Momotaro Densetsu Turbo/桃太郎伝説ターボー (PCE) - Hudson 1992/10/1
My first JRPG and the closest I ever came to playing Dragon Quest, which as it turns out, would have been a similar experience considering Sakuma Akira, director of the Momotaro series was shown how to put an RPG together by his friend Horii Yuji, the creator of the DQ franchise. Furthermore, it appears the battle system was lifted from DQ too!
I ended up with this gem having purchased Momotaro Katsugeki (PCE) from the same importer (Console Concepts?) a few months prior. I called them up, as we did in the days before Google reigned supreme, to check the new releases only to learn of a new Peach Boy game in stock. I’d fallen in love with Doi Takayuki’s depiction of Momotaro and his three animal companions in Katsugeki, so this was a done deal.
When it arrived, I recall opening the box to find the manual was a giant fold out affair, packed with Doi’s wonderfully vibrant, colourful illustrations so couldn’t wait to get stuck into the game (I’d already finished Katsugeki at this point). I really enjoyed my first jaunt with a JRPG, despite the language barrier necessitating trial and error for everything from menu usage to combat.
I enjoyed it that is, until I needed to save…
Try that with zero ability in Japanese.
On a 12” PAL television in super low quality.
Without a smartphone/digital camera to help.
Needless to say, I never knew whether I would be able restart my game, making every save point a lesson in fear and anxiety.
Still, that aside, this game was developed by an all star team; Sakuma and Doi for starters, with Masuda Shouji stepping in to manage the project and Sekiguchi Kazuyuki of Southern All Stars handling the music. Furthermore, none of them are originally game creators; it was the Famicom version of MomoDen (of which this PCE ver is an enhanced port), which found them shifting career paths to game development; surely a team worthy of interview.