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Play Esper Dream 2: Aratanaru Tatakai (Japan edition · Japanese) Online
Esper Dream 2 - Aratanaru Tatakai
Step into books, recruit their inhabitants and combine weapon fire with ESP in real-time encounters.
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Nintendo Entertainment System (NES) / Famicom — EmulatorJS controls
Default Player 1 keyboard mapping. Change keys in Controllers Setting.
| Console button | Keyboard |
|---|---|
| ↑ / ↓ / ← / → | ↑ / ↓ / ← / → |
| A / B | Z / X |
| START / SELECT | Enter / V |
Open Controllers Setting to configure your keyboard or gamepad. Touch controls are available on mobile.
How to Play Esper Dream 2: Aratanaru Tatakai
Quick start
Use SELECT at the title to choose はじめから and press START. Set a name of up to four characters with up/down, move between positions with left/right, then press START to finish. Advance dialogue with A. In the library, stand at the marked point in front of shelf 1 and press up to enter. Talk to the townspeople before heading onward; if dodging shots feels too fast, set スピード to おそい in the status menu.
Controls
The pad moves Mamoru or a menu cursor. A talks and advances dialogue in exploration, fires the equipped weapon in battle, and confirms shop/menu choices. B uses the selected ESP or cancels a menu. SELECT cycles ESP; START opens status, with B returning to play. In スピード, A cycles おそい/ふつう/はやい, changing walking and battle-shot speed. To save, face the open register in the library and press A, choose one of two slots with up/down, press A and confirm はい with A. At the title, SELECT chooses new/continue and START enters.
Esper Dream 2: Aratanaru Tatakai — About this game
Mamoru’s visit to an old library becomes a journey through the worlds inside its books. A troubled port, a train travelling beyond ordinary time and space, a factory inhabited by living tools, and a crystal mountain give each part of the adventure its own people and problems. Talking to residents and finding useful equipment moves the story forward; touching a roaming footprint switches exploration into a separate battle arena. There, movement and aiming happen in real time rather than through turn selection. Weapons and ESP offer different answers to the enemies, while a local companion attacks independently and does not need a second player.
Experience raises Mamoru’s level and expands his supernatural abilities, but using them consumes EP. Shops and inns help prepare for the next stretch, and the consultation command offers advice when the route is unclear. The library connects the books and holds the save register. Teleport leaves a battle for the exploration map; used during exploration, it returns to the library. The four main book adventures occupy shelves 1, 2, 4 and 5, while the third shelf has a different, comic role. This is the Japanese Famicom original, with Japanese dialogue and menus.
Cheats
No cheats have been added for this edition.