Phantasy Star 2
Phantasy Star 2
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| Category | Sega Genesis | 
| Assets | 59 | 
| Hits | 187,765 | 
| Comments | 6 | 
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          Alternative Names (5):
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            Fantashii Sutaa Tou Kaerazaru Toki no Owari ni (Japanese), Phantasy Star II: At The End of Restoration (Japanese), Phantasy Star II: Kaerazaru Toki no Owari ni (Japanese), Phantasy Star II: The End of the Lost Age (Japanese), PS2          
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    [1]
Characters (Overworld)
  
  
  
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    [2]
Characters (Battle)
  
  
  
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    [42]
Enemies & Bosses
  
  Amoeba
    Army Eye
    Bee
    Carrier, Mushroom, & Headrot
    Catman
    Cooley61
    Dark Force
    Darkside
    Dezo Owl
    Eyesore
    Fire Ant
    Fire-Eye
    Firefall
    Froggy
    Glosword
    Hit Tail
    Leecher
    Locust
    Mastodon
    Mazgamma
    Mechoman
    Metalman
    Mosquito
    Mother Brain
    Mxdragon
    Mystcape
    Neifirst
    Orangah
    Poisoner
    Poleziss
    Pug Hit
    Pulser
    Rabbit
    Rot Wood
    Spinner
    Terakite
    Tracer
    Van
    Wireface
    Wizard
    Wolfang
    Wrestler
    
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    [11]
Maps
  
  
  
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    [3]
Miscellaneous
  
  
  
Comments (6)
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      I'm not very good at this topic so I can easily be wrong, but apparently the CPUs of the Mega Drive and and the Master System seem to be vastly different. And since games were programmed in assembly at that time, I don't think they could easily port a Master System game into a Mega Drive one and vice-versa. So development must have started for the Mega Drive already, afaik. The graphics could still be partly made while planning to release the game on the Master System tho.
    
    
        @Viscera Japanese Wikipedia says the same but again unsourced. Do have a source that claims that it was going to be released in December 1988 (both Sega Magazine and Beep magazine have it listed for Master System) https://www.smspower.org/forums/11428-Sega87SummerCatalogJapan
This is my hunch, it probably started planning on the Master System as Sega had more games in development but moved to the Mega Drive due to the small library that the console had (think that there were only 4 games! for 1988 compared to the Master System having 21 games published & developed in house, 5 they published but developed by Compile/Arc System Works/Aicom/Westone and 1 that got cancelled but was released in 1991 in Europe [Summer Games] again outsourced, Bomber Raid aka the final JP Master System game was also in development too). Most of the graphics do look early Mega Drive like Space Harrier II but some such as the tiles look like reshaded ones from the Master System, the Dezo Owl and Leecher also look reshaded due to the black outline that the first game enemies had.
    
  This is my hunch, it probably started planning on the Master System as Sega had more games in development but moved to the Mega Drive due to the small library that the console had (think that there were only 4 games! for 1988 compared to the Master System having 21 games published & developed in house, 5 they published but developed by Compile/Arc System Works/Aicom/Westone and 1 that got cancelled but was released in 1991 in Europe [Summer Games] again outsourced, Bomber Raid aka the final JP Master System game was also in development too). Most of the graphics do look early Mega Drive like Space Harrier II but some such as the tiles look like reshaded ones from the Master System, the Dezo Owl and Leecher also look reshaded due to the black outline that the first game enemies had.
      @shadowman44: How? Nothing about the graphics particularly suggests that it was originally intended for Master System. It just looks like an early Mega Drive game (which it is). And the only reference to that is HG101 (which naturally doesn't back up the claim).
    
    
        Heard this was originally a Master System game that they ported over to the Genesis within a few months, looking at the character graphics I can tell this was the case.
    
    
        Hm, no dungeon tiles. Maybe I should look into Megadrive decompilation...
EDIT:GEH! Getting anything out of this game is hell.
    
  EDIT:GEH! Getting anything out of this game is hell.
“1993 Phantasy Star II Developer Interview.” GSLA. (n.d.). Web. 1 Jan. 2018.
Hayashida: Phantasy Star II was originally planned for the Sega Master System, as a direct sequel to Phantasy Star. Later it was decided it would be released on the Megadrive, so we had to rework all our plans. Despite that huge change, we only had a half year to finish the game, a real oppressive schedule.
“Phantasy Star 1993 Developer’s Interview.” (n.d.). Web. 9 Aug. 2017. (Could not find a full transcript)
Naka: For Phantasy Star II, I wanted to do the 3D dungeon as well; however, no matter how hard I tried, the capacity for the Genesis cartridge was limited, and there were only two and a half months for the development period.
I'm willing to bet Hayashida was being slightly general about having half a year rather than 2.5 months, and its likely that he was including some of the dev time from before the switch as well. Other comments mention that they had 3 different people working on art assets at the time, which also explains why some of the art looks different in style and quality, though not drastically.
The extremely clipped development time is the reason for the game's dungeons all being a chaotic mess. There wasn't enough time to think about how best to lead players through a successive difficulty curve so they just made them all final dungeons with different level enemies in them. Also a comment from Naka that I could not source.
EDIT: I meant to mention that I doubt there was any "porting" done. Rather its very likely they were just forced to start over and salvage anything they could. This is not the only time this happened at Sega, and it would later happen with the NES-SNES and SNES-N64, N64-GCN over at nintendo.
Also true of quite a few playstation games completely starting over without any release date extensions across multiple generations.
This just seems to be how the game industry works.