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Cover art of Magical Starsign

4.2 / 5

4 votes

Platform
Nintendo DS
Genres
Role-Playing
Player Perspective
Top-down
Developers
Brownie Brown
Publishers
Nintendo
Release date
June 22, 2006

Summary

Magical Starsign turns the DS touch screen into a full‑on wizard’s wand. I spend most of my time tapping, dragging, and timing taps to trigger Spell Strikes or Reflex Guards, which flash bright colors and give a satisfying burst of power. The battle system is turn‑based, but the ever‑rotating planets add a layer of strategy: each character is tied to an element—light, darkness, fire, water, wood, earth, or wind—and their spells double in strength when their planet slides into the right zone.

The planetary dance isn’t just for combat; a late‑game spell lets you line up the five planets for a massive damage spike, though it can backfire and hurt you too. Outside of fights, the stylus handles everything from navigating strange alien worlds to outfitting allies, keeping the controls simple yet deep enough to master.

Multiplayer shines with up to six players linking locally to tackle a shared dungeon. Points for damage and treasure decide the winner, and the loot feeds back into the main adventure. Tag mode even spawns a quirky “egg character” that grows stronger each time you exchange data, adding a cute, persistent side‑quest to the experience.

Storyline

Magical Starsign unfolds in the Baklava solar system, a fantasy realm of six planets that orbit a sun. Each of the five inner worlds—Razen, Gren, Puffoon, Cassia, and Erd—embodies a magical attribute (fire, wood, wind, water, earth) and hosts its own culture, while the distant planet Kovomaka houses the Will‑o‑Wisp Academy. Inside the sun lie Nova, the realm of light, and Shadra, its dark counterpart, which cycle like day and night.

The player joins six apprentice magicians in Class B of the academy: Lassi, a wind‑using rabbit; Mokka, an earth‑magic robot; Chai, a wood‑magic salamander; Pico, a fire‑wielding ōendan member; Sorbet, the top water‑magic student; and a protagonist who can specialize in either light or dark magic. They are guided by the capricious sorceress Miss Madeleine and overseen by Principal Biscotti.

When the students overhear Biscotti ordering Madeleine to travel to Puffoon and confront the rogue astro‑pirate Master Kale, she vanishes. Three months later Lassi discovers a hidden stash of rockets and sets out to find her, dragging the rest of the class into a galaxy‑wide chase that scatters them across Baklava.

Reuniting on Erd, the protagonist and Lassi secure a new interplanetary rocket and pursue their missing classmates. Their quest leads them into conflict with Kale’s pirate Chard, a rescue of Madeleine from the Puffoon Space Police, and the discovery that Kale and the police are colluding. To stop him they must locate five millennium gummies that grant entry into the sun.

Kale’s ultimate scheme is to feed the darkness‑worm Shadra by using magicians’ power, triggering an apocalypse that would rebirth the universe. The heroes follow him to Nova, the light‑planet inside the sun, then into Shadra’s dark dimension, where they defeat Kale and battle a transformed Shadra. Their victory bathe the sun in light, halting the cataclysm, though Madeleine sacrifices herself.

In the epilogue the Space Police escort the survivors back to Kovomaka. Pico abandons the academy to explore the galaxy, Sorbet graduates with honors and joins the police, Mokka is rebuilt into a rocket for Lassi, and Chai sneaks aboard for the final launch.

Edited by Maya Carter

Game Screenshots

  • Screenshot 1 of Magical Starsign
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Multiplayer

Game modes
Single

Alternative Titles

  • Magical Vacation: Itsutsu no Hoshi ga Narabu Toki Alternative