In this squib we discuss
Rastan/Rastan Saga, the first game in Taito’s trilogy inspired by
Robert E. Howard’s
Conan stories. This game has been a background presence in our squibs since the inception of the series: we started our multi-faceted journey with
Warrior Blade/Rastan Saga III. The game’s success in 1987 meant that there are ports on a dozen systems or so (cf. the wiki information). The
Taito Memories on PS2 offered a novel introduction to the game, even if the
Arcade Archives novel port for PS4/PS5 and Switch is the newest and most accessible port. We will not discuss
Nastar/Rastan Saga II, also on
Arcade Archives, as my memories of this probably controversial game are too foggy. Please enjoy the second title’s OST (
here), by
Zuntata’s legend
OGR/Hisayoshi Ogura: it is sublime, and so is
Rastan. Here is an argument of why this is case:
Rastan/Rastan Saga (
Taito, 1987) is an R2RKMF/platform game of the
Hack’n Slash variety. The protagonist is Rastan, a textbook
Captain Ersatz character that presents Taito’s take on the Conan milieu. The game features Rastan the barbarian aiming to kill the brutal Dragon ravaging the lands of Ceim, and therefore also slaying the vast hordes of creatures supporting the Dragon’s reign of terror. If successful, Rastan will however collect a hefty fee, as altruism and heroism are not this barbarian’s core virtues. The game is notable for its simple but fast-paced gameplay, the mix of action and platforming elements, quick boss battles and a deeply atmospheric OST. The game may feel repetitive by modern standards; it however provides a very gradual challenge and an immersive, variegated game world. The goal of this squib is to convince readers that they should 1-CC this game and immerse themselves in its “aggressive world”.
A bit of context will help us understanding the socio-historical contribution of this game, as always. (Mostly) anglophonic
Heroic Fantasy stories reached Japan by the 1970s and early 1980s, often with illustrations from mangakas who took ample inspiration from these stories (e.g.
Leiji Matsumoto).
Conan stories apparently arrived in
1971, and developed a cult following over the decades. In 1985,
Dungeons and Dragons became a sensation, thanks also to the popularity of the
Record of Lodoss AAR (“After (the) Action Report”) stories. Arcade videogames were also absorbing this source of inspiration in droves. Namco’s
Dragon Burster and
Return of Ishtar are but one two titles we have mentioned in the past, and Capcom’s
Black Tiger is the other arcade classic chiselling this genre’s relevance in 1980s’ arcade scene. Taito programmers thus decided to pilfer on Howard’s classic stories as a way to pay homage to their beloved “Barbarian” character.
The game’s plot and world setting only receive their proper presentation in the J(a)P(anese) versions. In the attract screen, an aged but still massive
King Conan/Rastan narrates to players that the game presents but one of his many adventures when he was even a thief and pirate, just to survive. The opening sequence presents a walking Rastan explaining that he will slay the dragon and the armies ravaging Ceim. Rastan is no hero, but a mercenary: he agreed with the kingdom’s princess that he will keep this army’s vast riches as a payment. Under a steel cloudscape brewing a storm, he unsheathes his sword and starts his fight. Rastan crosses six different regions of the kingdom (i.e. Stages) and slays all the army’s general and the giant Dragon. Through mountains, swamps, Vulcanic ranges, and other dramatic landscapes, he rids the lands from humans’ enemies, ending up with a massive loot.
The game’s other versions (i.e. World and US(A)) lack this background information, possibly due to copyright issues. Each version also has three revisions, but these play a role in our discussion of the game’s difficulty. Before we can tackle this topic, we must first offer an overview of the game’s mechanics. Rastan can move in eight directions via the joystick, with the B button controlling jumps. The A button controls Rastan’s weapon swings, which cover roughly a sprite’s length when Rastan carries the default two-handed sword. Rastan swings in the direction of movement, but can swing the weapon upwards (up+A button) or downwards (B button to jump, then down+hold A). Rastan can also jump and swing the sword (B+A buttons), and can perform high jumps (up, up-left, up-right+B) and swings (A button) dealing two H(it)P(points). Rastan can jump off and on fixed and swinging ropes and moving platforms, as well.
The game offers a vast selection of enemies, from demi-humans (e.g. humanoid lizards) to giant bees, amazons and bats. The game also offers a vast array of power-ups, the full list appearing in the attract screen of the JP version. For instance, Rastan can pick up three different weapons (double-damaging poleaxe, longer-ranged halberd, fireball-throwing “fire sword”) and three types of increasingly more powerful armours (shield, mantle, armature). Be fast: all power-ups only last 30 seconds. Rastan has 128 HPs per life, and two lives in stock at the beginning of each credit; extends are at 100k and 200k points, and then every 200k points. Players can kill enemies within half a second or so, to perform item-awarding chains. RNG item drops can also include bonus point gems (1k, blue; 2k, golden, 3k, amber). Blue potions award extra HPs, red potions remove HPs but award 20k points: they are good gambits.
The game thus provides simple but swift and fast-paced action-oriented mechanics that also reward players with higher scores and extra lives, if they clear Stages at a brisk pace. Before we discuss the challenges that this game design philosophy provides to players, though, we should explore the audio-visual presentation in detail.
Rastan’s visual presentation is highly detailed for a 1987 title: the game features relatively big sprites, rugged and brutal landscapes, and chromatic palettes that come in intense shades. Stage one is highly representative. Rastan crosses a mountainous, rugged region peppered with giant statues paying homage to
Lord of the Rings lore, during a sunset bleeding crimson and orange shades over cloudy blue skies. Final Stage six returns to mountainous ranges with floating rocks and a storm with booming and cracking lightnings and thunders in the background. External sections look harsh and brutal, much like Conan’s primordial
Cimmeria motherland.
The “external” world sections offer an apt counterpoint to the internal settings, the castles and caverns in which the leaders of the Dragon army dwell. In Stage one to four, Rastan invades four castles full of traps and bizarre humanoid creatures. In Stages five and six, Rastan slays enemies through the caves in which the wivern general (Stage five) and the Dragon general (Stage six) have stashed their treasures. These sections seem to recycle backgrounds from the first
Darius title and its
”Submerged cave” stages, but provide a higher resolution and a more dramatic feeling. Rastan, after all, traverses them on foot rather than on a
Silver Hawk. Furthermore, all sprites are rich in detail and relatively well-animated. Overall, the world that
Rastan inhabits looks brutal, visceral in its hues and colours, and rugged: it thus offers a perfect visual presentation for Rastan’s quest for richness and glory.
The OST by MAR (
Masahiko Takaki, also of Zuntata Fame) only includes a few themes, but most players will probably remember them due to their evocative style. External sections feature
Aggressive World, a fast-paced theme evoking the atmospheres and styles of 1980s fantasy movies (e.g. the Schwarznegger’s
Conan movies). Internal switch to slow-paced, brooding and dramatic
Re-In-Carnation which concludes with a fast, epic crescendo presaging the boss battles concluding each stage. The
Devil Boss Carnival theme is a fast-paced, short drum beat with a “tribal” flavour: slay bosses quickly, while drums pound furiously. The game has a few other short themes for the opening, continue and high score screens; these three themes, however, accompany the players’ journeys with their intense atmosphere. Though perhaps a bit repetitive like the game’s Stage design, they shape an aural landscape that is as intense and immersive as the visual landscape of the game world.
Rastan also offers rich plate of clanging sound effects, grunts and screams from Rastan, very crisp and unique sound effects for weapons, environmental effects and cleaved body parts. The sword features a simple, swinging sound effect: the poleaxe looks and sounds like a heavier weapon, and the fire sword produces an explosion after each fireball. Water bodies (rivers, pounds, falls) have their specific flowing sounds, and the many fire and lava lakes across Stages crackle richly. Each time Rastan kills an enemy, the enemy seemingly explodes and releases a splash of blood. The quirky sound effect accompanying each death should become easily recognisable to every player going through a few credits in the game. Add the fact that, at factory settings,
Rastan can probably be loudest game in the (arcade) room.
Rastan presents players an aggressive world with an equally aggressive aesthetic presentation, perfectly evoking the feeling of “Barbarian action”.
Let us now talk about difficulty, using Facets as our conceptual tool (cf. the
Warrior Blade/Rastan Saga III squib again). Three Facets shape difficulty in this game: game mechanics, Stage design/layout, and Rank. Game mechanics require some practice for the mastery of the various command attacks and the landing of jumping swings and their 2HP damage. Neither basic attacks nor jump types require particular mastery, but Stage design is such that players will need to master certain platform-based Facets. Game mechanics, however, motivate a 3/20 difficulty points: easy to master, and not the most central Facet defining difficulty. Rank is easy to master, too: enemies become faster and more aggressive as survival time and extra lives in stock increase. At one or two lives left, enemies become less aggressive and relatively slower. At a low 2/5 difficulty points, it is the minor Facet of the trio.
Stage design/layout is the second and central Facet, in my view.
Rastan stages have a first part that takes place in some rugged environment. After roughly 90 seconds of violent mountainous action, Rastan invades a castle/cavern and kills enemies while avoiding traps and jumps across platform-like obstacles, for 60 seconds or so. Be sure to learn the timings for jumps involving moving rafts, floating rock pillars and swinging ropes. Boss battles are short and brutal, and revolve around learning how to land quick series of jump attacks in succession while avoiding the bosses’ attacks. Once Rastan lands from 12 HPs (the first boss) to 16 HPs (the final boss Dragon), the boss battles are over, usually lasting no more than 30 seconds. Players cannot continue on the last Stage, but if they score decently, they can easily rack up four extra lives and afford losing one life per Stage.
Stage one offers only a few key passages of challenges, so it is one worth one difficulty point. First and second section of Stages two to six require some practice; they are thus worth one point per section. Bosses share a common approach in six small variants; do not face the bosses directly, but turn suddenly while performing a jump attack and retreat immediately, to prepare another attack. With practice, players can notice that mastering this one technique is not so difficult. Stage layout/design thus motivates 12/25 difficulty points: the game’s difficulty mostly hinges on learning how to handle the various recurring platform passages, after all. At 3+12+2=17/50 difficulty points,
Rastan is a top-tier difficulty game for intermediate players, and a slightly repetitive but entertaining challenge. The “earlier code” revisions do not appear harder, but the “rev 1” versions have more aggressive enemies, and reach a 19/50 total difficulty.
Let us move to the fans’ favourite section: my experiences with the game. Xenny would have probably ripped off my head with unmitigated brutality, but the xenomorph lad is currently busy with a secret project, apparently. Secret, maybe so, but if xe/xen keeps forgetting xis/xen lines (“xis”? “xen”? ah, pronouns), production will have no trouble firing xim/xen/whatever. I digress: let us move forward with experiences, indeed. It is…I do not recall exactly, anymore, but I would guess Spring, 1988. I have been frequenting my uncle’s arcade for a few months and I am still learning the ropes of arcade games. Oftentimes, a general problem is that I still need a stool to reach the controls. As a kid, I also struggle to figure out what I am supposed to do, when playing games. I remember
Thundercade and
Black Tiger being my early obsessions in this period, but not much else.
From time to time, when attempting to learn these games and a few other titles I cannot recall, I am keenly aware that some other game is remarkably loud. I hear an intense though not distinct song in the background, reverberating in the arcade. Accompanying sound effects sound strange, and sometimes the screams of a…dying man? Drowning man? Interrupt the song. I understand that there is one game that my uncle may have set at a ridiculously high volume. When people play it, everybody knows it and everybody seems to know if the player is good at it or not. The fewer dying screams, the longer the player lasts on the game. After a few weeks or so, I end up asking my uncle what game is that noisy. He tells me to check the cab near the bathroom on the East side of the lower floor.
It is late April or early May 1988, probably, and the last snow is finally melting. I discover
Rastan when no one other than my father is playing the game and progressing quite far in it. My father is almost puzzled to see me, as he thought that I did not like this game. I am getting nowhere in
Wonder Boy in Monster Land, so he thought that I was already more interested in older-looking titles. My 1988 self acknowledges that the game looks glorious, gory and intense, almost to the point of looking like a horror movie. I am a bit wary in trying it out, indeed: even the basic enemies look vaguely scary. It is 1990 and my 1990 self is playing
Nastar/Rastan Saga II and thinking that this game is downright ugly but has amazing music. I have no idea on how Taito approved its release.
In 1988, however, my 1988 self tries one credit under the guidance of my 1988 father self. His instructions are demanding but precise. Some are “get close to the enemy and swing as soon as you can hit”, “jump and then push down plus attack”, “venom gives you lots of points: always take it”. To an extent, he is more coaching me on how to play the game methodically, then to simply explain the basic bits. He is good at it, too; so, when I act the spectator and watch his runs, I can learn from observation and analysis. He tells me what he does to overcome sections, and asks questions to see if I understand his comments.
Rastan is an aggressive game with an aggressive world and game system; my father never shies away from reminding me that I need to use brains to win over the obstacles.
It is 1993 and somebody at the RPG/comics/et cetera club suggests me to read Howard’s stories featuring Conan, after I mention that I played
Rastan a few years before. I devour the stories quickly, realising that Taito pilfered Conan’s atmosphere and milieu heavily in their two games. It is 2001 or so, and I discover
Warrior Blade in MAME, thus realising that Taito created a trilogy that however never came to full fruition of us “Westerners”. In late September 1988, however, I am still playing
Rastan with my father’s guidance. My father has cleared the game already, but he is trying to get scores over the 1 M mark. I am really close to clearing the game, but I keep stumble on the final boss. I am usually too nervous when I reach it, and it does not help that I normally reach it on my last life.
September 1988, my birthday and the first anniversary of the accident in which I lost my family. My “new” father is about to insert a coin but decides instead to let me have my first attempt of the day. My 1988 self has its head heavy with memories and thoughts and preoccupations; yet, somehow, my performance is smooth and almost devoid of tension. Today is the right day, my 1988 self thinks, because I am absent-minded enough not to care about reaching the clear at all costs. I lose two lives when fighting the dragon, and then become mildly annoyed at myself. I know how to kill this bastard, and in five-six seconds within my third attempt I get rid of him. My father says nothing except for a “astounding, young champion”. I listen in silence to the ending theme, my father translating the story for me.
It is 2000 and my 2000 self re-discovers this title during his MAME gap year. I do not recall when the other versions of the game have been added to MAME, but either during this period or at later times, I 1-CC all of them. In 2006 I finally sit down and learn
Nastar/Rastan Saga II, thus 1-CC’ing it out of sense of duty for the trilogy. The story about
Warrior Blade/Rastan Saga III, you know it already. Now that I am older but still not a king of my own country, I play a credit of the good old
Rastan every once in a while. When I need motivation, I do listen to
Aggressive World as well; it is perfect for practicing open air calisthenics. I have never become a fantasy fan; except for Conan, Rastan and a few other anti-heroes, but I do cherish these “barbaric” 1980s memories.
Let us wrap up, before we drown in sap.
Rastan/Rastan Saga is a hack’n slash/R2RKMF game with platform elements in which Rastan the barbarian slaughters hordes of enemies and steals their loot, while also saving Ceim. The game is notable for its vibrant graphics, rugged and evocative world settings and its fast-paced, intuitive game mechanics. The game also features a somewhat famous OST, with
Aggressive World probably being a fans’ favourite of anyone who played the game back in the 1980s. The game provides a solid but fairly approachable challenge to any player who wants to 1-CC it, and offers some interesting options for those pursuing high scores. It is also one of the foundational games that led the emergence of High/Heroic Fantasy as a popular setting in arcade videogames. Be sure to try it and maybe even 1-CC it, as it is a genuine classic of arcade gaming.
(2978 words, or 7.5 pages in times new roman, size 12, single space format’; the usual disclaimers apply. I actually admit that the first few times I heard Rastan’s death cries, I was imagining that the game’s cab was huge, much like the original
Darius cab. Yes, my uncle bought a
Darius cab and the game was also very popular, but that is another squib. Regarding
Rastan, I really suggest my readers to read the wiki and discover all the other Taito games in which this barbarian lad crops up. You might have noted that I mention
Nastar/Rastan Saga II quite often in this squib. Let us just say that it is my way to pay homage to a game I wanted to like more, as part of the trilogy. Personally, I wish that Taito could have found more success with this series and would have created a successful franchise….)
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."
I.M. Banks, "Consider Phlebas" (1988: 43).