- Release Year: 1989
- Platforms: TurboGrafx-16, Wii, Windows
- Publisher: Data East Corporation, G-mode Co., Ltd.
- Developer: Data East Corporation
- Genre: Action, Role-playing (RPG)
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Bump combat, Leveling, Search command, Spell casting
- Setting: Fantasy

Description
Makai Hakkenden Shada is an action RPG loosely based on the 19th-century Japanese epic novel Nansō Satomi Hakkenden. The player controls Shin, a young warrior tasked with retrieving the stolen Statue of the Four Gods to prevent the resurrection of the evil spirit Tamazusa. Along the way, Shin must unite with seven other warriors to defeat the darkness. The game features a combat system similar to Ys, where enemies are defeated by bumping into them, and includes spells, special techniques, and a search command to solve puzzles.
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Makai Hakkenden Shada Reviews & Reception
hardcoregaming101.net : The distance they missed that fence by cannot be easily measured.
strategywiki.org : Overall, the game is considered a bit short, with difficult puzzles, and sometimes buggy collision.
Makai Hakkenden Shada: A Flawed Gem in the Shadow of Ys
Introduction
In the annals of video game history, few titles are as polarizing as Makai Hakkenden Shada. Released in 1989 for the TurboGrafx-16 (PC Engine in Japan), this action RPG is a curious artifact of its time—a game that simultaneously embodies the ambition of its era and the pitfalls of unchecked imitation. Loosely based on the 19th-century Japanese epic novel Nansō Satomi Hakkenden (“Tale of Eight Dogs”), Makai Hakkenden Shada follows the journey of Shin, a young warrior tasked with preventing the resurrection of the evil Tamazusa by uniting seven other warriors. Yet, despite its literary roots and ambitious premise, the game is often remembered as a flawed clone of Ys, a title it desperately sought to emulate but never quite matched.
This review aims to dissect Makai Hakkenden Shada in its entirety, exploring its development history, narrative depth, gameplay mechanics, and lasting legacy. By examining the game through the lens of its historical context, design choices, and reception, we can better understand its place in the pantheon of classic RPGs.
Development History & Context
The Rise of Data East and the TurboGrafx-16
Makai Hakkenden Shada was developed by Data East, a studio known for its eclectic portfolio of arcade and console games. In the late 1980s, Data East was riding the wave of success from titles like Side Pocket and Bad Dudes, but it was also experimenting with deeper, narrative-driven experiences. The TurboGrafx-16, NEC’s 16-bit console, was a natural fit for such ambitions. With its advanced graphics and sound capabilities, the TurboGrafx-16 was poised to compete with the likes of the Sega Genesis and Super Nintendo, though it ultimately struggled to gain a foothold in the Western market.
The Shadow of Ys
The development of Makai Hakkenden Shada was heavily influenced by Ys: Ancient Ys Vanished Omen, a groundbreaking action RPG released in 1987. Ys had revolutionized the genre with its “bump combat” system, where players attacked enemies by simply colliding with them at the right angle. Its success on the PC Engine (via the CD-ROM add-on) made it a cultural phenomenon in Japan, and Data East saw an opportunity to capitalize on its popularity.
However, Makai Hakkenden Shada was not merely inspired by Ys—it was a near-carbon copy. The game’s overworld, combat mechanics, and even its title screen were lifted almost wholesale from Ys. This blatant imitation was not lost on contemporary critics, who derided the game as a “shameless clone.” Yet, it’s worth noting that Data East was not alone in this practice; the late 1980s saw a flood of Ys-like games, each attempting to replicate its magic with varying degrees of success.
Technological Constraints
One of the most striking aspects of Makai Hakkenden Shada is its technical limitations. Despite being on the TurboGrafx-16, a console capable of smooth scrolling and vibrant visuals, the game’s presentation is remarkably choppy. The screen scrolls in half-tile increments, giving the movement a jerky, unnatural feel. This was likely a deliberate design choice to simplify collision detection, but it stands in stark contrast to the fluidity of Ys.
The game’s sound design, while competent, also fails to leverage the TurboGrafx-16’s advanced audio capabilities fully. The music is functional but unmemorable, lacking the soaring melodies that made Ys‘s soundtrack iconic. This is particularly disappointing given that Data East had access to talented composers like Shogo Sakai, who had worked on other notable titles.
The Gaming Landscape of 1989
In 1989, the gaming world was in a state of flux. The 8-bit era was waning, and 16-bit consoles were beginning to dominate. The TurboGrafx-16, with its HuCard format, was a unique player in this landscape, offering a blend of arcade-style action and deeper RPG experiences. However, it faced stiff competition from the NES, which still held a significant market share, and the emerging Sega Genesis.
Makai Hakkenden Shada was released into this crowded field, where it struggled to stand out. Its lack of originality and technical shortcomings made it a tough sell, even among fans of the genre. Yet, its existence is a testament to the experimental spirit of the era, where developers were willing to take risks—even if those risks didn’t always pay off.
Narrative & Thematic Deep Dive
The Tale of Eight Dogs
At its core, Makai Hakkenden Shada is a loose adaptation of Nansō Satomi Hakkenden, a sprawling epic that follows the lives of eight half-brothers, each born with the word “dog” in their names. The novel is a rich tapestry of feudal Japan, blending mythology, history, and moral philosophy. However, the game’s connection to this source material is tenuous at best.
The protagonist, Shin, is ostensibly one of the eight warriors, though the game never fully explores this premise. Instead, the narrative focuses on Shin’s quest to recover the Statue of the Four Gods, an artifact that seals away the evil Tamazusa. Along the way, Shin encounters other characters from the novel, but these interactions are fleeting and lack depth. The game’s story is more of a framework than a fully realized narrative, serving as little more than a backdrop for the gameplay.
Themes of Destiny and Unity
Despite its narrative shortcomings, Makai Hakkenden Shada does touch on themes of destiny and unity. The idea that Shin must unite with seven other warriors to defeat a greater evil is a compelling one, echoing the novel’s emphasis on brotherhood and collective strength. However, the game fails to explore these themes meaningfully. The other warriors are little more than cameos, and their roles in the story are perfunctory at best.
The game’s villain, Tamazusa, is similarly underdeveloped. In the novel, Tamazusa is a complex figure with a personal vendetta against the Satomi clan. In the game, however, she is reduced to a generic dark force, devoid of motivation or personality. This lack of depth undermines the game’s emotional resonance, making it difficult for players to invest in the story.
Dialogue and Localization
The game’s dialogue is sparse and functional, serving primarily to advance the plot rather than to develop characters or themes. This is partly due to the technical limitations of the era, where text was often limited to a few lines per screen. However, even within these constraints, Makai Hakkenden Shada fails to make the most of its opportunities.
The fan translation, while commendable for making the game accessible to Western audiences, does little to elevate the dialogue. The text is often stilted and lacks the charm or wit that could have made the characters more engaging. This is a missed opportunity, as even simple games of the era, like Dragon Quest, managed to infuse their dialogue with personality and humor.
Gameplay Mechanics & Systems
The Bump Combat System
The most defining feature of Makai Hakkenden Shada is its combat system, which is lifted directly from Ys. In this system, players attack enemies by “bumping” into them at the right angle. If Shin collides with an enemy head-on, he takes damage; if he hits them from the side or behind, he deals damage instead. This mechanic is simple in theory but can be frustrating in practice, especially given the game’s choppy movement and imprecise collision detection.
Unlike Ys, where the combat feels fluid and responsive, Makai Hakkenden Shada‘s implementation is clunky. Enemies often spawn in awkward positions, making it difficult to approach them safely. The game’s half-tile movement system, while intended to simplify combat, instead makes it feel stiff and unnatural. This is particularly problematic in the later stages of the game, where narrow corridors and aggressive enemies make navigation a chore.
Progression and Grinding
Progression in Makai Hakkenden Shada is heavily reliant on grinding. Early in the game, Shin is woefully underpowered, and players must spend significant time battling weaker enemies to gain experience and gold. This grind is exacerbated by the game’s harsh difficulty curve, where new areas are often filled with enemies that can one-shot Shin if he’s not adequately leveled.
The game’s equipment system is similarly punishing. Weapons and armor are expensive, and players must grind for gold to afford them. This creates a vicious cycle where players are forced to repeat the same battles over and over, with little sense of progression or reward. The lack of meaningful feedback—such as visual or auditory cues to indicate level-ups—further compounds the frustration.
Spells and Special Techniques
Later in the game, Shin gains access to spells and special techniques, which are intended to add depth to the combat. However, these abilities are largely forgettable. Most spells are situational at best, and their effects are often unclear. The “search” command, which is required to solve certain puzzles, is particularly frustrating, as it’s not always obvious when or where to use it.
The game’s final spell, which freezes enemies in place, is one of the few useful abilities. It provides a much-needed reprieve in the game’s later stages, where poisonous enemies and tight corridors make combat a nightmare. However, its introduction comes too late to salvage the overall experience.
Puzzles and Exploration
Makai Hakkenden Shada attempts to incorporate puzzle-solving and exploration, but these elements are poorly executed. Many puzzles rely on obscure item combinations or hidden interactions, with little in the way of hints or feedback. This leads to frequent moments of frustration, where players are left guessing what to do next.
The game’s world is also disappointingly small. Despite its literary inspiration, the game’s environments are generic and uninspired, lacking the depth and detail of Ys‘s world. The overworld is a series of interconnected screens, with little variation in terrain or scenery. This makes exploration feel tedious rather than rewarding.
The Poison Mechanic
One of the most infamous aspects of Makai Hakkenden Shada is its poison mechanic. Certain enemies can poison Shin, which prevents him from healing and slowly drains his health. The only way to cure poison is to use a medicinal herb, which can only be purchased in towns. However, the game’s second half removes access to shops entirely, leaving players with a limited supply of herbs.
This design choice is baffling. It forces players to either stockpile herbs in the first half of the game or suffer through the second half with no way to cure poison. The mechanic feels less like a challenge and more like a punishment, adding unnecessary frustration to an already difficult game.
World-Building, Art & Sound
A Generic Fantasy Setting
Makai Hakkenden Shada takes place in a generic fantasy version of feudal Japan, with little to distinguish it from other games of the era. The world is populated by standard RPG fare—villages, caves, and towers—with little in the way of unique landmarks or memorable locations. The game’s art style is functional but uninspired, with bland character designs and repetitive environments.
The game’s visual presentation is particularly disappointing given the TurboGrafx-16’s capabilities. The color palette is muted, and the sprites lack detail. The choppy scrolling and half-tile movement further detract from the experience, making the world feel stiff and lifeless.
Sound Design and Music
The game’s sound design is similarly underwhelming. The music, while competent, lacks the memorability of Ys‘s iconic soundtrack. The TurboGrafx-16’s programmable sound generator is capable of impressive audio, but Makai Hakkenden Shada fails to take full advantage of it. The result is a forgettable score that does little to enhance the game’s atmosphere.
The sound effects are equally unremarkable. Combat lacks impact, and there are few auditory cues to indicate important events, such as level-ups or item pickups. This makes the game feel less immersive, as players are left to rely solely on visual feedback.
Reception & Legacy
Critical and Commercial Reception
Makai Hakkenden Shada was met with a lukewarm reception upon its release. Critics praised its ambition but derided its lack of originality and technical shortcomings. The game’s blatant imitation of Ys was a particular point of contention, with many reviewers accusing Data East of laziness.
Commercially, the game performed poorly, failing to make a significant impact in either Japan or the West. Its lack of a Western release further limited its reach, and it quickly faded into obscurity. Today, it is remembered primarily as a footnote in the history of action RPGs, a cautionary tale of what happens when imitation goes too far.
Influence and Legacy
Despite its flaws, Makai Hakkenden Shada is not without its defenders. Some players appreciate its short length and straightforward gameplay, seeing it as a quick, if unremarkable, diversion. Others view it as a fascinating artifact of its time, a game that reflects the experimental spirit of the late 1980s.
The game’s legacy is also tied to its status as a “kusoge,” or “shitty game,” a term used in Japanese gaming culture to describe titles that are so bad they become interesting. In this sense, Makai Hakkenden Shada has achieved a kind of cult status, attracting players who are curious about its infamous design choices.
Conclusion
Makai Hakkenden Shada is a game of contradictions. It is ambitious yet derivative, innovative yet flawed, and memorable yet forgettable. Its attempt to capitalize on the success of Ys is both understandable and frustrating, as it squanders the potential of its literary inspiration and technical capabilities.
In the end, Makai Hakkenden Shada is a game that is best experienced as a historical curiosity. It offers little in the way of lasting appeal, but it serves as a reminder of the risks and rewards of imitation in game design. For those willing to endure its frustrations, it provides a glimpse into a bygone era of gaming, where developers were still figuring out what worked—and what didn’t.
Final Verdict: 2.5/5 – A Flawed but Fascinating Relic of Its Time