Gee, thanks. I’ll, uh, wear it with pride, I guess.
So ends my first play session with Alisa Dragoon, but definitely not my last. It took me about seven hours of practice to get my first full run, which is just about the perfect amount of time to pass a lazy afternoon.
All I can say is: Wow! It’s been a while since a game has really impressed me this much. For me, Alisia Dragoon is an absolute masterpiece, right up there with Castlevania: Bloodlines and Streets of Rage 2 on my list of all-time great Genesis games. It’s that good.
The artwork and animation are some of the best on the system, the music is some of the catchiest fantasy action tunes I’ve ever heard in a game (it sort of has a Golden Axe vibe, but more complex and varied), and the control is perfect. Levels are all unique in terms of theme and visuals. Each also has its own roster of enemies, so nothing feels recycled here. The game’s art direction and animation was provided by the anime studio Gainax, which likely explains the high quality of the overall presentation.
The plot of the game involves the sorceress Alisa and her four magical pets questing to stop some evil wizards from resurrecting an ancient evil power of tremendous magnitude. Pretty straightforward stuff, but there is a nice twist toward the end that elevates it a bit in my eyes.
Alisia’s primary weapon is the lightning she shoots from her hands, but the way this attack handles is very unique and is what gives the game its own feel when compared to other action-platforming games for the Genesis. Basically, Alisia doesn’t need to worry about aiming. Holding down the attack button causes a stream of homing lightning to automatically lock onto enemies in front of Alisia. This lock-on shooting mechanic, actually a refined version of the one from Game Arts’ earlier sci-fi action game Thexder, sounds like it would make the combat too simple, but nothing could be further from the truth. Since sustained attacking drains your magic meter, you can’t just shoot all the enemies all the time and you’ll need to take strategic pauses in combat where you focus on dodging while your meter recharges.
Even with an empty magic meter, you’re not defenseless. You have four extremely cute and deadly magical beasts along for the ride and each of them has unique attacks and strategic uses. You can only have one pet active at a time but you can switch between them instantly at will. They each have their own life meters and are able to be damaged and even killed by enemies, however, so you’ll have to keep them healthy by finding meat power-ups. Each pet can also be leveled-up two times by collecting other power-ups, which will grant them more health and attack power. Needless to say, picking the right pet for a particular stage or boss fight can make Alisia’s life a whole lot easier.
The game’s difficulty is tough but fair, as typical for the era. You only have one life at the start of the game, which seems daunting, but Alisia can absorb quite a bit of damage before dying and health restoration pickups are fairly numerous. You can also find health bar extensions and extra lives inside the power-up capsules you’ll discover along the way. You’ll still probably end up replaying the early stages of the game several times as you learn the stage layouts and boss enemy patterns, but you’ll soon be blazing through them quite quickly and effortlessly once you’ve properly memorized them.
Alisia Dragoon is a wonder. Unfortunately, it seems it didn’t sell very well upon its release in 1992, so the gaming world was never graced with any sequels or even ports to other systems. It’s a damn shame, really, but at least we can still appreciate one of the true lost treasures of the 16-bit era.
Now, I think I’m going to go feed my pet electric chicken dragon thingy. Trust me, you wouldn’t like him when he’s hungry.