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Classic Games

Tales of Phantasia

Linear Motion Battle

Tales of Phantasia pioneered real-time JRPG combat with the Linear Motion Battle System, launching a franchise that would span decades with its action-focused approach.

SNESPlayStationgame-boy-advance rpgjrpgaction-rpg 1995

Overview

Fighting in real-time. Tales of Phantasia rejected turn-based tradition for the Linear Motion Battle System—a 2D fighting game approach to JRPG combat. Players controlled one character directly while AI managed allies; positioning and timing mattered. The SNES version pushed hardware limits with a vocal theme song. Namco’s series would iterate on this foundation for decades, never abandoning action combat’s appeal.

Fast facts

  • Developer: Wolf Team/Namco.
  • Year: 1995.
  • Innovation: Linear Motion Battle System.
  • Notable: Vocal opening theme (SNES).

Linear Motion Battle

FeatureFunction
2D planeSide-view combat
Direct controlOne character
AI alliesParty automation
Real-timeNo turn waiting

Combat mechanics

ElementImplementation
Physical attacksCombo strings
ArtesSpecial techniques
MagicCasting time
TP systemTechnique points

Technical achievement

SNES featureSignificance
Vocal song”Yume wa Owaranai”
Voice samplesBattle cries
Cartridge size48 megabit
CompressionMaximum utilisation

Time travel story

EraSetting
PastSpirit pact
PresentDhaos conflict
FutureConsequence

Series continuation

TitleYearPlatform
Tales of Destiny1997PS1
Tales of Eternia2000PS1
Tales of Symphonia2003GC
Tales of Vesperia2008Xbox 360

See also