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Valis II

Valis II is a side-scrolling action-platform developed by Laser Soft and published by , originally released in 1989 for the PC Engine CD-ROM² console and PC-88 home computer in . As the second main entry in the Mugen Senshi Valis (Fantasm Soldier Valis) series, it continues the story of protagonist Yuko Asou, a high selected as the warrior of the mystical Valis, who must travel to the fantasy dimension of Vecanti to thwart the tyrannical emperor Megas—brother of the defeated demon lord Rogles from the first game—before he plunges the world into chaos. The game's narrative unfolds through animated cutscenes with , a technological highlight of the PC Engine version that enhanced its anime-inspired aesthetic and storytelling. centers on controlling Yuko across six linear stages, battling enemies and bosses with close-range sword strikes, four types of projectile attacks, and upgradable magic abilities, while collecting power-ups to restore health and vitality. Unlike some ports, the original versions emphasize precise platforming and combat without equipment customization, focusing instead on progression through increasingly challenging environments blending urban settings with otherworldly realms. Valis II was localized and released in as Valis: The Fantasm Soldier II for the TurboGrafx-CD in May 1990 by NEC Home Electronics, marking one of the early titles for Western audiences and introducing the series' blend of action gameplay and supernatural lore. The title received ports to platforms like and MSX2 later in 1989, and in recent years, it has been re-released digitally for modern systems including and Windows via collections like Valis: The Fantasm Soldier Collection, preserving its legacy in retro gaming.

Plot and Gameplay

Plot

Valis II continues the story of Yuko Asou, a high who, after defeating the demon lord Rogles in the first game, returns to the fantasy world of Vecanti to confront a new threat. The narrative picks up with Vecanti under siege by the Emperor Megas, Rogles' older brother, who seeks to eradicate Rogles' followers and reclaim the throne as its rightful ruler. Yuko, haunted by visions and initial attacks in the human world, is compelled to wield the mystical Valis sword once more, transforming from an ordinary schoolgirl into an armored warrior destined to protect the balance between dimensions. She learns she is the daughter of Queen Valia, ruler of Vecanti, and gains support from her twin sister Valna. The central conflict revolves around Megas's forces, including his key generals Haizen and Gaias, who lead invasions aimed at weakening Vecanti and threatening the human world. Yuko's quest spans the human world, where the story begins amid everyday life disrupted by supernatural incursions, and Vecanti, the primary fantasy realm under siege. As she traverses these worlds, battling Megas's armies and uncovering ancient lore tied to the Valis sword's origins and her own heritage, Yuko grapples with the weight of her role, forging alliances that highlight themes of duty and the friendships that sustain her resolve. Key plot developments include conflicts with Rogles' surviving loyalists, who attempt to steal the Valis sword, leading to confrontations that test her heroism. The story builds to revelations about Megas's motivations rooted in betrayal and vengeance, forcing Yuko to confront the personal and cosmic burdens of her lineage as a chosen protector. These elements deepen the series' exploration of a young protagonist's internal struggle, emphasizing the isolation and responsibility of wielding otherworldly power in defense of multiple worlds.

Gameplay

Valis II is a side-scrolling action-platformer where players control Yuko Asou, navigating two-dimensional levels by running, jumping, and engaging in combat against enemies and bosses. The game emphasizes precise platforming challenges, such as leaping across gaps and avoiding environmental hazards, while combating foes in a run-and-gun style despite the sword-based weaponry. Levels are structured across six stages blending environments from the human world and the fantasy realm of Vecanti, each concluding with a boss fight that tests and timing. The core combat revolves around the Valis sword, which Yuko wields to perform swings and fire long-range energy projectiles with every attack. The sword can be upgraded to three power levels by collecting upgrade items dropped by enemies, increasing the projectiles' damage and reach; additionally, special items allow switching between four attack types, including normal blasts, homing missiles, wave shots that destroy enemy projectiles, and two-way spreads. Players can also acquire limited-use power-ups like protective barriers or invincibility spells, activated via a dedicated control input, and jewels that increase the score. In certain versions, such as the ports, incorporates occasional segments where Yuko flies over scrolling backgrounds, shifting to vertical shooting mechanics. In ports, players can switch Yuko's costumes, each altering her abilities—such as enhanced speed or defense—adding strategic depth. Player progression is managed through a health bar that depletes upon taking damage, replenished by collecting pickups scattered throughout stages; Yuko starts with a set number of lives, with continues available upon depletion to maintain progress. The game includes minor puzzles, like timing-based sequences or item collection for hidden paths, though these are secondary to action elements. Controls are straightforward, using the for movement (including ducking), one button for , and another for attacks, with responsive inputs that support the game's moderate difficulty, though later stages extend in length and intensity. The PC Engine CD version enhances immersion with animated cutscenes between stages, but core mechanics remain consistent across s, with port-specific tweaks like the elements and costume switching in non-console releases.

Development

Original Development

Valis II was developed by Shin-Nihon Laser Soft, a of established in 1988 to focus on optical media games, marking it as the studio's inaugural title. The project was directed by Masami Hanari, with Fumiyuki Moriyama serving as producer, under the oversight of and publisher . Development emphasized building on the original Valis as a direct sequel, incorporating a darker tone through the introduction of the warlord Megas and expanded world-building that revealed deeper ties to protagonist Yuko Asou's family and the . The production encountered technical challenges inherent to the emerging format, such as slow loading times and limited RAM capacity. These hurdles necessitated small team sizes and intense workloads, with core development often handled by just a handful of programmers and designers amid broader resource constraints at . Key innovations leveraged the 's storage advantages to integrate anime-style cutscenes and , a departure from the limitations of prior titles, enhancing narrative delivery and immersion. This was achieved through collaborations with animators from the industry, who contributed to the high-quality visuals despite the limited budget that prompted outsourcing of art assets. Published jointly by and , the game represented an ambitious step for Laser Soft in adapting the Valis series to console hardware while pushing multimedia boundaries.

Ports and Adaptations

The home computer ports of Valis II, developed in parallel to the PC Engine version by Renovation Game and released in 1989 for the NEC PC-8801, MSX2, NEC PC-9801, and Sharp X68000, adapted the content to storage, necessitating reductions in visual and audio fidelity to fit hardware constraints. These versions replaced the CD audio with soundtracks, which provided MIDI-like music but lacked the original's orchestral depth, and featured more compact cutscenes that emphasized violence and included semi-nudity, such as explicit depictions of the Megas murdering the Valia—elements toned down or omitted in the PC Engine release. was enhanced with more dynamic stage designs, including additional flying sections that consumed special item charges, and an improved system allowing players to select weapons and costumes from a dedicated screen prior to levels, diverging from the original's simpler progression. However, the PC-8801, MSX2, and PC-9801 implementations suffered from choppy performance due to limited processing power and memory, resulting in less fluid platforming compared to the baseline PC Engine mechanics of side-scrolling action and sword-based combat. The port addressed some of these issues by running at a smoother , shortening repetitive segments for better pacing, and removing certain unfair enemy placements or obstacles, though its audio remained somewhat muffled relative to the crisp chiptunes of the other computer versions. To accommodate loading times and the absence of functionality on these systems, the ports incorporated password systems for resuming progress, alongside minor level adjustments like streamlined enemy patterns to mitigate hardware-induced slowdowns during intense sequences. A distinct arrived in 1992 with the Sega Mega Drive/Genesis remake, developed by Imaginative System Create and published by as SD Valis in and localized as Syd of Valis in . This version adopted a super-deformed () art style with exaggerated proportions and brighter, cartoonish visuals to suit the console's capabilities, while simplifying core from the PC Engine original by emphasizing platforming over complex mechanics and replacing elaborate cinema cutscenes with in-engine text dialogues featuring humorous, abbreviated interactions. It incorporated elements from the ports, such as the weapon and armor selection screen, and allowed upward firing for better versatility, but removed segments present in the original's flying stages to streamline the action-platformer focus. Technical adaptations for the cartridge format involved compressing graphical assets, leading to resized sprites that maintained the chibi aesthetic but reduced detail in backgrounds and animations, alongside audio downgrades to the Genesis's FM synthesis, which produced less nuanced tracks than the PC Engine's CD sound. The title was released exclusive to Japanese and North American markets.

Release

Initial Releases

Valis II was initially released for the PC Engine CD-ROM² in on June 23, 1989, published by in collaboration with . This version leveraged the system's CD capabilities for enhanced audio and cutscenes, marking an early showcase of the platform's potential for anime-influenced storytelling. The game later launched in as Valis II for the TurboGrafx-CD on May 23, 1990, distributed by Home Electronics, with handling aspects of the TurboGrafx ecosystem support.
PlatformRegionRelease DatePublisher
PC-8801July 8, 1989Renovation Game
MSX2August 5, 1989Renovation Game
PC-9801August 5, 1989Renovation Game
X68000November 18, 1989Renovation Game
These home computer ports, all exclusive to Japan and handled by Renovation Game (a Telenet Japan label), adapted the game to text-based interfaces with some graphical variations suited to each system's hardware. A super-deformed remake titled SD Valis appeared on the Sega Mega Drive in on February 14, 1992, developed by Laser Soft and published by . This version simplified gameplay for the console while retaining core elements. The North American counterpart, Syd of Valis, followed on the Sega Genesis in April 1992, published by Renovation Products. In , packaging prominently featured anime-style illustrations of Yuko Asou, highlighting ties to the series' OVA animations to appeal to audiences. Western releases received limited promotion, constrained by the TurboGrafx-CD's niche market penetration in .

Modern Re-releases

In 2007, Valis II became available digitally through Project EGG, a service by DMM Games that emulates classic Japanese PC titles on modern Windows PCs, offering the original 1989 PC-8801 version with faithful hardware simulation but without additional enhancements. Edia Games released Valis: The Fantasm Soldier Collection in for , bundling the PC Engine CD-ROM² version of Valis II alongside the first and third entries in the series, with modern features including save states, rewind functionality, and HD filter options to improve accessibility and visual clarity. The collection launched in on December 9, 2021, for physical copies, followed by a release on February 10, , and expanded to PC via on October 29, 2024, introducing global availability with multilingual support including English subtitles and audio options where applicable. Valis: The Fantasm Soldier Collection II, also published by Edia, arrived on Nintendo Switch in 2023 and includes additional titles from the series such as Valis: The Fantasm Soldier (MSX2 and Mega Drive versions), Syd of Valis, and Valis IV, building on the prior collection with quality-of-life updates such as customizable key remapping, alongside retained features like sound modes for accessing original tracks and visual modes for artwork galleries. The package launched in Japan on September 22, 2022, with a surprise western digital release on February 23, 2023, maintaining a focus on emulated originals enhanced for contemporary play. These re-releases have primarily targeted Japanese audiences initially through regional eShops and physical editions, though the Steam version has broadened access worldwide. In June 2025, the version of Valis II was re-released as part of a double pack with for the Z emulation system by , available digitally and physically in as of November 2025.

Reception

PC Engine Version

The PC Engine version of Valis II, released in Japan on June 23, 1989, and localized for the TurboGrafx-CD in on May 23, 1990, received generally positive reception from critics, who praised its innovative use of the format to deliver enhanced cutscenes, full , and high-quality music that contributed to an immersive atmosphere. awarded it a score of 30 out of 40 (75%), noting the game's strong audiovisual presentation as a highlight for the platform. Similarly, the audio enabled a dynamic soundtrack with synth elements that stood out, while animated cutscenes and voiced dialogue added a cinematic flair uncommon for action-platformers at the time. Critics, however, pointed out several shortcomings, including low overall difficulty, a relatively short length of about six levels, and uneven pacing with long, repetitive segments that felt monotonous. Japanese magazine scored it 23 out of 40 (approximately 58%), reflecting mixed feelings on depth and challenge compared to contemporaries. Other outlets like The Games Machine (74%) and Tilt (15/20 or 75%) echoed concerns about unremarkable level design and easy enemies, though they appreciated the anime-inspired visuals. In terms of commercial performance, the game achieved modest success in , benefiting from the PC Engine's strong market position, where the console and its CD-ROM² add-on together sold over 10 million units worldwide. In the United States, its impact was limited by the TurboGrafx-CD's niche install base, estimated at around 40,000 units sold. Player feedback often highlighted appreciation for the story's fantastical narrative and anime-style aesthetics, but many noted the reduced difficulty made it less engaging than the original Valis.

Home Computer Versions

The 1989 ports of Valis II to Japanese home computers, including the PC-88 and MSX2 platforms, were developed by (a subsidiary of ) as adaptations of the original PC Engine CD-ROM² release, targeting hobbyist PC users familiar with detailed action-platformers on limited hardware. These versions retained the core side-scrolling , including sword-based combat and stage progression, but omitted CD-ROM-specific elements to fit cartridge and constraints. Released simultaneously in , they appealed to a niche audience of PC enthusiasts who valued deeper mechanical complexity over audiovisual spectacle. Ports to and were also released, with the X68000 version offering smoother performance and shortened segments compared to the choppier PC-88 and MSX2 adaptations. Strengths of these ports included solid visual adaptations with detailed sprites and backgrounds that captured the game's dark, violent tone, alongside effective soundtracks that enhanced the atmospheric platforming sequences. The PC-88 and MSX2 versions featured more intricate level designs with eventful enemy placements and unique mechanics, such as flying shoot-'em-up segments, providing a sense of progression and challenge. Reviewers praised the faithful recreation of the narrative's grim fantasy elements, noting how the simpler presentation still conveyed the story's intensity through static visuals and text. Additionally, the soundtrack's crisp 8-bit compositions were highlighted for their rock-influenced energy, contributing to memorable boss encounters. However, the ports suffered from the absence of the PC Engine's cutscenes, , and animated sequences, resulting in a simpler, less immersive presentation that relied on static images and text for . Hardware limitations led to choppy , sluggish controls, and unfair , which frustrated players during intense platforming sections and made later stages particularly demanding. While the core action remained accessible for hobbyists, these technical shortcomings reduced overall polish compared to the original. The port mitigated some performance issues but still faced for muffled audio. Overall, for the PC-88 and MSX2 versions was positive among retro gaming analysts for their depth, with expanded upgrades (up to four levels), jewel-based systems, and multiple outfits offering strategic variety not fully present in the PC Engine edition. Critics viewed them as faithful adaptations that prioritized substance for PC users, though less visually engaging without CD enhancements; these ports were seen as superior in mechanical intricacy but ultimately less captivating than the console original due to performance issues.

Mega Drive Version

The Mega Drive version of Valis II, released in Japan as SD Valis in February 1992 and in as Syd of Valis in April 1992, represented a significant divergence from the original PC Engine release through its adoption of a super-deformed () art style and simplified mechanics tailored for the console hardware. This remake aimed to bring the series to a broader audience but was largely criticized for its dated visuals, which appeared simplistic and less dynamic than those in comparable 16-bit platformers of the era. Reviewers frequently pointed to the chibi aesthetic as a stylistic misstep that diminished the game's fantasy tone, making stages feel cramped and less immersive. Major criticisms centered on poor controls, with slippery character movement and imprecise leading to frustrating platforming sections, alongside unbalanced difficulty that swung between overly simplistic enemy encounters and punishing boss fights without adequate checkpoints or power-up balance. In the UK, MegaTech scored it 47%, criticizing its unpolished feel. Similarly, GamePro in the rated it 4 out of 5, but noted clunky input responsiveness and lack of refinement as barriers to enjoyment despite some positives in action-platforming. Japanese publication scored it 23 out of 40, noting the remake's failure to capture the original's atmosphere despite faithful level structures. Few positives emerged in contemporary coverage, though some reviewers appreciated the version's accessibility on home consoles, allowing easier play sessions compared to the PC Engine CD's setup, and praised minor additions like selectable armors for slight . Overall, the port received mixed to negative as an inferior take on the source material, with the redesign alienating fans expecting the series' signature anime-inspired grandeur. Commercially, the title flopped in both and the , with low sales figures underscoring its lack of appeal amid a crowded market and contributing to the Valis series' diminished presence in territories. A planned European release by was ultimately canceled, further limiting its global footprint. In retrospect, retro gaming enthusiasts regard the Mega Drive version as a quirky curiosity within the franchise, valued for its oddball reinterpretation and console portability but dismissed as unrepresentative of the series' stronger entries on other platforms.

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