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Bahamut Lagoon (Video Game)

Genre

Tactical role-playing

Console

SNES

Ratings

Views

97

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Bahamut Lagoon19 Downloads

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SNES

Bahamut Lagoon (Video Game)

Bahamut Lagoon is a 1996 tactical role-playing game developed and published by Square for the Super Famicom.

Bahamut Lagoon was released on the Virtual Console in Japan on September 29, 2009 for the Wii and on February 5, 2014 for the Wii U.

Gameplay

Bahamut Lagoon is a tactical role-playing game in which players take on the role of Byuu, a soldier of the kingdom of Kahna who leads a campaign against Granbelos Empire across the floating lands of Orelus.[1] The gameplay blends 2D RPG grid-based combat with turn-based combat.

 Players have the ability to raise and battle dragons to fight alongside a player’s other characters.

A player has a squadron of four characters in combat, and players have six different squadron leaders they can choose from. Each squad leader has a dragon which can be evolved into different types by feeding it weapons, armor, accessories, and items.

Feeding dragons foods they like will increase their loyalty, and food they don’t like will decrease loyalty, but players can still use foods dragons do not like to make a dragon more powerful. Dragons are not controlled by the player, but are given general guidelines such as “Go!” or “Wait!”.[1][2][3]

Plot

In the world of Orelus, continents called “lagoons” float in the sky, and war is threatened when the kingdom of Kahna is invaded by the Granbelos Empire.

This leads Captain Byuu of the Dragon Squad to fight to repel this invasion, but after the initial victory, Kahna is overrun, and Byuu, the game’s silent protagonist, leads a continued campaign against the Granbelos Empire.

Development

The concept for Bahamut Lagoon was created by Hitoshi Sasaki, known for his graphic design work on Final Fantasy VI, with him describing it as a game he had wanted to make for a long time.

Programmer Hiroshi Ono approached Hironobu Sakaguchi with the proposal of a team of new Square developers creating their own project. Beginning development around the concept of a traditional RPG with random encounters, it shifted to its current tactical design.

Sakaguchi, who was a fan of the tactical RPG genre, approved the project; it was originally titled “Final Fantasy Tactics“, but the Final Fantasy moniker was dropped during development.

 Production began in 1994 at Square’s Development Department 6 and lasted for two years.

Sasaki acted as lead designer and lead artist.

The game was directed by Kazushige Nojima, who joined the company in 1994 from Data East after working as writer for the Glory of Heracles series.

 The producer was Tadashi Nomura.[9] The scenario was written by Motomu Toriyama, who also joined in 1994 and took up the role as no-one had.[10][11]

The game’s setting was inspired by Sasaki’s memory of flying over the Izu Peninsula, wanting to evoke a similar feeling of a “floating lagoon”.

The scenario, which featured complex relationships and betrayals, was directly influenced by events in Toriyama’s life.

oriyama attributed his leading role in the scenario to the team’s nature as a group of newcomers.

The battle system was designed by Takatsuga Nakazawa, who wanted to make the game challenging yet balanced for players, with Sasaki calling Nakazawa “brutal” with some of his trap placements.

Dragon breeding was implemented during the later half of development, which influenced its design transition into a tactical RPG.

Ono wanted the dragons to exist as their own creatures outside player control, hence being driven by the game’s AI. An abandoned idea was dragons fighting and eating each other during battles.

Sasaki also wanted the dragons not to act like party members, comparing them to pets that acted on their own.

Space limitations forced a reduction in the planned character behaviour pattern.

This work © 2023 by Wikipedia is licensed under CC BY-SA 4.0

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