Fangamer Game Club Logo sprite Halloween Game Club: Sweet Home (NES)

Season 10 starts Wed Oct 11th!

sprite Gerritt Rosa

Fangamer Podcast Host

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I realize now that some of you will still be playing Psychonauts because I messed up the schedule. If that’s the case I do apologize but for those who finished early we will be starting up our next season of Game Club tomorrow, something spooky to get you ready for Halloween….

Sweet Home

Our buddy and yours Derek Alexander not only did a great review of this rare and unique title but will also be joining us as guest host once again to discuss our play through. If you have no idea what any of this is, check out the FAQ below:


What is Game Club?

I thought it might be appropriate to restate the purpose of Game Club for any new participants/listeners considering we’ve made it through 9 games so far and it’s been well over a year since the first episode.

While recording the first 50 episodes of The Fangamer Podcast Liz and I found that there were several games podcast listeners would consistently bring up that were relevant to our weekly discussions but we hadn’t played. Lot’s of these games we had on our own personal bucket list of games to get around to at some point but we never really got around to doing anything about it.

Game Club was born last year in April from the idea that we wanted to get through that bucket list of games and improve on our “Gamer Street Cred” so we felt more comfortable speaking to larger gaming themed discussions on the podcast. To make that happen I borrowed a concept from other podcasts I listened to that would play through a new video game together over the course of a few shows, and chat about their experiences on that game in a roundtable discussion.

Much like a traditional book club , Game Club is a chance for the Fangamer Podcast crew and audience to come together regularly and try out a video game for the first time, re-visit games from our youth that are either critically acclaimed or have the potential to be considered a best in class experience, or share our love for a specific title with our buddies via forum and podcast.

We take notes and break down our experience analytically and discuss the aspects we enjoy, find tiresome, or find interesting with the podcast audience over several weeks of playing through the game and then record a podcast or two around that conversation.

Game Club is similar to the Fanfests that crop up every summer but the big difference is these games may be a bit more controversial in terms of how everyone enjoys them. We look at the games more critically, analyzing them for how they stand up today, would we recommend this game to other gamers, and does it really hold our interest in some way.

Past Game Club podcasts can be found here on our iTunes page but a quick list of those games is:

  1. Shadow of the Colossus (PS2)
  2. Legend of Zelda: Majora’s Mask (N64)
  3. Super Mario World 2: Yoshi’s Island (SNES)
  4. Pokemon Red/Blue (Gameboy)
  5. Super Metroid (SNES)
  6. Paper Mario (N64)
  7. Legend of Zelda: Link’s Awakening (Gameboy)
  8. Psychonauts (Xbox)

How do you choose the game?

In the past we would do a poll of several games we’d like to play and have the community vote on one and whatever won would be the game to play. We’ve scaled back this model as there are certain games we really want to play and plan to trade-off every few Game Club’s between our pick and a community vote.

How do I participate?

There’s a number of ways to participate, the first and most simple is grabbing a copy of the game and just playing along with us and listening to the podcasts that come out on the show.

If you find like many of our listeners do that you really want to voice your opinion on the game and share your thoughts with other’s playing through, we suggest you post here on this forum thread regularly on anything that comes to mind.

You can also leave the podcast crew a voicemail at 503-446-CAST with your thoughts as we get closer to a podcast recording of Fangamer Game Club. or you can tag anyway Game Club tweets you make with the hashtag #FGGC which let’s you see other Fangamer Podcast listeners quick thoughts on the game.

Lastly we are starting to do live casts of playing through the game, but read on for more details on that.

Game Club Schedule

Game Play Point Date
Start the game! Wed October 12th
*Stop when you’ve made it to the water filled basement with rope ladder in hand Wed October 18th
*End of the game Wed Oct 25th

*Denotes podcast show for this Game Play Point

When can I tune in for the live podcast recordings for Game Club?

We record the podcast live in front of a Justin.tv audience here around 10 AM PST every Sunday. However, we tend to change that schedule a bit so check out our twitter where we will post updates before the show goes live.

What’s that… live Game Play points as well?

That’s right! I will try to play through some of the game live on Fangamer’s Justin.tv channel. I’ll send out a note on twitter beforehand to let people know when.

Where can I find a copy of the game?

This one is gonna be tough as you will basically have to emulate it as it never came out in the USA. Generally we like to play a legit copy of the game but since there isn’t one available and the one that is would be Japanese, we are making an exception.

That said, you are going to be on your own for getting a copy of the game and a means to play it. You are all smart people that I’m sure know to play an old Nintendo game on one of your many electronic devices.

What I will do to help you along is post a link to the translation patch and my favorite site for tools of this nature. I will say that getting the game was easy, finding an application for the Mac to patch it was tougher, I used JIPS as all the other one’s listed before it didn’t work or weren’t Mac compatible. All you windows folks should have an easier time.

And one last reminder no posts asking where to get a copy of the game! Cuz I’ll just delete anyway.

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I’ve always wanted to play this game after Derek’s recommendation, and of course awesome to hear he’ll be joining to discuss it! Halloween-themed Gameclubs definitely should become a tradition.

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I originally played this back when I knew someone writing an FAQ for it that was never published, a few years ago now. I’ve not played it all the way through, but I do know it is solid and legitimately creepy. I’ve been waiting to get a famicom cartridge, that’s usually my hang-up with games like this and why I haven’t played it through yet. However, while I do have a few games I want to get through I will try to participate in this one because hey – it’s famicom and Halloween, two things I think are mad ill (because they are).

So yeah, I know a lot of folks read these game club topics and may not post or play along. Regardless, I encourage you to give this one a go because it’s a progenitor and formative of many similar titles and retains its own unique flavour even now. There’s often a very narrow-banded outlook on the NES/famicom and Sweet Home defies some of these presumed conventions and presents an experience all its own.

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Heard about this a while back… I’ll probably check it out. I was under the impression that we would be doing Luigi’s Mansion, so then I would have an excuse for borrowing it from my girlfriend.

ur gay

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either wrong or drunk

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I will definitely be playing along with this!

Ever since that Halloween review spree Derek did, I’ve been dying to play this and the “D” series for Halloween, Sweet Home being the sort of scary story I read to myself, and D/Enemy Zero being the game me and my friends would play to get our scare on. The latter isn’t going to happen this year, as I barely have any time for Halloween and me and my friends are all in an awkward situation in that we don’t actually have anywhere to hang out right now – we all live at home where it’s either too small, has an adolescent teenager with school the next day, or a home which would perfectly accommodate all of us but that friend doesn’t seem to like inviting people to his house. Most of my friends just ain’t into games like I am though

Also, this game club is the perfect excuse to get my laptop connected to my TV, so I can play all my imports on a proper screen with a gamepad. I was going to do it for Psychonauts, but I was too late to the party for me to complete it on time unfortunately. I’m wanting to buy a physical copy so I can give myself some peace of mind on the whole pirating issue, so any help with that would be greatly appreciated! I am aware that it doesn’t really make things more legal, but employing the same mentality to that of Mother 3 where you buy the game to support the series sits well with me as a respectful contribution to the people behind the game as apposed to outright illegall downloading.

sprite Gerritt Rosa

Fangamer Podcast Host

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I started playing a bit last night, it’s definetly aged well for a Nintendo game. Some of the party navigation is tedious at times but they consistently give you a direction you need to go which lots of Nintendo games didn’t provide. I’ll probably play it a bit more tonight as well.

~~ A ghost-type pokemon ~~

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Oh man, I’ve had this game on my ‘to-play’ pile for a while. I’ve heard good things about it, especially about how great it was for its time. Theoretically, this game was what inspired the creators of Resident Evil to make their survival horror series. I don’t know if I’ll be able to play along, but for those who have the time and are on the fence, I’d highly suggest at least giving it a try.

sprite Jyooruje

Hey Gerritt just abou you prob with the party navigation… try choose one of the players and the get together with another one and then in the menu chosse “team”. they will all follow the first one

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I always forget — was Tomato responsible (or at least, partly responsible) for this game’s translation patch?

I am the perfect you that you’ll never manage to be.

sprite Gerritt Rosa

Fangamer Podcast Host

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Jyooruje – I can’t tell you how much this will help me, thanks dude!

Also, I have no idea either but it does seem like something in his alley, wonder if he will grace us with a response

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I’m probably confused with some other game, quite probably Famicom Detective Club.

sprite Jyooruje

Glad to help Gerritt Rosa

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either wrong or drunk

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Doesn’t say anything on Mato’s wiki page about Sweet Home

sprite Glass Soldier

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So last night I played about 30 minutes, saved, and quit. When I started playing today, it started me from the beginning. I thought the reason it didn’t save was because of the way I quit the emulator, so when I started this time I saved, “powered off” the console, and reopened the rom. Everything was fine, so I shrugged it off and played a good couple of hours. After I saved and powered off, this time actually closing the program, I re-opened it just to be sure.

It hadn’t saved my data, and I started from the naming screen again.

This is a really awesome game, but knowing that I just lost all of my progress is really frustrating. How am I supposed to quit the game properly so I keep my save file?

sprite Gerritt Rosa

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I actually had the same problem. I was just going to use save states…. just as soon as I can find an emulator on mac that both has them and runs this game.

And yeah, it’s frustrating but it’s our first trip into any form of necessary emulation so hopefully we get these things figured out. Otherwise… it may be our last trip this direction.

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Alright, I cleared two sets of frescoes and entered the East Garden and have experienced a music change so I am going to assume that I am done of this gpp. Either way, I’ve played a fair bit of this tonight so that’s a wrap for now anyways.

I’ve now played more than I have previously and am really getting into it. Not certain I’ll be able to wait 5 days to play it again… maybe I will start Eternal Darkness in the interim. At any rate, this gpp is short enough to do in one night so certainly check this sucker out at the very least for week one!

A few points:

-I like the inventory management, something I’m not often very fond of. It’s much more restrictive than most later survival horror games but then again you don’t require as many items. I’m going to try to keep everyone alive because while I have found all of the replacement items, I don’t want them to dominate my item space. So far, I’ve only taken the Pills in the team without +Kit. Remembering where items were would be a drag, but I am taking studious notes from the flavour text so I know where most things are.

-I do not like being required to expend prayer points to overcome puzzles. For instance, using prayer points to remove the armor spear from one suit of armor then cause lightning to hit it after you place it in the other suit of armor's hand. While this is a cool concept for a puzzle, the prayer points are essential in turning the tides of very tough battles (or at least monsters fought before you’re ready for them). So far these points can only be restored by Tonics which are far between. My guys are mopping the floors with the monsters right now so I had a surplus of prayer points, but I think it is counter-intuitive to have the battle system and puzzle solving system linked in this way. I realize this game is partially about conservation and efficiency, but I don’t think it was necessary to require you to use your prayer points in this capacity.

-Animated enemies are pretty cool, adds a bit of flair to an NES Dragon Warrior style battle set-up. The enemies themselves seem to jump a little in power and then you can pretty much clean up. I think initiative is rolled by your characters in order, and then the monster. So eventually you can just kill the monster before it even gets a hit off on you. I did enjoy finding use for Tools in battle, such as the Camera against Bats.

-So far the most interesting part of the story is that there has been previous teams seeking the frescoes prior to your arrival. This has added a lot of cool flavour text and a greater sense of dread than the just run-of-the-mill ghoulies I’ve fought so far could have hoped to instill. The atmosphere is really great, and I guess the most interesting fresco up to where I’ve played is 2-3. Where the January frescoes were simply a convenient tutorial for would be fresco hunters, 2-3 put forth some vague backstory about the residents. I am hoping the next set of frescoes begins to get into the backstory of the house and Mamiya, at least tangentially because that’s what’s really missing from this first gpp.

…So yeah, excellent game. I’ll most likely eventually pick up the famicom cartridge.

sprite Phazon_Chaos

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Well, I probably won’t have any time to play tonight, but I did find a copy (that already had the English patch applied, it’s fairly easy to find using Google) and I tried saving and closing the emulator and I don’t seem to have any saving troubles. Unfortunately, that won’t help anyone using a Mac, since I’m using VirtuaNES, which seems to only be Windows compatible :/

sprite Glass Soldier

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I am a silly person. Save stating solved all of my problems.

Although I had gotten further before (until the third story, judging by the change in music), I stopped at the garden this time so I could play along with the rest of you. To my surprise, playing that part a second time was not nearly as tedious as I thought it would be. Unlike other RPG’s for the system, Sweet Home doesn’t seem to require any grinding. As long as you keep your parties close together, use tools to your advantage, upgrade weapons when the opportunity arises, and use prayer points when you’re outmatched, the battles are extremely manageable. Though I had one party member die on a previous run, anyone who knows what they’re doing should not have to worry about that added threat. I am curious, though, how someone would be able to complete the game if a party member did die…

Oh, a word of advice to others: Keep party members on the same side of a wood bridge if you can, just in case one team encounters a tough monster. When you call the other party in battle, they can only pick up items on the way. They can’t use the team command, so anyone who starts falling in a hole has to be left hanging while the others fight. They give you a lot of time to help him/her out after the battle, but until then that person, along with anyone on the other side, can’t fight or earn experience.

sprite Charlie Verdin

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Sweet Home isn’t on ’Mato’s list of translations, so I’m pretty sure it wasn’t him.

http://matotree.com/translations/

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I couldn’t help myself: I started playing on Thursday, put in a marathon session today, and beat it.

Impeccable game. This is easily the most well-aged NES game I’ve ever laid my hands on- it has better sensibilities than games half its age. The gory graphics and somber story are very interesting to see in an NES game. That said…


I think they spend too much time building up Takashi and his misadventures at the expense of, y’know, the deal with the Mamiyas. Every corpse groans about Takashi in some way or another, but the Mamiya family’s story only gets focus with 3 or 4 frescos. It doesn’t make me curious or make the history mysterious: it just feels laconic. We’re also given pretty much no insight into Ichirou’s take on the events. Despite the fact that investigating Mr. Mamiya’s work is literally why the protagonists came to the mansion, we don’t really have any sort of clue what sort of person Mr. Mamiya was or how he felt about all those rather intense events that unfolded.

The gameplay’s very fun, especially the exploration and team management aspects of it. You would think the battles would be boring, on account of your only real option is to mash A (or spam magic for big enemies), but it actually is very thrilling to gamble with how much you can let your dudes get beat up before swigging a tonic.
Item management is pretty stinky, I wish there were designated tables or something you could set items on, instead of having to swap with junk on the floor and trudge back once you need it.


The final boss fight is really weird. Having to do all that specific junk in just the right order. Using the items and in the right order I get, but the parts where you had to pray or attack (without ANY indication you had to do this) was preeeetty frustrating. As for the ending, it’s rather brief especially considering they built in a bit of a twist. And the last scene? Complete lolwut.

Long story short, though: this game’s an instant classic, remake and/or sequels please.

sprite Katon

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I presume the garden is where we stop, which made this quite a short point. But quite a great intro to the game, too.

It’s really astounding seeing certain elements that this game created and how they went on to be used by Capcom and others later on. Simple stuff like the door opening animations, to how it almost seems like this game was trying to do Quick Time Events far before its time. Super cool.

I wish there was a bit more story in this GPP, but we’ll get there. I’m excited for it, this is a surprisingly solid game. There’s far too much convenience in a JRPG of its age.

sprite Katon

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Ahh, just an update for you guys, because I was confused as well.

The east garden IS NOT the end of this GPP. It’s our fault for being a bit too vague, but you need to continue north until you reach a ladder that will take you to the basement. That is where the point stops.

sprite ChaoticLemming

I actually started playing this in May but had to put it on hold during finals, this is as good an excuse as any to pick it back up.

The things I remember most from earlier this year are the excellent pacing and music. You can make good, tangible progress with every play session, and the random battles don’t feel like speed bumps for once. The score makes great use of its modest number of tracks, with moderate-to-high-tension overworld themes, pumping battle music, and a slow, eerie piece for the paintings. Looking forward to hearing more thoughts!

Guess what? You got it for free. Are you proud of yourself?

sprite Gerritt Rosa

Fangamer Podcast Host

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I updated the schedule with the point but here’s exactly how our buddy Derek broke it down for us:

A good halfway point would be once you’ve made it to the third story (overworld music change) and gotten the rope-ladder, ready to enter the water-filled basement. By then, all gameplay elements will have needed to be mastered and the story has kicked off proper.

I’m freaking out a little!
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All right, so I just finished watching part 3/5 of Sweet Home, the movie on youtube. I wouldn’t quite put the movie in the same category as Evil Dead, but I still find it lame and not scary at all. I’m losing interest rather quickly. Can anyone tell me how well the game holds up to the movie? Will I find the game as boring as I find that the movie is?

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you should watch the review Derek did (linked to in the first post) -- it basically says ’the movie is fairly mediocre but the game is AWESOME’.

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I finished the May frescoes (fifth story) last night and this is where the story hook is for me. There was a lot of debate on the podcast about whether or not Lady Mamiya accidentally killing her child was a very effective hook or not. I think it is a great set-up, but what got me was fresco 4-4 which states that Lady Mamiya outright killed another child to serve as her own kid's playmate... And then when you are collecting the May frescoes you find a room full of children's skeletons and a diary page that implies that she has been tossing these kids in the incinerator and this is confirmed shortly after in a fairly creepy scene. At this point, I can’t wait to play more because I want to know more.

sprite Jyooruje

I’ve start playing the game. Not following the Game Club dates coz sometimes i dont have the time i need to play. An amazing game i must say. I just arrive to the 2 area of the game and im planing play a litle more tomorow.

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Alright, so I cleared this tonight. I enjoyed this game immensely, probably the best time I’ve had with a game club since Shadow of the Colossus. It was a fresh experience… I’ve been meaning to play this game for a long time but my hang up is always that I prefer to own a cartridge and play through it that way. I think I understand enough about the game from this playthrough, however, that I will purchase a Famicom cart down the road (rather than repro).

I didn’t actually draw a map. I should have just hooked my computer up to the TV for this one and had a better drawing space but I took a few pages of notes. In spite of this, I did chase my tail now and then when I forgot where certain items were.

The narrative really peaks at the fourth and fifth sets of frescoes game and while it stays interesting, it could have developed more. The frescoes seem to follow a 1 exposition to 2 hint system, generally. I have recorded 24 frescoes, so I am pretty sure I was correct when I surmised that each fresco is in a set of three. Recall the first number is month, the second is day. There are 8 months of frescoes in the game (January through August) and 3 frescoes to each month. But anyways, I’m being overly pedantic.

So yeah, I agree with Omni in his criticism of the story. There was a lot of depth that could have been given especially to Ichirou. The fact that it's a famicom game isn't a super valid excuse, either, as more relevant dialog could have been used in the stead of others. However, when it's there it's really well done and I actually didn't mind the talk about Takashi and all of the other flavour text brings this sucker together. So I just want more about the Mamiyas, really. So really, I think the frescoes should have been more of a vehicle for story and maybe the more esoteric hints about the mansion itself (like the armor in the first week). Stuff about where to find items should have been in blood scrawls, notes, etc predominately.

That said, I do like how information is conveyed in this game. Most of it is easily put together, but some is quite cryptic. I may have had the most trouble with the various blue statues, especially the one you have to push back into the fountain to get the Tool, if I recall correctly.

I was very wary about leaving tools behind at the start of the game, much less worried as it progressed. It was a simple matter to go back and get anything, although this is the only time random battles got under my skin – trekking back to get the tool I left in the spot I figured would be its only use. However, the game is pretty kind with its tool placement and I had no major issues here. As long as you keep on top of it, item management was very manageable.

The final area, I enjoyed it. I kind of wish I did it all stealth like, looking back. Once I realized those ghost swirls didn't respawn if folks were in the room I just hid some bros and let others get captured. Once all of the swirls were gone, it was simple to make your way to Lady Mamiya. If the game wasn't so generous with hints up until this point, this would be a really difficult fight. But even the order of the items is spelled out for you. I kind of would have liked to collect this information in the form of clues around the mansion, but whatever - the way its pulled off is pretty effective storywise. The praying would have frustrated me against Mamiya if I hadn't tried busting out some prayer attacks from my full prayer gauges early in the battle. It says "NOT NEEDED" or something if it is not time to pray, so I tried to pray after every dialog change and after using every item, ha ha.

The ending itself is what you can expect from the period, I suppose, but the final scene got an audible "WHAT?" from me, ha ha ha.

The only other thing I want to touch on is party order. I had a pretty boring set-up of Lighter/+Kit and Camera/Vacuum/Key. This seemed to work very well for me, and I kept the Pills with my “fresco team” the whole way through the game due to the prevalence of curses and poison. The Pills were the only replacement item I bothered with, and they were invaluable.

Anyhow, I had a great time with this game club. Mad kudos for the choice. I wouldn’t say I was ever “scared” but it is an atmospheric game with a lot of flair. I would say I was more drawn in. And that works for me. Maybe I’ll watch the movie sometime, too.

sprite Gerritt Rosa

Fangamer Podcast Host

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We are going to record the podcast tomorrow and discuss through the end of the game. Right now I just went up the Veranda and I’ve still had a good time. I will say that I find it tedious at times when you have two parties near each other and one gets taken away by spirits. And then the guy who gets swept away requires something like rope or worse a wood plank to retrieve the party member and you don’t have that item. So you send off a squad of your guys to go find said item and then they get stuck because they need some other item you don’t have to get the plank/rope. I end up just restarting when that happens but I’m not sure if having a save system, not matter how revolutionary it may have been for an NES, is an excuse for scenarios like that. Scenario that I feel embody alot of what the NES experience was at the time, which is unfortunate because the reason I enjoy this so much is because it doesn’t feel like an NES game, more like an early SNES game or PC game.

Elobo

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There are a lot of little tricks with spirits. I usually only sent one party into those rooms at one time. If they are the spirits that track you, they only follow the active party iirc (the same for onscreen enemies, in fact). So in large rooms with these spirits I would toggle between my guys and keep the spirits away by forcing them towards another party.

In some rooms where there is a bridge to pass under or a door leads under a ceiling to another chamber in the same room you can hide out there and the spirit should not be able to get you.

Furthermore, I found that there is often a set amount of these spirits. If they are in a set amount, it’s sometimes prudent to leave one party in the room and cause another party to get captured multiple times until the spirits are gone. As long as there is a character remaining in a room, they shouldn’t respawn (as long as there is only a set amount in the first place). Very useful, actually pretty cheesy, in one scene in particular.

I didn’t mind the spirits and even used them to my advantage. Instead of looking for an item to deal with one of the collapsing rooms near the veranda, for instance, I merely sent one character in there and let a spirit pick him/her up after the fact.


Anyways, I watched the movie last night. It was silly, but pretty fun. It adds some depth to the characters, and while it follows a very predictable formula it certainly has its moments. At the very least I now know the very nebulously named “TOOL” item from the game is very likely the Amulet that Yamamura uses throughout the movie. It has a similar shape and all, and it only makes sense. So this is what I’m going to presume, anyways.

sprite Jyooruje

Finally i’ve managed to end the game! Awesome and i must say that see the end was amazing. What a fight with the Lady! And well i make it a day later that Game Club! Not so bad hehe

sprite Gerritt Rosa

Fangamer Podcast Host

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Really glad you enjoyed it, looking forward to hearing other people’s thoughts. I for one, having not played a Nintendo game through to completion in at least.. gosh 15 years? I say it on the podcast but it was the only NES game I could probably come back to and play today.

sprite Jyooruje

Yea, long time to me too since i´ve played a NES game until the end. Im a NES fan coz i grow up in that time and when i was young my 1st console was a NES. I kinda feel nostalgic in playing this games again and maybe i will start playing more NES games again since im a retro gaming fan. Just have to say thanks for introduce me Sweet Home! It was a pleasure play it and listen to the Game Club podcast and seeing the movie even if isnt my favorite type of movie.

sprite Jovis

either wrong or drunk

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Some brief thoughts on the game now that I’ve finished it, and watched the movie:

  • The story was great. In contrast with the movie, it is a great example of how to draw out a story. I was literally shouting profanities at my TV today once everything began to unfold.
  • For an NES-era game, it was super slick to control. It made me realise that some of the best games don’t require more than two buttons and a directional pad.
  • While all the puzzles were really smart and explained most of the time, there were some that were just a little too vague or not there at all. From memory, the part where you push the statue into the fountain had a very vague fresco attached to it. There was also no mention of the hidden gloves.
  • And following from that, some things did bring the game back down to NES-standards. Example being the whole sequence to getting past the servant, where you have to consolidate the jewels into one persons inventory, put them at the front of the party, use the jewels which seem to do nothing, _and_ pray. A bit too much of a mechanical pain for someone who wants to go through the game without an FAQ, in my opinion. There were also points where you just couldn’t continue if you got yourself into such a situation. While these problems were likely to be intentional (trapping you on a platform without any wood to get you off), there was one in particular which was a bit too problematic, although I kind of enjoyed it in the end when I found the solution. You see, near the end of the game there is a fresco that you must observe, in a room with an inactive sand pit. To activate the sand pit you have to find the clue in the fresco. Problem was was that I have my camera and vacuum in one team, and the rest in the other, and it just so happened that the key, lighter, and +kit holders were stuck in this room with an inactive sand pit. So to get them out, I had to search the mansion for a spare camera, then send my vacuum down with the trapped teammates and activate the quick sand. Then, I had the cameraman pull them all out with a rope. Most of the time spent on this was actually discovering that the fresco activated the trap. In the end I liked how I sort of made the game harder for myself because it expected me to have had at least one of the two people require to observe the fresco, and eventually solving the problem was more rewarding than having to start over from the beginning again. I can see why people would find this frustrating though.
  • The “ghouls” scared the pants off of me

In conclusion, the good outweighs the bad, and much of the bad, clunky NES-style problems actually sort of contribute to the game and scenario in a positive way anyway.

Now time to listen to the podcast!