Bakushou!! Ai no Gekijou
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Bakushou Ai no Gekijou | |
---|---|
Developer(s) | Coconuts Japan |
Publisher(s) | Coconuts Japan |
Platform(s) | Famicom |
Release date | JP December 29, 1990 [1] |
Genre(s) | Life Simulation |
Mode(s) | Single player, multiplayer |
Rating(s) | NR (not rated) |
Media | 6-megabit Cartridge |
Input methods | Famicom controller |
Bakushou!! Ai no Gekijou (爆笑!!愛の劇場?)[2] is a Famicom board game that simulates life with an added interactive twist. Tests of strength and intellect are offered to the player at certain points in order to develop the player's avatar. These tests are interactive and mandatory because failing them will prevent the player from being admitted to the higher school grade in September. Getting a low mark in the pre-game exam sends the player to a less prestigious school than getting a higher mark.[3]
The player first creates a name with up to five Japanese letter. Then he creates an avatar by picking cards that randomly select the facial features of his mother and father. Vital components of their appearance will be inherited into the avatar. The father's masculine facial features dominates the avatar if a male is chosen. However, the mother's feminine facial features dominates the avatar if a female is chosen. If both parents have eyeglasses, then the avatar will have eyeglasses. If only one parent has eyeglasses, then the avatar has a 50% chance of wearing eyeglasses. On the other hand, the character will not wear eyeglasses if both parents do not wear eyeglasses. This is based on the theory that requiring eyeglasses is hereditary using imperfect eye sight as in inevitable factor in the avatar's pretend DNA.[4]
Holidays are marked with red. These days offer times for dating and other non-school related events. Days that are marked with black numerals are normal days and offer school related events like work, socializing with fellow clasmates, and interactions with elders. Most importantly of all, days with blue numerals are non-holiday weekends that also offer opportunity for dating and improving social relationships. All players get a certain amount of Japanese yen placed into their account every other week. However, money can be lost on certain bad events or during certain dating events.
[edit] Interactive Tests
[edit] References
- ^ Release date. Game FAQs. Retrieved on 2008-04-29.
- ^ Japanese title. Mainichi. Retrieved on 2008-04-30.
- ^ Game play example. Geocities Japan. Retrieved on 2008-04-30.
- ^ Summary of game. Plala. Retrieved on 2008-04-30.