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
| Feature | Function |
|---|
| 2D plane | Side-view combat |
| Direct control | One character |
| AI allies | Party automation |
| Real-time | No turn waiting |
Combat mechanics
| Element | Implementation |
|---|
| Physical attacks | Combo strings |
| Artes | Special techniques |
| Magic | Casting time |
| TP system | Technique points |
Technical achievement
| SNES feature | Significance |
|---|
| Vocal song | ”Yume wa Owaranai” |
| Voice samples | Battle cries |
| Cartridge size | 48 megabit |
| Compression | Maximum utilisation |
Time travel story
| Era | Setting |
|---|
| Past | Spirit pact |
| Present | Dhaos conflict |
| Future | Consequence |
Series continuation
| Title | Year | Platform |
|---|
| Tales of Destiny | 1997 | PS1 |
| Tales of Eternia | 2000 | PS1 |
| Tales of Symphonia | 2003 | GC |
| Tales of Vesperia | 2008 | Xbox 360 |
See also