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''ActRaiser'' is a platforming slash sim game released in 1990 for the SNES, developed by Quintet and published by Enix (now [[Square Enix]]). You are a [[Sealed Good in
As the game begins, you awaken from your slumber, bent on thrashing monsters and regaining your followers, which is accomplished through side-scrolling platform action and [[Sim City]]-like overhead village construction, respectively.
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* [[Cap]]: Each simulation area is limited to 128 structures, which puts a limit on the maximum population. If you build, say, too many bridges, you won't be able to gain enough population to reach your character's highest level and maximum HP.
* [[Censorship Bureau]]: Nintendo's policies lead to the God/Master/Satan/Tanzra name changes.
* [[Chain
* [[Character Level]]: Based on the population attained in the simulations. Many a game gets stalled out at the second-highest level when all of the town populations show "max" and no further growth can take place. See [http://www.gamefaqs.com/console/snes/file/563502/47431 here] for more details.
* [[Clown Car Base]]: The monster lairs in the simulations. Hundreds of beasts can be huddled away in a single lair, and they won't stop popping out until you destroy them all one by one or have your followers seal them all up at once.
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* [[Guide Dang It]]: Reaching maximum level can feel like a [[Luck-Based Mission]] if you don't read a guide. Also, obtaining some of the offerings in simulation mode requires you to use rain or lightning at random points on the map, including on the temple itself in one area.
* [[Hailfire Peaks]]: Aitos Act I.
* [[Headless Horseman|Headless Man]]: The headless natives in Marahna's Act I, which have faces on their chests and jab at you with long spears. They're based on the "anthropophagi" (man eaters) that [[William Shakespeare
* [[Instant Awesome, Just Add Dragons]]: The Blue Dragons in SIM mode - which fly around cutely and vaporize people with lightning bolts - and the considerably more intimidating Aquatic Dragon and Arctic Wyvern, bosses respectively of Aitos Act I and Northwall Act II.
* [[Jump Physics]]: Largely averted. Once you've committed to the direction of a jump, you can't change it, and you can't do other tricks like turning around in midair and swinging your sword at enemies behind you, either. At best you can slightly lenghten or shorten your leap by holding the respective direction.
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