Linear Motion Battle System

Tales of Phantasia was the first game to ever utilize the Linear Motion Battle System, and it was unlike anything ever seen before when first released for the Super Famicom in Japan. It is real-time and it allows the player to attack, slash, thrust the enemy and perform skills and spells all with different button combinations, very similar to the engine in any fighting game. The player is only able to control one character in battle, however, the player can give orders to the other party members. The player will be able to attack the enemies with a press of a button and perform skills and spells by pressing a specific combination of buttons.

Unfortunately, this system was a little too ambitious for its time, and suffered a bit in consequence. The battle system was very choppy, and the action would constantly stop whenever a spell or summon was performed. Also, for some reason, the character was not under full player control, and would contstantly move around, uncalled for. Both the Super Famicom and Game Boy Advance versions are plagued with this problem.

Playstation and PSP Re-release

The remake for the original Playstation in 1998 fixed this problem, and the battle system became much smoother and quicker. Also, the port to PSP was the first to change the disproportionate chibi-style sprites Tales of Phantasia had been using for the past ten years. The characters were taller, and the sprites were more in a style akin to Tales of Eternia than any previous Tales of Phantasia game.

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