Released 7/23/1993, published by Hot B
One site that has reviews of most of the Super Famicom RPGs has a section with what he thinks is the 9 worst games. I've played a number of them (Maka Maka, Villgust, Light Fantasy, Cyber Knight, and Song Master). Bazoe! is in that list as well, but he admits it's a personal dislike. While this isn't a masterpiece, it's nowhere near as bad as those other games, especially if you play on an emulator with a speedup key.
The developer, Hot B, went out of business the day after the game was released, and there's also a story of the lead programmer disappearing during development, so some of the issues with this game might be due to unforeseen problems. Overall I would say so far this is a game with a good story (for 1993) but a bad system.
The instruction manual gives the backstory -- there was once the Gazelfan Empire, but that magic kingdom was destroyed by the "great catastrophe" and monsters overwhelmed the world. An order of knights formed and destroyed the monsters, and then the Gazel Kingdom was formed. But Gazel broke up when the knights, priests, and magicians struggled with each other. They separated into the Duelfan Kingdom, the Nefan Kingdom, and the Ralfan Kingdom respectively. But after a while they allied with each other. Currently there is peace, but the Mirror of Paru has foretold that a new era of demons is coming.
This is Kurisu's 14th birthday, and a magician named Nash comes to deliver Kurisu's father's dying request -- to have Kurisu become a magician like he was. Her mother is hesitant because she says it was magic that led to her father's death, but she vows to accomplish her father's wish.
The first task is to get an introduction letter to the magic school from her uncle, who is a Baron of a nearby area. Along the way we have the first fight.
The chief problem of this game, familiar to a lot of lower-quality games of this era, is the ridiculously high random encounter rate. The battles also move fairly slowly, and a game over sends you back to your previous save. So you can spend a lot of time in a dungeon just to be defeated by the boss.
The battles start with the enemies and allies separate from each other. You can cast spells or fire bows, but to attack you have to close in, which takes two or three actions. The enemies may also try to close in on you. It's an OK idea but it makes the battles too slow for the encounter rate. Kurisu also starts out with no equipment or abilities, so you basically have to hide her while the bard Fale takes care of the enemies.
I next had to select a master from three possibilities, which determines the spells you get automatically (other spells can be learned from scrolls). I chose Maclellan, the Spirit teacher. But after having played over half the game, I think a better choice is Balhalrik. The damage spells are poorly balanced and don't scale well -- that is, the upper level damage spells cost way too much MP for the extra damage they do. So Balhalrik's buff and exploration spells are probably more useful overall.
The way the magic system works is that you can have 16 spells at a time. If you have a scroll, you can cast the spell directly from the scroll, or go to a magic guild to learn it permanently if you're high enough level. Each school of magic has 8 levels of spells, but the 8th is a "lost" magic you can't buy or learn from guilds.
Now that I am an apprentice of Maclellan, he sends me off to pick up two medicines from Hybres. There's nothing to this mission beyond visiting Hybres and returning, but I stopped by mom's house on the way and she gave some words of encouragement.
Maclellan's next mission is to get the Eye of Gods from Dal city.
So Kurisu solves this problem, and Jal stays behind to work for liberation. Back at the magic school, Maclellan teaches Kurisu the last basic magic spell, and she is now officially a Low Rank Magician.
The dungeon has dark areas so I need either the Sunburst spell or torches, neither of which I had, so rather than facing tons of random encounters to go back and get them I just trudged through. The end of the dungeon has us fighting a monster named Jala, who became immortal but was then sealed away. He casts an instant death magic, which is devastating.
The second time I fought him he didn't use as many of the death spells and I got some lucky resists, so he went down.
Now I return to the surface (no escape spell of course). I refused to give the seal to the Sultan, though, and rightly so -- it turned out the guy asking for it in exchange for protection was Croizel again, who grabs the seal and runs away. The Sultan wants our help dealing with the Burud, but very soon after this they destroy Vamel and block up the underground passage. Lott blames himself for some reason, but there's not much we can do -- we hope this will prevent Jala from coming out, but who knows?
Kurisu heads back to Seras, and another year passes while she studies magic -- she's now 17. This is about the halfway point (I think) so I'll stop here. As I said, the story is not bad but the gameplay is a disaster. It's not the worst of the worst, but they made a lot of bad decisions in the balance and system.