
Umihara Kawase (JP) (Platform Puzzle) (Super Famicom)
1994 · puzzle · Super Nintendo · The Data Archivist V0.01
MANUAL (JP) : https://archive.org/details/umihara-kawase-jpn/mode/2up VIDEO SPEERUN : https://archive.org/details/umiharakawase-timeattackv3-blechy Source : https://en.wikipedia.org/wiki/Umihara_Kawase Umihara Kawase ( Japanese : 海腹川背 ) [a] is a series of platform games starring the sushi chef Kawase Umihara [b] , who has become lost in a world of surreal salt-water and fresh-water creatures. The series began with Umihara Kawase for the Super Famicom in 1994, which was followed by Umihara Kawase Shun in 1997, Sayonara Umihara Kawase in 2013, Umihara Kawase Fresh! in 2019, and Umihara Kawase Bazooka! in 2020. Development The game was an independent collaboration between developer Kiyoshi Sakai, illustrator Toshinobu Kondo, and several others. [1] It was published by TNN, "Think about Needs of Notice for human being". Gameplay The game world of Umihara Kawase is constructed from a set of interconnected levels known as fields. Each field connects to one or more fields deeper within the game via doors. Fields are enclosed areas containing a number of static and moving platforms, ladders, spikes, enemy sea-life and one or more exit doors. The doors are often positioned in hard to reach places and it is the player's goal to plan a safe route to one. Each exit door in a field takes the player to a different field, and the goal is to find a safe route through the fields and arrive at a final exit door (at which point the credits scroll and the game is over). Each of the Umihara Kawase games contains multiple routes through the fields and multiple final exits. Using shortcuts and optimised door routes can allow the game to be completed within minutes in the hands of a skilled player; however, enjoyment of the game typically lies not in merely making it to the first or easiest final exit door, but in exploring the game's many routes and mastering the challenging rope physics. The Umihara Kawase games have simple controls. The eponymous player character is able to run, jump, climb onto ledges, climb ladders and, crucially, throw her fishing line. When thrown, the fishing line will hook onto nearly all surfaces within the games. When the line is firmly hooked onto a surface or an enemy fish the line is able to take her weight. From here Kawase is able to swing between platforms, lower herself down to other ledges and swing herself up to higher ledges. Due to the flexible nature of her line she can also catapult herself great distances by stretching the line to breaking point. The line can also be used to stun fish and reel them in, and once reeled in Kawase will store them in her rucksack and score points in doing so. While the controls are simple and responsive, an uncompromising physics model means that graceful control of the game's swinging techniques will not come immediately. Out of this, though, comes great scope for advanced techniques through full utilization of the physics. Perfect execution of techniques such as the one- and two-step rocket jump are required both in later fields and for those who intend to improve their field completion times. The games contain 1ups in the shape of Kawase's pink rucksack but no other collectibles are present. Umihara Kawase Umihara Kawase is the first game in the series released in 1994 for the Super Famicom . It was originally in development for the X68000 . [2] [3] [4] Umihara Kawase contains a total of 49 fields of which four are exit fields and six are boss fields. The game makes good use of the SFC's colour palette for digitized photographic backgrounds. The rope physics sometimes strain the Super Famicom's CPU, leading to slowdown, but this is rare. The game permits saving speedruns , establishing such play as a principal feature of the series. The game, along with Shun, was ported for PC in 2015. The slowdown from the Super Famicom version is no longer present though the game remains largely the same with the addition of a practice mode. Umihara Kawase Developer(s) TNN/NHK SC Success Publisher(s) TNN Director(s) Kiyoshi Sakai Designer(s) Kiyoshi Sakai Yukiko Fukaya Programmer(s) Kiyoshi Sakai Artist(s) Satoshi Higashida Norio Makino Eiji Yamashita Junko Kawahara Composer(s) Masahito Nakano Atsuhiro Motoyama Shinji Tachikawa Platform(s) Super Famicom , Microsoft Windows Release JP : December 23, 1994 WW : November 2, 2015 Genre(s) Platform game Mode(s) Single-player
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