When I choose to look into an old game, it’s for any number of reasons. In some cases, I intentionally seek out games at random to see if I can uncover some lost gem I’ve never even heard of before. In the case of Tecmo Secret of the Stars (known as Aqutallion in Japan), I’d not only heard of it, but I’d played it as a child in the mid-90s, albeit only as a rental. My memories of the game were incredibly hazy. The only thing I could really remember was that it was a simplistic RPG in which there was a character named Evelyn. That specific recollection is confusing in retrospect, but more on that later. What I do remember for sure, though, is that the game was popularly considered pretty bad. When I decided to check it out again for the first time in 30 years, I became invested in learning just why that was.
Secret of the Stars in context
With the benefit of hindsight and decades worth of experience with this genre and with games as a whole, I find that the graphics of Secret of the Stars have aged nicely. I’m particularly fond of the colorful sprites for your party members in combat, especially since contemporaries like Dragon Quest or even Earthbound don’t display your characters in combat at all. That’s not to say the graphics are totally beyond reproach, of course, since there is a tremendous amount of repetition in terms of tileset usage. Many dungeons look identical to each other, as well as virtually all towns. This is not a unique problem for RPGs of the time, of course, but it’s worthy of note all the same.
How does this game work?
I was figuring out how this game was structured in real time, but I want to truly explain how this game works and what makes it so interesting. If your brain is broken like mine and you’re interested in experiencing this strange game blind like I did, you may want to revisit this post later. From here on, I’m going to discuss the whole structure of the game and how it progresses to its conclusion. The way the game concludes is important to the discussion of how the game functions as a whole, so it won’t be to anyone’s benefit to keep those details light.
While this is all going on, Ray and company are working on developing the town of Old Hill, location of a mysterious shrine with five altars and a free healing tile. Eventually, you’re given the opportunity to name the town. I named it Dorfer. It just kind of seemed like a Dorfer. Once you find an architect, you’ll get the ability to build a laboratory, a dance hall, a farm, and crucially, a warehouse that will open up the option of storing and swapping items between parties.. You’ll also run into a scientist, a doctor and nurse, a farmer, and even ol’ Uncle Save will move in. Did I mention that you save by talking to a guy named Uncle Save? That is also a thing that happens.
Exploration
Like many old RPGs, there’s a large open world you can explore from the very beginning. Opening up new areas is a big part of progression in the early game.You’ll start by lowering a bridge and then eventually you’ll acquire boats to reach other landmasses, a rocket to reach a floating continent, a helicopter, and one final mode of conveyance that I’ll talk about a little later. You also have access to a teleportation spell very early in the game, so it never feels like you have to walk across long distances unnecessarily.
Dungeon exploration is a game of resource management and attrition. You’ll need to make your way to bosses of winding dungeons while ensuring you’re prepared to face a boss at the end. Generally, you won’t be healed before you get to these encounters, so it’s more important than something like Final Fantasy VI or Chrono Trigger to really be mindful of your resources. There’s even a limited inventory of similar size to Earthbound with a full party, so you’ll want to make sure you sell or use any inessential items to avoid running out of space.
Combat
Secret of the Stars skews closer to Dragon Quest in terms of combat. It’s strictly turn-based and all commands for your party are decided prior to a turn beginning. These actions will then play out based on the speed of your party members compared to the enemy. This is all pretty standard stuff, but I enjoy that each of the main party members serves a different role. Each character has different elemental spells at their disposal and there’s a good balance of offensive and defensive support abilities distributed across the cast. The usefulness of these spells is inconsistent, but this is far from the first time a JRPG features non-damaging spells that aren’t worth using. I can’t say I ever found a use for the hypnosis spell Coma or the “random things happen” spell Land.
On the other hand, many of the other support spells are really useful. In the earlier stages of the game, stacking Slow on bosses is an effective way to make them more vulnerable to damage. Slow reduces speed and defense, so it becomes a value proposition. Is it more efficient for Tina to repeatedly cast Slow or attack? In many cases, she contributes more to damage in these early fights by slightly increasing the damage her other party members deal. Leona’s Mirror spell is also tremendously useful since it reflects magic or even just reduces the magic damage the entire party takes in its Level 3 variant.
Teaming up
What I found really surprising about the combat system comes a little later. Very early on, you’ll come across your first mysterious shrine in which Ray is invited to undergo a challenging trial against an elemental boss. When you first get there and for quite some time after, the boss is essentially insurmountable. Even the enemies around it on the overworld are very clearly beyond your power level. Once you’re at an appropriate level (and have good enough gear), you can return to this shrine and take out the boss, which allows you to be promoted from your initial Pennon class and straight to Banalet (likely intended to be Banneret). As a Banalet, you can use Unity Magic. It turns out that each of the first four characters have shrines like these scattered around the world. Two Banalets can fuse their magic together for unique combo attacks. Keep in mind—this was 1993 in Japan, so well before Chrono Trigger really popularized this kind of mechanic.
I was really excited about this because I’ve always loved team-up attacks in just about any game that features them. Still, though, I had to temper my expectations. After all, this is a really early implementation of the system. The way you initiate these attacks is a little awkward, admittedly. You queue up all of your actions as normal and then select “Combination” from the menu prior to confirming your actions. You’ll need to select the two members you want to combo together. If the two spells are compatible, a combo will occur. There aren’t a ton of combinations available and without a walkthrough of some kind, figuring out what combos together is pure guesswork. Luckily, the manual has a list of all Unity Magic, albeit with some inaccuracies and inconsistency with spell names.
The Kustera
Now, if you looked up a walkthrough, you could have avoided using the Kustera at all—but it would be the equivalent of looking up safe codes in Resident Evil, essentially. You’re just skipping elements of the game to get to an answer. I think this is a good hint on the developers’ part to let you know that the Kustera are needed so that you aren’t blindsided by what’s coming.
The Final Conflict
After exploring the entire overworld, braving the seas, and traversing a massive floating continent, you’ll finally reach the point at which it’s time to vanquish Homncruse, the game’s one-dimensionally evil villain. He lies in wait in the depths of Jeep Volcano, but how do we reach him there?Late in the game, you’ll reach the isle of Brisben, which features a set of four graves in areas only accessible by Gyrocopter. When you visit them, they warp you to the characters’ various shrines, but also reveal another set of stairs to basement areas beneath them—blocked by green barriers. The Kustera cannot use the Gyrocopter, so you’ll want to have them track down the shrines once visited by the Aqutallions themselves so they can reach those basement areas and complete the dungeons within. These dungeons all reward you with plot-critical items relevant to the shrine at Old Hill.
In the final dungeon, you’ll be tasked with completing a series of labyrinthine rooms protected by a powered-up version of Homncruse’s commanders. Crucially, your path is blocked by color-coded doors and one-way gateways. At this final step of the journey, it’s now clear that you can’t finish the game without the Kustera. My choice to continuously maintain and keep the Kustera party leveled up was rewarded in the end.
Final Thoughts
In case you’ve somehow made it this far and are still conscious of avoiding even more spoilers, I’m about to discuss what the Aqutallions actually are. Like any RPG from the early 90s, the plot is often very surface-level. I tend to find value in the conceptual with these games instead of the specific narrative implementation. I very much like the idea of a group of alien children from the future being sent back in time to vanquish an evil being created in a lab. I like that there’s a society of warriors in service to the Aqutallions, even if none of these elements are ever explained in a lot of detail. The imagined depth of what these plot elements could be is what makes them interesting. In a broader sense, these retro RPGs feel engaging because of what’s not on screen. They’re richer experiences because of how your imagination fills the gaps. If you just engage with the game on the surface level, it’s pretty trite and stupid, but if you imagine the idea of a mad scientist’s creation gaining sentience and stealing his time machine to establish a foothold in the past—it’s evocative. It’s interesting stuff that just so happens to be told in the most ham-fisted and confusing way possible. In short, it’s great.
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