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Mebius will release a Nintendo Switch version of the 1993 Super Famicom fantasy RPG Bazoo! Mahou Sekai on November 26. On October 26, its official X account revealed two more convenience features: an option to switch random encounters on or off (turning them off means they never happen) and an option that sets the experience needed for the next level to 1, which per the published screenshot applies to the hero only. The screenshot also shows an option to increase money. Earlier-announced features are save and load anywhere from the menu, a rewind function, speed change and screen settings.
The original was released by Hot-B, known for Hoshi wo Miru Hito and Steel Empire, with character design by Akihiro Yamada (The Twelve Kingdoms, Mystic Ark, Castlevania: Dracula X). The hero, in a world dominated by magic called Ialtis, learns that his late father was a famous mage and sets out on a training journey with companions. Battles are side-view with a sense of distance, magic is learned freely through scrolls, and character creation lets players choose a gender and one of four jobs: farmer, monk, sailor or herbalist, which changes starting stats and some event lines.
The original went on sale two days after Hot-B went bankrupt and had several problems with its systems and balance, and chapter four of its five chapters is not included. Its carefully built world and a late-game twist were praised by players of the time. According to the retailer Surugaya, in 2026 the cartridge alone is listed at ¥6,480 and a complete copy with box and manual at about ¥40,000.
The Switch version is ¥2,980 (download) or ¥4,400 (physical), and a limited edition with a Yamada-illustrated box is ¥11,000; it also supports play on Switch 2 through compatibility.
The insider take
Companions in this game join at a level linked to the hero's level, so raising the hero first lets them join at higher levels, which is why the one-experience option cuts the original's grinding. Most revivals add an experience boost option; this one sets the requirement to 1, which the article calls a power-play approach.
Originally reported by AUTOMATON (Japanese).