and Europe in March 2006, a decade after the original. Licensing issues meant the sung theme was replaced with an original track. A full-voice PSP edition stayed in Japan.

THE RECEPTION

Japan argued; its readers then crowned it
Famitsu · 30 / 40
The original's panel scored it 8, 7, 6, 9: a respectable, not ecstatic, welcome for a new series launching into Dragon Quest's week.
GameFan · 90, 86, 82
The import panel went the other way; one reviewer called it the best RPG he had ever played in Japanese on the Super Famicom.
Readers · Favorite Namco Game
In an August 2003 Famitsu readers poll, Phantasia was declared the readers' favorite Namco title of all time.
The West, Later · 76
The Game Boy Advance edition averaged 76 on Metacritic. Eurogamer's dissent is the telling one: its rough, late localization paled beside the Super Famicom fan translation it replaced.

THE LEGACY

A series, and a studio, start here

Phantasia founded one of the long-running RPG series: dozens of Tales games followed, all carrying its battle system, its skits, its sung openings, now standard practice the 1995 cartridge pioneered. The staff exodus gave the industry tri-Ace, and with it Star Ocean and Valkyrie Profile.

Its own reputation inverted its sales. The version that sold least, the Super Famicom original, is the one history kept: the only singing cartridge of its generation, unreleased in the West, and the root of two family trees at once.

THE GAME ON THE SHELF

Tales of Phantasia · Super Famicom
Tales of Phantasia Japanese box art
Japanese Super Famicom box art · 1995
Wolf Team's singing cartridge, and the staff walkout that founded tri-Ace.
The GalleryHow did the song fit?
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