That’s not all there is to Emerald Dragon, but it’s a solid elevator pitch for this undervalued RPG from Glodia and Right Stuff. True, it was perhaps destined for strictly cult-favorite honors. A following accrued in the late 1980s through the mid-1990s, but unlike other RPGs it never saw a sequel, never grew into a proper series, never had its own middling two-part anime OVA, and never enjoyed an official release anywhere but Japan. There are worse fates for a game, but Emerald Dragon deserved more attention back then—and despite the wear of a few decades, it deserves that today.

Atrushan and Tamryn are a straightforward couple, despite the lingering problem of dragon-human romance simmering between them, and the game introduces the flirtatious prince Hathram and his justifiably irritated friend Farna as a tempestuous counterpoint to the more established low-key affection between the leads. While there’s a quest filled with magical trinkets and evil overlords and eldritch terrors, it’s really all driven by the characters in their interactions and arcs. Even the more sedate party members like the archer Yaman or the elderly wizard Bagin have their own quirks and secrets, and their various exchanges and bickerings enliven a standard plot, much like a Tales RPG or the original Lunar: The Silver Star. Yes, there’s a villain named Ostracon rampaging all over with his monstrous hordes, but that can wait until Hathram and Farna settle a spat over him masking the pressures of royalty under a playboy façade.

This brings out Emerald Dragon’s greatest flaw: the player controls only Atrushan. Despite having a full party of warriors, archers, sorcerers and more, you’re limited to directing Atrushan while the computer handles the rest of the characters. In some versions of the game, only Atrushan and Tamryn seem to gain levels and grow, with the rest of the cast coming off as overpowered long-term guests. It’s a curiously limited choice even by the standards of its era, and it hampers what’s otherwise an enjoyable break from RPG combat of this vintage.

And that’s what it comes down to, isn’t it? Video games, and RPGs in particular, can get away with a lot if the story lands right with you. One could quibble over the literary merits of everything from Earthbound to Ephemeral Fantasia, but a narrative doesn’t have to be a masterwork of subtext and eloquence; it just has to draw you in and make you care about the characters. That’s what fed the followings for many revered RPGs of the 1990s, and if you want one lesser-known game that should have stood among them, I’d point to Emerald Dragon.
This would be the best-known creation of Glodia, one of a number of short-lived developers that broke off from Telenet Japan in the 1980s. They helped bring Emerald Dragon to various computers: the PC-8801 and PC-9801, the MSX, and the X68000. Glodia’s original vision of Emerald Dragon is best on the FM Towns Marty, retaining the same plot, static cutscenes, and that odd feature of many old RPGs: a constant sidebar that shows your party status. Some folks must have liked that.
There’s a noticeable divide between those older incarnations and the later console versions. In 1994, Emerald Dragon appeared on the PC Engine CD, courtesy of Hudson Soft, Alfa System, and Right Stuff—the last of these being a developer founded by former Glodia staff like Kimura and Emerald Dragon’s scriptwriter and designer Atushi Ii. And it emerged as a slightly different game.

The Super Famicom was Emerald Dragon's final stop. This port does its best to evoke its PC Engine counterpart, but the constraints of a cartridge leave it without a CD-based title's cinematic scenes and music (at best you’ll hear a few spoken lines). It’s an easier version of the game as well, and fans sometimes disparage it as watered down in both story and atmosphere.

How would Emerald Dragon have fared outside of Japan decades ago, anyway? North American fans of RPGs often complained about how seldom they were localized, but at least they had most of the heavy hitters in some form: Final Fantasy, Lunar, Ys, Phantasy Star, Dragon Quest, and even Lufia were all represented, however sporadically. In such a climate Emerald Dragon might have joined that crowd, particularly through its PC Engine edition. The TurboGrafx-16 and TurboDuo (Western versions of the PC Engine and its CD evolution) never had a proper top-tier RPG localized: the Ys games were action-oriented, and Cosmic Fantasy 2, amusing as it was, wasn’t quite an A-lister. Emerald Dragon could have been to the TurboDuo what Lunar: The Silver Star was to the Sega CD: an engrossing, anime-styled quest that stood among the best games on the system.

If you’ll pardon yet another cliché from me, Emerald Dragon has that certain something. Dissected and analyzed it seems formulaic among Japan’s unlocalized 16-bit RPGs, never as uniquely absurd as Tengai Makyo, as bizarre as Linda3, or as memorably ghoulish as Last Armageddon. Yet there’s a vitality to its characters, a crisp style in the graphics, and brisk enjoyment even within its limited battles. It’s an RPG of the purest romantic incarnation, and there’s always a place for that. And there’s always a reason to lament that it never got a real chance at the entire world.
(*At the very least, I’d like an official English version to lay down the proper spellings of the characters' names. I’m going along with the fan translation of the Super Famicom version here, but the official books favor various spellings like Atorshan, Thamrin, Husrum, Falna, and so forth.)
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