It's one of the fastest-paced, most intuitive strategy RPGs ever made, as easy to learn as it is to enjoy. The random battles go quickly without the need to constantly check the order of attacks or carefully set up a coordinated defense. None of this is to say that Rhapsody's system is necessarily better than a game which emphasizes the careful chipping away at foes until victory is inevitable, but it's a nice change of pace. All are composed of an interlocking series of one- screen rooms, with few floors or basements to provide a challenge. Fortunately, the encounter rate is low enough to prevent getting mired in a mass of enemy encounters while trying to figure out where you are, but the dungeons are nonetheless disappointing.
Cornet blows it.
There are no ancient threats or evil overlord destroyers here. No chipper young men trying to follow in the footsteps of their idols. Cornet, along with her sentient puppet friend Kururu, has only two objectives during the game, neither of which involves saving the planet or even a town. All she wants to do is first meet Prince Ferdinand to tell him her name, and then save him from stone imprisonment. Her adversary is not a power-crazed madman intent on world domination, but a trashy sorceress past her prime who wants Prince Ferdinand all to herself.