Friday, November 18, 2016

Pop'n TwinBee (SFC) Review

Received: August 21st, 2014 / Written: November 13th-17th, 2016
Published: November 18th, 2016
Year: 1993 | Developed and Published by: Konami | [|O|]

Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit!  =D
With the 1991 release of Konami's Detana!! TwinBee in arcades (and eventually the Sharp X68000 and PC Engine conversions) not only did the coin-op do good enough to leave an impact on those who played it (Gamest called it the "Best Shooting Game of 1991") but it also managed to revitalize the TwinBee games to come thanks to the expanded upon play control but also the involvement of Japanese animation newcomer Shujiro Hamakawa (or "Shuzilow.HA", as he's known as) from this installment onward who contributed greatly with his design and lighthearted charm.  =)  I quite like this cute'em up, I thought it was good as the PC Engine port was my first foray to the series on the Nintendo Wii Virtual Console back in 2009 (which I got to appreciate even more when I got to play the original and superior arcade version on the PlayStation Portable's TwinBee Portable compilation when I imported it almost two and a half years later).

With much of TwinBee's backlog made available on Nintendo software during the '80s and start of the '90s it was only logical that the next step would be to transition this cute'em up series onto the Super Famicom, which would turn out to be the case with the release of Pop'n TwinBee on March 1993, with a PAL SNES version following suit that November thanks to Konami's European distributor Palcom (even though Detana!! TwinBee saw a limited European arcade release as Bells & Whistles, this console-exclusive game was the first majorly wide PAL release of the series, one that kept the moniker in it).
While TwinBee made a hidden cameo in 1991's Ganbare Goemon: Yukihime Kyūshutsu Emaki (localized in America and Europe as The Legend of the Mystical Ninja) and served as a playable character in the 1992 Super Famicom port of 1990's arcade Gradius spoof Parodius Da! -Shinwa kara Owarai e- (localized in Europe as Parodius: Non-Sense Fantasy), this would mark the anthropomorphic jet fighter's first entirely TwinBee-centric venue on the Nintendo 16-bit console.  It received really good praise in its heyday, but does it hold up after all these years, and how does it fare as a follow up to Detana!! TwinBee?

As the round sneaker-wearing jet fighter heroes TwinBee (piloted by Light) and WinBee (piloted by Pastel) are patrolling the skies of Donburi Island a sudden distress signal pops up beckoning for their help.
This plea comes from a girl named Madoka, whose once benevolent scientist grandfather Dr. Mardock (who's got distractingly disproportionate arm size compared to his body) has turned to evil because of a bump in his head (yeah, it's that simple)--who now plans on conquering the world with his Acorn Men.
Willing to help in any way they can, Light and Pastel accept the job offer and will not only try to save Donburi Island from Dr. Mardock's schemes but also try to revert him back to his former self in the process if possible.

Who knew that Donburi Island had its own
Pineapple Express?  .........err
Moving on  >_>
The basic Xevious-style controls introduced in the 1985 coin-op TwinBee are back again, where as TwinBee (first player) and/or WinBee (second player) you can shoot airborne enemies by holding down the B button and drop bombs on ground level enemies simply by pressing the Y button; but unlike Namco's 1982 arcade vertical shoot'em up you would occasionally come across clouds that you could shoot at to make bells (that change color after shooting them many times that represent a diverse power up) appear that adds a sense of variety and enjoyment.  =)  Pop'n TwinBee has got its own set of controls as this time around you cannot charge your shots like you could in Detana!! TwinBee but you can throw a punch at either an airborne enemy or a bullet by holding down the Y button and letting go when appropriate (I only recommend you use that approach when you're not overwhelmed and outnumbered).

A perfect formation
Normally the bells are gold for points, but after shooting them enough times they'll become any one of these colors in this cycle: blue to augment your speed (when you start the game you begin at a slow pace, but if you take another one when you're at your fastest you'll be reverted back to your slowest speed, so don't take more blue bells than you need); green to activate options following you (up to four at your stead, can get up to nine as shown underneath your score); silver to shoot powerfully big blasts (but only upward); purple to shoot multi-directional beams; pink to form up a barrier around you (blue is the strongest, green is the second strongest, orange is the second weakest, and pink is the barrier at its weakest); until finally there's the flashing bell that nets you a chibi bomb that for a few seconds renders you invulnerable as the chibis spread throughout the screen (can only get up to nine) after you press the A button (but only use them as a last resort).
Before you start you'll be entering your name for the high score board and you'll be given the option to choose one of three settings for your options (following you, circling around you, or spreading out and firing from to the edges of the screen); depending on whether you play as TwinBee or WinBee there is a small variation so as to make things fresh (i.e. TwinBee's options when circling around you will face upward while WinBee's will change facing position depending on what section of the circle formation they're at).

If this is taking place underwater, how are there
clouds down here?  o_O
In the preceding TwinBee cute'em ups if TwinBee and/or WinBee took a bullet to the side they would lose an arm, and if you lost both you had to reach a flying ambulance to recoup them both (once per life); not here.  This time around you have a health bar, meaning if you get hit you'll be fully operational until the bar is empty (though your abilities do become weaker in the process, which you means you'll have to get the same bell you used before to be as powerful as you were); and the only way to replenish a portion of your health is to grab a heart left behind after you bombed every eighth ground level enemy.  The basic goal of the TwinBee cute'em ups is to attack your enemies and fight a boss at the end of each stage--Pop'n TwinBee does one further, as you must attack your enemies and fight a boss at the end of each stage in one life, for if you lose all your health you must start the stage in question all over again (you start the game with eight credits, each credit serving as a life); it's similar in the way that Jaleco's Super Earth Defense Force didn't consist of lives per se but rather its shield stock and losing it all meant starting the stage from the beginning (if you had enough continues left).  This does add a layer of challenge to the proceedings, regardless of the difficulty setting you choose, but more on that later.

Yeah, go Pastel and WinBee!!!  ^-^
The post-Detana!! TwinBee trademarked Shuzilow.HA charm and design of the series is back, and on Nintendo's 16-bit powerhouse the main protagonists look really good.  =)  In-game both TwinBee and WinBee animate well when they turn and when they're in the process of punching (with each jet fighter, while slightly palette-swapped, punching with a different arm), when you summon the screen-filling chibi bomb the fighter jet in question stretches its body before it amasses this big force towards its enemies, plus they bug out and flail their arms momentarily when hit.  The in-between cutscenes are back with their adorably lighthearted charm; during the title sequence both TwinBee and WinBee are running left and right until the title pops up from above in which case TwinBee stops and admires it only to be bumped off by WinBee who's still running unaware that he's stopped and it's just so cute.  <=)  Some examples of these cutscenes are Light being kissed by Madoka, Pastel making a Chinese greeting in Chinese regalia after this stage that clearly takes place in China, and Dr. Mardock shaking his fist in the air only to lower it when he discovers that one of the bosses lost to TwinBee and/or WinBee in which case he turns to the fourth wall and mopes.  There is also a brief cutscene after the credits sequence is finished, but it's only seen from the sixth difficulty setting onward, yikes.  ={

Surveying an armadillo race
In the enemy roster this time around are literal flower-shaped bullet-spewing enemies (who suspiciously share the same palette as either TwinBee or WinBee), sentient pineapples, crustaceans, fish variants, an avalanche of pandas, airship turrets, mice, and even sentient toys such as sentient playing cards and kendamas all of whom animate really well among others; there are different kinds of Acorn Men that you'll find throughout the game ranging from normal ones, ones that pilot a submarine or mech, ones that are on the verge of parachuting down, ones who are shot up by a cannon with a cape on their shoulders only to fall down and panic because they can't fly, and even janitorial Acorn Men (despite the airship being attacked) which is a cute touch and adds some charm and personality (their reactions are adorable when things go awry, after being bombed or after falling down).  The best part is that no matter how cluttered or hectic things get along the way there's nary a moment of slowdown which is highly appreciated as it doesn't disrupt the flow at all; Axelay only wishes it had little to no slowdown during its busy moments.

Now this guy knows how to make a spontaneous
entrance (the lack of shadows probably contribute
to this)
Pop'n TwinBee's bosses are big, nicely detailed, and all have good designs and animations going for them.  This time around you'll wind up confronting huge mechanical bosses like a chameleon-colored creation who suddenly drops in with no visual warning when you get to that point whose leg animations are succinct when moving fast or slow both ahead or behind (until the first phase is done), a sentient sky chopper with multiple destructible arms, and even a huge ship with turrets on all sides piloted by Acorn Men that when a part of their ship is destroyed one of them uses a fire extinguisher which is a very cute touch; and as is the case with the previous game they'll change color depending on how many shots they took from you.  The final boss is designed in an exaggerated bulky manner (with arm sockets that look like eyes before being attached by literal arms that occasionally fire at you) but is no less imposing despite that, and at the defeat of each boss you're treated to a wild explosion of (sometimes differently colored) bells.  =)

Nice of Konami to respect the series' humble beginnings:
Madoka's piloting TwinBee's original 1985 model  =)
The visuals are pure eye candy thanks to the pastel-toned flavor implemented through, with each stage having their own distinguished color and detail.  Donburi Island at the start is very colorful with a bustling town (including a church with a cross at the top) and a fountain with waterfalls that look like they were lifted from Detana!! TwinBee culminating in a port leading to the sea with some nice subtle rippling water effects.  The underwater stage has got relaxing-looking hues and shades elevated by the wavy effects, the stage that takes place above the clouds gradually begins with a silhouette of the airship until it plows right through the clouds as it remains afloat (so to speak), and the penultimate stage has got a neat-looking vertical parallax scrolling moment that almost makes it seem as if you're looking down the abyss; but my favorite stage is the third one where it basically takes place in China with the green plains and mountains and Buddha statues until you reach the Great Wall itself (with mechanical dragons guarding it) all while soaring through the clouds, I love it.  =D

It's a bigger, much evil version of you
The soundtrack of Pop'n TwinBee has got a big number of composers backing it considering that it came out in the early '90s.  First we've got Kazuhiko Uehara (some of whose credits comprise of SnatcherMetal Gear 2: Solid Snake, and Tiny Toon Adventures: Buster Busts Loose!) who's accompanied by Masahiro Ikariko (SD Snatcher, Teenage Mutant Ninja Turtles: The Hyperstone Heist, and Nintendo 16-bit Sparkster), TwinBee 3: Poko Poko Daimaō and Yume Penguin Monogatari programmer Hideto Inoue (Teenage Mutant Ninja Turtles: The Hyperstone Heist, Tiny Toon Adventures: Buster's Hidden Treasure, Rocket Knight Adventures, and TwinBee: Rainbow Bell Adventure) as well as Tomoya Tomita (whose musical style people will recognize from Nintendo 16-bit AnimaniacsAkumajō Dracula XX/Castlevania: Dracula X/Castlevania: Vampire's Kiss, Jikkyō Oshaberi Parodius, as well as beloved Good-Feel platformers Kirby's Epic Yarn and Yoshi's Woolly World), but it doesn't end there.

Flashing Bell: "It's your birthday!"
Not until April 5th, it isn't
Also among this cute'em up's composing roster are first-timer Nobuyuki Akena (who would go on to compose music for Ganbare Goemon 2: Kiteretsu Shogun Magginesu, Ganbare Goemon 3: Shishi Jūrokubee no Karakuri Manji-Katame, and Jikkyō Oshaberi Parodius), Masae Nakashima (previously involved in the original Detana!! TwinBee coin-op and also contributed to Nintendo 8-bit Tiny Toon Adventures as well as its sequel Tiny Toon Adventures 2: Trouble in Wackyland), first-timer Saiko Miki (who would go on to contribute to Tiny Toon Adventures: Wacky Sports Challenge, TwinBee: Rainbow Bell Adventure, and Jikkyō Oshaberi Parodius), and finally we have the brilliant Michiru Yamane in her second and final TwinBee venue (previously having done music for the coin-op Detana!! TwinBee, she would also do music for the arcade adaptations of Astérix and Wild West C.O.W.-Boys of Moo Mesa, Rocket Knight Adventures, Castlevania: Bloodlines, Castlevania: Symphony of the Night, and Sparkster......... pick one).  Because of the big number of composers it's hard to tell if they composed one song, more than one song, whether individually or not, or managed to do it all; but if you've got a trained ear you should be able to recognize who the composer is based on their stylings.  Regardless, Pop'n TwinBee's soundtrack is fantastic!  =)

Below you!
The introduction theme has got a rousingly triumphant cue as TwinBee and WinBee are patrolling the skies and when Light and Pastel agree to help Madoka, with a sweet number played when Madoka makes her plea, and a brief and lightheartedly sinister cue when Dr. Mardock makes an appearance.  When the game begins it starts off with a pleasantly heroic theme, the underwater theme is atmospheric and fun-sounding, the cloud theme is uplifting, and the theme for the stage filled with animals is relaxingly enjoyable.  There are two normal boss themes played during certain boss fights, the final boss theme is foreboding, the credits theme is a rewarding listen, and the theme that plays in the China stage is breathtakingly beautiful (it's my favorite song in the game).  The sound effects are aptly chosen for the jet fighters' various variations of fire, and there are vocal soundbytes once in awhile heard when you get a heart ("Lucky!"), blue bell ("Speed up!"/"Speed down!"), green bell ("TwinBee!"), a flashing bell ("It's your birthday!"), a pink bell ("Barrier!"), the other bells, when TwinBee and/or WinBee take damage and when they lose all health (both characters sound distinctive).

Hate to cut things short, but I've got to split
Readily available in the options screen are seven difficulty modes (represented by numbers), and depending on which difficulty you choose to play the enemies might come in slowly or very fast and/or their firepower might be more widespread and difficult to avoid (some enemies might not fire in the easiest difficulty setting); with each blue bell your speed will increase except for when you get one blue bell too many otherwise you'll revert back to the slowest speed which is the most inconvenient thing in a shoot'em up/cute'em up ever, especially when it comes to bullets coming in fast toward you (but even at your fastest speed you'll have to be careful when it comes to maneuvering).

Rocks aplenty
It's very wise to start from the easiest difficulty setting when it comes to these games and then make your way up from there, especially for enemy pattern memorization; if you're willing, there is a secret eighth difficulty setting which is the game at its most bonkers and most unforgiving which you can make available when pressing up, up, down, down, left, right, left, right, B, A in the options screen.  Can't handle that mode legitimately?  Fret not, for there is a code that can make you untouchable when you press A, Y, A, Y, L, R, L, R, X, B, B after pausing the game anywhere--now you can see what Pop'n TwinBee has got to offer in the most difficult setting all the way through (but if you feel you've had enough, just pause and use the same code again to revert back to your vulnerable state).  Super Play complained about its difficulty claiming that it was low, which is absolutely false; maybe in the first and second difficulty settings it's low to the point that you won't have much trouble, but with each subsequent difficulty there's higher amount of challenge to overcome (particularly the middle to higher difficulty modes).  Then again, this was the same magazine that positioned The Legend of the Mystical Ninja one spot higher than Secret of Mana in their 1996 Top 100 SFC/SNES list (this game was positioned at number 67; Ganbare Goemon's first Nintendo 16-bit endeavor was at 7 and SquareSoft's A-RPG was at 8), so what credentials exactly does it have?  -_-

Lasers a-flyin'
On October 1990 the TwinBee cute'em up series saw the first and only installment for the original Game Boy in the form of TwinBee Da!!, which was essentially a remake of sorts for the 1985 arcade game (which itself got remade for the 2007 PlayStation Portable compilation TwinBee Portable).  It would not get a European release by Palcom until 1994, with the title Pop'n TwinBee slapped on it (just like the Nintendo 16-bit game from 1993, with the same cover art attached); this was probably no big deal for those who solely owned a Game Boy, but the gamers in Europe who owned both an SNES and Game Boy were probably confused at the time as the games are not the same in terms of plot and gameplay.  Palcom probably felt that the series could've potentially been known in Europe as "Pop'n TwinBee" which I suppose is an understandable reasoning behind it but unbeknownst to them was probably enough to stir up confusion for those under the initial impression that the Game Boy game was a port of the Super Famicom game.  The 1993 Super Famicom/Super Nintendo cute'em up is the real Pop'n TwinBee, not the Game Boy iteration; case closed!  =<

After Pop'n TwinBee's release the series got some OVAs dedicated to them as well as a radio drama series which proved to be popular in Japan.  On January 1994 the Super Famicom received TwinBee: Rainbow Bell Adventure which Palcom released in Europe later that year as Pop'n TwinBee: Rainbow Bell Adventures (thereby proving my point that they felt "Pop'n TwinBee" would be the European name of the series), a spinoff Konami made that deviated from the genre and turned into an action/platformer--which is perfect considering the jet fighters TwinBee, WinBee, and GwinBee have arms and legs.  It combined the speed from Sonic the Hedgehog, gadgetry from Rocket Knight Adventures, and even the look around feature from Bubsy in Claws Encounters of the Furred Kind all rolled into one, thereby crafting one of the best Nintendo 16-bit games America's never played.  =)
The Shuzilow.HA charm was retained and it was enjoyably lighthearted as ever, plus there was a ton of replay value with huge nonlinear areas, some areas having more than one exit thereby expanding your map, searching every nook and cranny leading to finding either differently colored keys making the same colored doors accessible as well as finding fairies, including six different endings depending on what percentage you had (with the 100% best ending culminating in a brutally difficult final boss fight) made all the more bearable thanks to the battery save.  =)  Too bad the PAL version wasn't given the same treatment and was simplified to the point of being inferior (right down to nixing the save feature in favor of a password system and cutting out much of the dialogue on the map screen) as far as I looked up; those poor, unsuspecting European souls being forced to grow up with the lesser version of the game only to realize they've been shortchanged come the internet days.  It's a pity.  =(

"Wait, I love the Kung Fu Panda trilogy!"  =O
"Kill the cynophobe!!"
"But I'm afraid of dogs, not pandas; pandas are
supposed to be the most peaceful creatures ev---"
"Pandas ARE dogs!!"
"Oh shiiiiiiiiiiiit!!!"  D=
I first found out about Pop'n TwinBee and TwinBee: Rainbow Bell Adventure back in 2007 when I saw a gameplay video of both games on Shiryu's YouTube page, both of which piqued my curiosity.  Not having owned a Nintendo 16-bit console at the time the only chance to play them I thought was on the Nintendo Wii Virtual Console, but that never came to pass; in 2009 Konami released the PC Engine port of Detana!! TwinBee on that downloadable service so I downloaded it thinking it would play just like what I had seen from Pop'n TwinBee, and when my expectations weren't met I was disappointed (but in retrospect it wasn't that game's fault, only mine).  Months later I decided to give Detana!! TwinBee a second chance but treat it as its own thing, and all for the better as it warmed up to me quickly, being my foray to the TwinBee cute'em up series.  In late 2011 I imported TwinBee Portable for the PlayStation Portable which was my first time experiencing Pop'n TwinBee (which has got the distinction of being the second Super Famicom game I played after DoReMi Fantasy: Milon no DokiDoki Daibōken on the Nintendo Wii Virtual Console in 2008, the very game that inspired me to try games from Japan; my physical Super Famicom collecting would begin in May 2012 with the fantastic Alcahest); I loved it so much that I imported the original Super Famicart in the Summer of 2014 (to see how it looked on my TV).  =)

Chibi bomb
I was impressed from the moment I played Pop'n TwinBee for the first time, it was so charming and enthralling with the gorgeous pastel-toned visuals and lighthearted tone and atmospherically engaging soundtrack, plus its gameplay was an absolute blast.  Shoot'em ups aren't exactly my strong suit, but cute'em ups on the other hand I find to be more than enjoyable and manageable while still providing their own sets of challenge; some could argue that the fact you have to start the stage over once you lose your health is a bit unfair (depending on the difficulty) but honestly I'm grateful for the health bar in the first place since getting shot at once doesn't entail losing an arm or dying and in terms of area length it makes sense (though I'll admit continuing at the spot would've been nice, but that's what Detana!! TwinBee did so I can't complain about that).

Pouncing along in the air
I liked experimenting each difficulty setting (mostly without the invincibility code) and seeing how easy or difficult things would get in the long run.  =)  And while bells are normally attained after shooting at clouds, there is another way of making one pop up: simply punch the Acorn Man into the air and as it falls down to you punch it again a few more times and it will become a bell which is a convenient strategy, but again only reserve that for when there aren't countless bullets or enemies heading your way.  If there's one little niggle I have with Pop'n TwinBee it's a minor one: but where is GwinBee?  Why is he not here, considering he played a partial role in Detana!! TwinBee?  I know that you only summoned him to cling on to after getting his icon after a specific enemy was bombed in that game, but since the only item that appears in this cute'em up is a heart after every eighth bombed enemy he doesn't make an appearance here.  Perhaps if GwinBee was a one-off character I wouldn't mind it at all except he's appeared in subsequent TwinBee titles following this one (cute'em up or not), so the fact that the green jet fighter is absent is a tad disconcerting to say the least.  =/

Sea leeches, oh no!!!  =O
Both Pop'n TwinBee and TwinBee: Rainbow Bell Adventure skipped the Nintendo Wii Virtual Console downloadable service during its run but have seen a rerelease on the Nintendo Wii U's Virtual Console in 2014; but as was the case with the original SFC/SNES releases they only came out in Japan and Europe (with the latter once again being given their localized inferior version of the TwinBee action/platformer; I see no reason to get the European version unless you're either desperate or have little to no choice), with America once again missing out.  I understand that each continent has its own standards, cultures, and beliefs and so because of that some games might not make it over to America and/or Europe; there's a reason no Parodius game has been released in America (aside from the absurdist, boundary-pushing nature of it all), but Pop'n TwinBee (like TwinBee: Rainbow Bell Adventure) is harmless and highly inoffensive.  =(  Two-plus decades later and Konami still doesn't seem to think that it's eligible for an American release; considering this I'm surprised they even let America try Detana!! TwinBee on the Nintendo Wii Virtual Console at all--I can't really complain though, because had it not been for the gameplay vid of Shiryu's I may not have been curious enough to play any TwinBee game in the first place, thanks!  =D

The Acorn Men can't be all bad if they recognize
that their janitorial service is important  <=)
Pop'n TwinBee is a game I love so much that throughout the years has gone on to be one of my personal favorite Konami-developed Nintendo 16-bit games ever made alongside TwinBee: Rainbow Bell Adventure, Sparkster, Contra III: The Alien Wars, and most recently Mōryō Senki MADARA 2 (I only beat that turn-based RPG once and it's quickly become a favorite of mine, which will still be the case when I play through it again; it was that incredible).  =)  This cute'em up also makes good company with fellow Super Famicom cute'em ups Märchen Adventure Cotton 100% and Gokujō Parodius! ~Kako no Eikō o Motomete~ in my opinion.

*punch*
Is this game my top favorite cute'em up?  It's hard to say: as far as the TwinBee series is concerned it honestly ties with TwinBee Yahho!: Fushigi no Kuni de Ōabare!! as my number one go-to game in the series--both games are different entities that I enjoy for their own qualities, with the 1995 coin-op being so colorfully immersive and detailed not to mention versatile and chockfull of replay value in terms of ship options you can apply to your jet fighter per continue (sometimes I like this game more than that one, sometimes I like TwinBee Yahho! over Pop'n TwinBee).  But in the genre as a whole there's also Star Parodier which I have fondness for since I downloaded it on the Nintendo Wii Virtual Console in early 2009, as I consider it to be an excellent title; it may as well be a three-way tie with those games for me.  =)

When I said I wanted to play laser tag, this wasn't
what I had in mind!  =|
I wholeheartedly recommend you play Pop'n TwinBee as it's a great game to play in the genre (if you don't own a Super Famicom I recommend you either import TwinBee Portable for the PlayStation Portable or download it on the Nintendo Wii U Virtual Console, import the Japanese console if you live in America): if you love games with lighthearted charm, you've got it; if you want to play a cute'em up that has a good amount of challenge and more, you've got it; if you want to play a game you can enjoy alongside a partner, you've got it; if you want to play a game that's a lot of fun to boot, well you've got that too!  This cute'em up is one of Konami's finest Nintendo 16-bit endeavors, and I could not ask for a better hour's worth of arcade fun provided by them.  <=)

My Personal Score: 9.5/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. I've been playing so many Konami games for the past month that I almost feel Konami'ed out...  XD  Also, thank you, Magical Pop'n, for teaching me how to pronounce the word "Pop'n" properly.
 
P.S. 2 Today (November 17th, 2016) I did a marathon of Finding Nemo and Finding Dory, and both movies are still really good PIXAR entertainment (even though the former has the edge for me, I love the story and setup and look of the sequel as well as its emotional moments thanks to Thomas Newman's soundtrack).  =)  Not to mention the PIXAR short Piper attached to the latter is absolutely beautiful.
 
P.S. 3 Seven down, two more to go!  Almost done!
 
P.S. 4 To the user(s) who +1'ed my reviews of Märchen Adventure Cotton 100% and Detana!! TwinBee, thank you.  I don't know what I did to deserve it, but I appreciate it all the same.  <=)
 
Thank you for reading my review, please leave me a comment (spam will not be tolerated) and let me know what you think.  Hope you have a great day, take care!  =D

1 comment:

  1. There's a secret ending!?!?!?!?!?
    Okie doke, back to the game I go!>:D

    ReplyDelete