Langrisser, too, spawned many sequels, none of which were brought to North America.Langrisser set itself apart from other tactical RPGs in its time with larger-scale battles, where the player could control over thirty units at one time and fight against scores of enemies.Battles have specific winning conditions, such as defeating all enemies or surviving a certain number of turns, that the player must accomplish before the next map will become available.In between battles, players can access their characters to equip them, change classes, train them, depending on the game.
Like standard RPGs, the player typically controls a finite party and battles a similar number of enemies. But this genre incorporates strategic gameplay such as tactical movement on an isometric grid.
Players are able to build and train characters to use in battle, utilizing different classes, including warriors and magic users, depending on the game.
Characters normally gain experience points from battle and grow stronger, and are awarded secondary experience points which can be used to advance in specific character classes.
Combining the basic concepts from games like Dragon Quest and simple turn-based strategy elements, Nintendo created a hit, which spawned many sequels and imitators.
It introduced unique features such as how the characters were not interchangeable pawns but each of them were unique, in terms of both class and stats, and how a character who runs out of hit points would usually remain dead forever.