Booby Kidsĭeveloper: Nihon Bussan Publisher: Nihon Bussan This one is quite a bit more deep than your typical action game on the platform. It has a very distinct colorful style with excellent level design. I really had a lot of fun with this game. The focus here is on exploration rather than straight up action. You jump and attack your foes with a myriad of different weapons. This is an early game from Atlus, and is a little quirky. We have here an action platformer with some RPG elements. Release Year: 1987 Translation Available: No (Not Necessary to Play Game) What it is: It can be completed in one sitting, and is worth the trip. It’s an enjoyable romp that’s not too challenging. It’s pretty basic stuff.īatsu and Terii is pretty generic and doesn’t have a lot to do with baseball. You attack by throwing a projectile, must reach the end of the stage within a time limit, and then face off against a boss character. Release Year: 1987 Translation Available: Yes (Not Necessary to Play Game)īased on a Japanese manga series centered around baseball this is an action platformer where you play as the two titular characters. No translation is necessary for this one! Batsu and Terii Astro Robo Sansa is a very addictive game that’s best enjoyed in short bursts. This one gives you more freedom of movement thanks to the ability to move up, down, left and right mid-air. It’s an alternate take on the Balloon Fight and Joust formula. You cannot jump, and instead rely on your gun to propel you in all directions. Import Friendly Action Games Astro Robo Sansaĭeveloper: MTL Publisher: ASCII Entertainment Release Year: 1986 Translation Available: No (Not Necessary to Play Game) What it is:Īstro Robo Sansa is a single screen game where you goal is to pop all of the balloons on screen. Without further adieu, here is my ultimate guide to the world of Famicom imports. I’m adding to it constantly so games like Fire Emblem will make their way on eventually. This is not, by any means, a list of all available imports.A quick google search should solve all your problems. I won’t link to it because that’s a grey legal issue. First of all, when I say a translation is available that means it’s a fan translation.With that said there are a few things I would like to address before we start: That’s why I decided to do it myself, and I’m starting with import friendly games for the Nintendo Famicom this time. That’s not to throw shade in any way what I was looking for was a big resource and everything I found was more focused. When I began importing games I had the darnedest time finding which games were and were not worth playing. Gamers are no longer complacent with hidden gems being left behind in Japan. But that's just nitpicking.Import gaming has been on the rise in a pretty major way. They enjoy changing it around on a per-game basis quite intentionally.Īnd yes, Start is not technically part of the code (it's just needed to start the game if at title screen, or unpause if in-game), though people remember it as being part of it magazines often toted the Start as part of the code as well. In other words: Konami is well-aware of the popularity of their classic UUDDLRLRBA code, but it wasn't always "that" complex. iv/cheats (several variations do different things, but no classic code) ius/cheats (no classic code, but other variations give you full power-ups, while others hinder you badly) ius/cheats (no classic code, but other variations do different things) ius/cheats (classic code kills you, other variations do different things) da/cheats (too much to describe, just see link) iii/cheats (classic code kills you, variation gives you power-ups) ii/cheats (30-life classic code works, in-game only works once) Semi-off-topic but contextually not really: Konami has several "variations" of the "Konami code" throughout later games:
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