Ys Book I & II
Reviewed by Console Codex Editorial Team ·
The definitive version of Falcom's classic action RPG duology, featuring CD-quality voice acting and the most celebrated RPG soundtrack of the 8-bit/16-bit transition period. Ys Book I & II's redbook audio, enhanced artwork, and seamless story connection between both games demonstrated what CD-ROM storage could achieve over cartridge hardware three years before the PS1 launched.
💡 Ys Book I & II — Key Facts
- → Ys Book I & II was developed by Nihon Falcom and published by Hudson Soft
- → Released in 1989 on TURBOGRAFX-16
- → Genre: RPG, Action
- → We rate it 9/10 — an absolute classic
- → Part of the Ys franchise
- → The definitive version of Falcom's classic action RPG duology, featuring CD-quality voice acting and the most celebrated RPG soundtrack of the 8-bit/16-bit transition period. Ys Book I & II's redbook audio, enhanced artwork, and seamless story connection between both games demonstrated what CD-ROM storage could achieve over cartridge hardware three years before the PS1 launched.
Overview
When Adol Christin washes ashore near the town of Minea clutching a prophetic book, he sets in motion an adventure that had already been told on PC-88 and PC-98 hardware in Japan — but the TurboGrafx-CD incarnation transformed it into something altogether different. Hudson Soft’s 1989 port of Nihon Falcom’s duology fused both games into a single disc and dressed them in redrawn character portraits, animated cutscenes, and — the detail that changed everything — full redbook audio voice acting and a CD-quality orchestral soundtrack. Three years before compact disc storage became the standard battleground for console manufacturers, Ys Book I & II demonstrated what the format could do to an RPG.
The story itself is mythologically compact: the lost civilization of Ys, six silver-haired priests, twin goddesses Feena and Reah scattered across a dangerous world that has forgotten them. Falcom never overexplains. Lore arrives in fragments from NPCs in Minea, then deepens as Adol ascends the impossibly tall Darm Tower, and only crystallizes at the final confrontation with Dark Fact — a villain whose identity, when revealed, recontextualizes the entire first game in a single cutscene. The second book opens seconds after that ending, Adol suspended in a sky world, the narrative thread uncut. This seamlessness was a structural argument for CD-ROM that no bullet-point feature list could make.
What distinguished the TurboGrafx-CD version on release was not merely technical specification but emotional register. When characters spoke — actually spoke, in voiced Japanese — during key scenes, the effect on 1989 audiences was closer to theater than anything prior console RPGs had managed. Feena’s farewell, Reah’s theme swelling through the speakers: these moments hit differently when you can hear them.
Combat and Progression
The combat system in Ys Book I & II has no attack button. None. You damage enemies by running directly into them, and the geometry of that collision determines everything. Strike an enemy from the side or at roughly a 45-degree angle and Adol’s hit points hold; make contact head-on and you absorb the damage instead of dealing it. This “bump” system sounds absurd in description but feels instinctive within minutes of play — Adol becomes a billiard ball, enemies become obstacles with specific approach angles, and the whole game develops a strange kinetic rhythm somewhere between an action title and a physics puzzle.
Against standard enemies in Minea’s surrounding fields or the early floors of Darm Tower, this rhythm is forgiving. Slimes and Gargoyle Bats have simple patrol patterns; you learn to nudge past them rather than confront them. But the system reveals its depth — and its cruelty — in the tower’s upper floors, where faster enemy types converge from multiple directions and the margin for correct angling compresses. The screen-filling boss Vagullion, a winged creature that fills half the corridor and forces precise lateral approaches, is where many players first understand that bump combat has a skill ceiling.
Level gating provides the game’s primary difficulty lever, and it cuts both ways. Dark Fact, the final confrontation of Book I, remains essentially unbeatable until Adol hits the level cap for that section — attempting him at even one or two levels below the threshold means instant kills regardless of player skill. This is by design, not accident. Falcom built grinding into the structure as a form of narrative pacing; the time spent leveling in Darm Tower’s mid-floors is meant to let the dungeon’s atmosphere settle. The tradeoff is that the difficulty curve isn’t about reflexes so much as resource accumulation, which makes the game feel less punishing and more methodical than contemporary action RPGs. It rewards patience over precision.
Ys II complicates this economy by introducing the Fire magic wand, Adol’s first ranged option. Enemies that punish close-range approach — floating ghosts, fast-moving aerial types in the sky world — suddenly require a different mental model. The transition isn’t jarring because Book II eases you in with weaker variants before deploying harder versions, but it does mean that the bump-combat mastery you built across Book I needs recalibration. Some players find this the more satisfying half of the pair; others prefer the purity of Book I’s single-system design.
Why It’s a Classic
The soundtrack by Yuzo Koshiro and Mieko Ishikawa is the most discussed element of Ys Book I & II, and the attention is warranted. “Palace of Destruction” thunders through the Darm Tower’s final approach with a propulsive energy that cartridge hardware of the period simply could not reproduce at this fidelity. “To Make the End of Battle” provides a climactic surge of orchestral arrangement over the Dark Fact confrontation. Even the quieter cues — “Lilia,” “Dreaming” — carry a melancholy sophistication that the PC-88 originals gestured toward but could not fully achieve. On CD, these compositions land at the weight their composers intended.
The enduring significance of Ys Book I & II is architectural: it proved that CD-ROM storage was a creative tool, not just a capacity upgrade. The voice acting, the cross-game story continuity, the audio fidelity — none of these were technically impossible on cartridge in the abstract, but none of them existed on cartridge in practice in 1989. Hudson Soft and Falcom built a proof of concept that influenced every disc-based RPG that followed, establishing expectations for cinematic presentation and audio quality that the Super NES and Sega Genesis spent years trying to approximate and largely failing. The bump combat may be the game’s most idiosyncratic feature, but the disc is its argument.