サーフィン CLASSIC VIDYA REVIEW

Dream Master
(Completed on 10 Dec 2025)

Note: not to be confused with Little Nemo: The Dream Master

  • This is an English patch of a Famicom exclusive and now that I’m through it, I cannot believe they didn’t bring it to every market they possibly could. This game fuckin rips
  • Until the moment this review was published, it was very hard to get a good english-language description of what this game actually is and how the game loop works
  • If you try to do this, everything you read will make it seem like just another jarpig. It absolutely is not.
  • Also, some articles describe it as a first-person dungeon crawler, which it also is not. There aren’t even any first-person segments scattered around
  • Anyway that’s enough about what it’s not. What it is: a series of smaller, self-contained RPG’s where you always start out with 0 items and 0 experience. The game loop involves entering a dream world with nothing (no items or exp carry over from the previous dream world) and trying to fight your way to the boss to clear that dream. There are 7 dreams in total.
  • The coolest thing that this system gives you is a RESOURCE MANAGEMENT angle. Every individual mini-RPG scenario has a finite amount of items, heal opportunities, and enemy encounters. It is never possible to grind EXP to make a boss fight easier.
  • There are also no save points in the middle of a scenario. You get a password when you beat one, or if you don’t beat it you try the whole thing over from the beginning
  • This makes for really, really great tension. I’ve said before that 8bit Final Fantasy games are at their best when you’re trying to fight your way through a dungeon and every single step is a huge risk because you don’t know what enemy formation might 1-shot you and you have to balance that with trying to escape so you can heal up. Dream Master captures that same feeling of tension, but gives you a few more ways to manage your run to the boss which forces you to use your brain more
  • One thing working against you here is that there are a limited number of item slots, so you have that Resident Evil element of having to make decisions about what to carry around with you.
  • There is also a “fog of war” mechanic where some rooms are shrouded in darkness and not completely revealed to you and you lose health for smacking into walls as you clear the fog of war. The best part about this is if you fail a run, you’ll do better next time if you’ve memorized some of the room layouts.
  • Even the battle system is way better than it has any right to be for this era. There does not exist a “push A to win” mechanic like so many other RPG’s. Instead, you have different types of attacks with different accuracy rates, and enemy spells can always be dodged by pushing a certain direction inside a certain time window. This is all turn-based, but it makes it feel more “active”
  • Finally, a couple things I almost always say something about: The soundtrack isn’t very good and the story makes no sense whatsoever (🌲). Neither of these things matter. They are made up for with pure GAMEPLAY. When you are playing the game, you do not care.

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