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	<title>Comments on: Sandra no Daibouken (SFC)</title>
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	<description>Relive &#124; Replay &#124; Remember</description>
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		<title>By: Steve</title>
		<link>http://rvgfanatic.com/wordpress/index.php/sandra-no-daibouken/#comment-144685</link>
		<dc:creator><![CDATA[Steve]]></dc:creator>
		<pubDate>Tue, 17 Mar 2020 19:55:56 +0000</pubDate>
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		<description><![CDATA[StarBoy! So sorry for the very delayed response. I&#039;ve been pretty busy with lots of different things going on right now. But I did receive and read each of your comments! As always, thanks for being a loyal reader and I always appreciate your insights and opinions. Yes, this is a game that when given a true chance is pretty good. It&#039;s hard but it can also be rewarding for the gamer who sticks with it. And you know I&#039;m always down with Super Family Tennis! Coincidentally, my girlfriend and I just played it yesterday and had a great time playing the computer in doubles mode. That game never fails to satisfy :)]]></description>
		<content:encoded><![CDATA[<p>StarBoy! So sorry for the very delayed response. I&#8217;ve been pretty busy with lots of different things going on right now. But I did receive and read each of your comments! As always, thanks for being a loyal reader and I always appreciate your insights and opinions. Yes, this is a game that when given a true chance is pretty good. It&#8217;s hard but it can also be rewarding for the gamer who sticks with it. And you know I&#8217;m always down with Super Family Tennis! Coincidentally, my girlfriend and I just played it yesterday and had a great time playing the computer in doubles mode. That game never fails to satisfy <img src="http://rvgfanatic.com/wordpress/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /></p>
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		<title>By: StarBoy91</title>
		<link>http://rvgfanatic.com/wordpress/index.php/sandra-no-daibouken/#comment-143533</link>
		<dc:creator><![CDATA[StarBoy91]]></dc:creator>
		<pubDate>Fri, 10 Jan 2020 00:57:13 +0000</pubDate>
		<guid isPermaLink="false">http://rvgfanatic.com/wordpress/?p=22840#comment-143533</guid>
		<description><![CDATA[I might not have properly explained the jumping controls properly or gone to enough detail about them, and I apologize if that was the case; the key to survival is knowing which jumping controls to utilize and when and I&#039;ll admit it is easy to get misstep if you&#039;re not careful (even if you do otherwise get them down pat).  There are plenty of platforms in this game that are set far above Krino&#039;s normal jumping capacity, and what helps me personally increase his jumping up high is turning the opposite direction only to IMMEDIATELY turn back to the direction you&#039;re going then IMMEDIATELY you hold the A or X button and let go after a sec and, TA-DA!, you make him reach his highest altitude because if you held down the A or X buttons after only moving a tiny bit then his jump won&#039;t be as high.  Although that&#039;s just a tip of mine.

Another thing I like about this game is its sense of replay value (at one point you can choose to help one character or another, it won&#039;t affect the ending in any way but it is nice to have an alternative option to keep things fresh), largely due to there being points of randomization in certain spots.  You know how Phoenix Interactive Entertainment&#039;s Porky Pig&#039;s Haunted Holiday has got the random weather generator where things are visually different each time you play it?  But whereas it affects the whole package in that one visually, in Namco&#039;s Xandra no Daibōken: Valkyrie to no Deai it structurally applies to a few key handful portions which makes things exhilarating for next time especially if you&#039;re starting the stage again via password (including THE final bit with an altered layout each time you get there the first time leading to the cure of the plague/fight against Zouna; I don&#039;t want to give away too much, but all I&#039;ll say is watch the stars).

Anyway, hope you have a great day, RVGSteve, take care!  =)]]></description>
		<content:encoded><![CDATA[<p>I might not have properly explained the jumping controls properly or gone to enough detail about them, and I apologize if that was the case; the key to survival is knowing which jumping controls to utilize and when and I&#8217;ll admit it is easy to get misstep if you&#8217;re not careful (even if you do otherwise get them down pat).  There are plenty of platforms in this game that are set far above Krino&#8217;s normal jumping capacity, and what helps me personally increase his jumping up high is turning the opposite direction only to IMMEDIATELY turn back to the direction you&#8217;re going then IMMEDIATELY you hold the A or X button and let go after a sec and, TA-DA!, you make him reach his highest altitude because if you held down the A or X buttons after only moving a tiny bit then his jump won&#8217;t be as high.  Although that&#8217;s just a tip of mine.</p>
<p>Another thing I like about this game is its sense of replay value (at one point you can choose to help one character or another, it won&#8217;t affect the ending in any way but it is nice to have an alternative option to keep things fresh), largely due to there being points of randomization in certain spots.  You know how Phoenix Interactive Entertainment&#8217;s Porky Pig&#8217;s Haunted Holiday has got the random weather generator where things are visually different each time you play it?  But whereas it affects the whole package in that one visually, in Namco&#8217;s Xandra no Daibōken: Valkyrie to no Deai it structurally applies to a few key handful portions which makes things exhilarating for next time especially if you&#8217;re starting the stage again via password (including THE final bit with an altered layout each time you get there the first time leading to the cure of the plague/fight against Zouna; I don&#8217;t want to give away too much, but all I&#8217;ll say is watch the stars).</p>
<p>Anyway, hope you have a great day, RVGSteve, take care!  =)</p>
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		<title>By: StarBoy91</title>
		<link>http://rvgfanatic.com/wordpress/index.php/sandra-no-daibouken/#comment-143522</link>
		<dc:creator><![CDATA[StarBoy91]]></dc:creator>
		<pubDate>Wed, 08 Jan 2020 22:19:01 +0000</pubDate>
		<guid isPermaLink="false">http://rvgfanatic.com/wordpress/?p=22840#comment-143522</guid>
		<description><![CDATA[Greetings and salutations, RVGSteve, and a happy new year to you!

Ah, Namco&#039;s Xandra no Daibōken: Valkyrie to no Deai!  =)  I&#039;ll admit when I first played it in 2014 my impression of it wasn&#039;t as high as it would be in 2016 onward when I gave it another chance partially due to being afflicted by the Fox and the Grapes Syndrome the first time around in the upward scaling waterfall scaling section which initially I thought was impossible causing me to give up after trying and failing many times.  It&#039;s not; a bit trying, sure, but not impossible, but I&#039;m getting ahead of myself.

This is the kind of platformer that grows on you if you&#039;re more than willing to give a chance after a less then pleasant first impression and rewards the most perseverant and resilient gamer especially once you learn to master the four jumping controls (B to jump, lightly pressing A while running to dash jump, high jumping by holding the A button down sometimes after going faster, and the whirlwind jump punch via the X button and letting go).  Now, it may be unusual for there to be that many jumping controls in one game, but considering the precarious platforming and deviously thought out area designs while paying heed to the obstacles you might need to overcome they do become intuitive once you comes to grips with them--or, at least, I consider it so.  I also like how once in awhile there are puzzle elements, which I greatly appreciate.

As challenging as the area designs are in this game I do like and appreciate them, there is a nice sense of trial and error when you give it a chance because if you should lose a life once you get to a certain point at least you&#039;ll know what to do next time especially during the later stages (if duress doesn&#039;t get to you, that is).  The pastel-toned visuals are also pleasing to the eyes and have got a diverse design in terms of locale, I like the lighthearted charm of the character designs, and the password system is very helpful once you clear a stage.

What I love the most about Xandra no Daibōken however is its heavy emphasis on narrative.  Platformers are generally not played for plot, but this one in particular is the proud exception as Ippaidetayo Koakuman&#039;s story is quite gripping and engaging especially if you stick with the game; the way it starts is pretty dreary and dark all things considered, but things do look up and get significantly more hopeful as you press on.

Another strong point is the main character Krino Xandra whose selfless, compassionate, and bighearted resolve is among the things that make this Super Famiplatformer compelling.  =)  He&#039;s a father who sets out of his village to find a way to save his dying infant son, even though he&#039;s got no experience outside his home, but it becomes something more as he helps those in need along the way and in so doing becomes everyone he encounters&#039; ray of hope.  The soundtrack especially is fantastic, Krino&#039;s adventurous theme especially as it permeates during certain stages (and the credits) and absolutely SCREAMS selfless heroism and there is a special kind of depth to it too as if to say your quest is important and there is no turning back but at the same time it&#039;s such an empowering listen and makes you root for him, you WANT him to save his people, you WANT him to succeed, you WANT him to defeat Zouna (YEAH, go Krino!).  Though, the less said about his creepy transformation sequence when you get a game over, the better (seriously, it&#039;s genuinely unnerving what Zouna does to him after losing your last life).  Next to Argonaut Software&#039;s Croc, he&#039;s one of my top favorite green video game protagonists ever not simply in terms of design but character-wise as well  =)

The European cover art for Whirlo is among my least favorites ever, not because it&#039;s poorly drawn or anything (it&#039;s not Namco&#039;s Smash Tennis&#039; cover versus Super Family Tennis&#039; superior Super Famicover art, great tennis game by the way; seriously with that PAL one, what the...)--rather, the thing I take offense from in regards to its cover is the misleading context: yes, there is a ship section, but that&#039;s during one stage in the second half, but it seems to suggest that it&#039;s a swashbuckler (when that is far from the truth).  Krino is supposed to be the most selfless character ever, but his PAL counterpart &quot;Whirlo&quot; is ogling at the gold cradled in his arms which I find to be a total betrayal to his character (also, he&#039;s missing his rake/pitchfork, where&#039;d he leave it?) and from what I gather Namco gave him angry eyes in-game.  Why?  D=  What was wrong with big eyed, affable Krino Xandra?  Who at Namco&#039;s European division thought people would like to hang out with Angry Eyes all the time when in reality it would be a major turnoff?  Although that&#039;s just my personal opinion on Whirlo&#039;s cover art.

I am glad I gave this game a second chance four years ago as it gradually grew on me to the point that it would become one of my favorites (I&#039;d gladly say it&#039;s an 8 title which I think is fair) and one I grew to love and enjoy and I still feel bad for giving up on it the first time back in 2014 when the first time I played Quintet&#039;s ActRaiser 2 in 2011 I didn&#039;t give up on IT (the irony is not lost on me).  It is funny I bring that game up as there are similar elements between this game and the aforementioned (not to mention highly underappreciated) INO sequel: they are both challenging fare, are not for everyone (which hurts to say since I enjoy them both), are fun to play when you come to grips with the gameplay and area layouts and design and enemy patterns, they both take big risks, may prove overwhelming if you don&#039;t know what to do, they don&#039;t back down when in comes to the challenge department, they are not impossible with a little time and practice and resilience, and are highly rewarding in the long run if you choose to stick with it and persevere no matter how hard things got.  A part of me would like to opine that Xandra no Daibōken is the harder of the two since it&#039;s a one hit and you die affair, BUT on the other hand ActRaiser 2 does have some slightly harder elements (the Japanese version especially) even though there is a proper health system there.

Again though, I understand that this game won&#039;t be for everyone and that the mileage may vary, I completely understand and respect that.  But when given a proper chance, a true chance, it is a good platformer while it lasts in my humble opinion and there is a lot to like and appreciate about it  =)  I really commend Namco&#039;s efforts for this one

To each their own]]></description>
		<content:encoded><![CDATA[<p>Greetings and salutations, RVGSteve, and a happy new year to you!</p>
<p>Ah, Namco&#8217;s Xandra no Daibōken: Valkyrie to no Deai!  =)  I&#8217;ll admit when I first played it in 2014 my impression of it wasn&#8217;t as high as it would be in 2016 onward when I gave it another chance partially due to being afflicted by the Fox and the Grapes Syndrome the first time around in the upward scaling waterfall scaling section which initially I thought was impossible causing me to give up after trying and failing many times.  It&#8217;s not; a bit trying, sure, but not impossible, but I&#8217;m getting ahead of myself.</p>
<p>This is the kind of platformer that grows on you if you&#8217;re more than willing to give a chance after a less then pleasant first impression and rewards the most perseverant and resilient gamer especially once you learn to master the four jumping controls (B to jump, lightly pressing A while running to dash jump, high jumping by holding the A button down sometimes after going faster, and the whirlwind jump punch via the X button and letting go).  Now, it may be unusual for there to be that many jumping controls in one game, but considering the precarious platforming and deviously thought out area designs while paying heed to the obstacles you might need to overcome they do become intuitive once you comes to grips with them&#8211;or, at least, I consider it so.  I also like how once in awhile there are puzzle elements, which I greatly appreciate.</p>
<p>As challenging as the area designs are in this game I do like and appreciate them, there is a nice sense of trial and error when you give it a chance because if you should lose a life once you get to a certain point at least you&#8217;ll know what to do next time especially during the later stages (if duress doesn&#8217;t get to you, that is).  The pastel-toned visuals are also pleasing to the eyes and have got a diverse design in terms of locale, I like the lighthearted charm of the character designs, and the password system is very helpful once you clear a stage.</p>
<p>What I love the most about Xandra no Daibōken however is its heavy emphasis on narrative.  Platformers are generally not played for plot, but this one in particular is the proud exception as Ippaidetayo Koakuman&#8217;s story is quite gripping and engaging especially if you stick with the game; the way it starts is pretty dreary and dark all things considered, but things do look up and get significantly more hopeful as you press on.</p>
<p>Another strong point is the main character Krino Xandra whose selfless, compassionate, and bighearted resolve is among the things that make this Super Famiplatformer compelling.  =)  He&#8217;s a father who sets out of his village to find a way to save his dying infant son, even though he&#8217;s got no experience outside his home, but it becomes something more as he helps those in need along the way and in so doing becomes everyone he encounters&#8217; ray of hope.  The soundtrack especially is fantastic, Krino&#8217;s adventurous theme especially as it permeates during certain stages (and the credits) and absolutely SCREAMS selfless heroism and there is a special kind of depth to it too as if to say your quest is important and there is no turning back but at the same time it&#8217;s such an empowering listen and makes you root for him, you WANT him to save his people, you WANT him to succeed, you WANT him to defeat Zouna (YEAH, go Krino!).  Though, the less said about his creepy transformation sequence when you get a game over, the better (seriously, it&#8217;s genuinely unnerving what Zouna does to him after losing your last life).  Next to Argonaut Software&#8217;s Croc, he&#8217;s one of my top favorite green video game protagonists ever not simply in terms of design but character-wise as well  =)</p>
<p>The European cover art for Whirlo is among my least favorites ever, not because it&#8217;s poorly drawn or anything (it&#8217;s not Namco&#8217;s Smash Tennis&#8217; cover versus Super Family Tennis&#8217; superior Super Famicover art, great tennis game by the way; seriously with that PAL one, what the&#8230;)&#8211;rather, the thing I take offense from in regards to its cover is the misleading context: yes, there is a ship section, but that&#8217;s during one stage in the second half, but it seems to suggest that it&#8217;s a swashbuckler (when that is far from the truth).  Krino is supposed to be the most selfless character ever, but his PAL counterpart &#8220;Whirlo&#8221; is ogling at the gold cradled in his arms which I find to be a total betrayal to his character (also, he&#8217;s missing his rake/pitchfork, where&#8217;d he leave it?) and from what I gather Namco gave him angry eyes in-game.  Why?  D=  What was wrong with big eyed, affable Krino Xandra?  Who at Namco&#8217;s European division thought people would like to hang out with Angry Eyes all the time when in reality it would be a major turnoff?  Although that&#8217;s just my personal opinion on Whirlo&#8217;s cover art.</p>
<p>I am glad I gave this game a second chance four years ago as it gradually grew on me to the point that it would become one of my favorites (I&#8217;d gladly say it&#8217;s an 8 title which I think is fair) and one I grew to love and enjoy and I still feel bad for giving up on it the first time back in 2014 when the first time I played Quintet&#8217;s ActRaiser 2 in 2011 I didn&#8217;t give up on IT (the irony is not lost on me).  It is funny I bring that game up as there are similar elements between this game and the aforementioned (not to mention highly underappreciated) INO sequel: they are both challenging fare, are not for everyone (which hurts to say since I enjoy them both), are fun to play when you come to grips with the gameplay and area layouts and design and enemy patterns, they both take big risks, may prove overwhelming if you don&#8217;t know what to do, they don&#8217;t back down when in comes to the challenge department, they are not impossible with a little time and practice and resilience, and are highly rewarding in the long run if you choose to stick with it and persevere no matter how hard things got.  A part of me would like to opine that Xandra no Daibōken is the harder of the two since it&#8217;s a one hit and you die affair, BUT on the other hand ActRaiser 2 does have some slightly harder elements (the Japanese version especially) even though there is a proper health system there.</p>
<p>Again though, I understand that this game won&#8217;t be for everyone and that the mileage may vary, I completely understand and respect that.  But when given a proper chance, a true chance, it is a good platformer while it lasts in my humble opinion and there is a lot to like and appreciate about it  =)  I really commend Namco&#8217;s efforts for this one</p>
<p>To each their own</p>
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