Tag Archives: Tengai Makyo II

When FAQs fail

Actually, I shouldn’t say that this FAQ–for Tengai Makyo II–has failed me. At least, not yet. On the contrary, I’m fairly certain that once I get into the game it will prove most useful in pointing me in the right direction both figuratively (by telling me how to beat the game’s many bosses, for instance) and literally (by telling me where to go after beating said bosses).

At the moment, though, the FAQ is about as useful to me as a piece of moldy toilet paper. Why? Well, for starters, I’m a bit overwhelmed by the game’s many menu options. Which option do I select to change my characters’ weapons and armor? Which option do I select to save?

And then there’s the myriad of options that pop up every time I encounter an enemy. I know that the option in the upper-left corner translates to “fight” or “slash” or something like that, but the rest, unfortunately, are a complete mystery to me.

If anyone who comes across this post can help me answer the questions above, I’d greatly appreciate it!

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20,000 screens of overhead maps, eh?

A few weeks ago, I posted the article–pulled from an old issue of Super Gaming magazine–that served as my introduction to Tengai Makyo II: Manjimaru. Today I’m posting the article–pulled from an old issue of Turbo Play magazine–that solidified my obsession with the titular Manjimaru and his magnanimous team.

I’m pretty sure the following sentence was the one that grabbed me by the short and curlies, so to speak: “In the course of the game, you will cover over 20,000 screens of overhead maps, fight 300 types of enemies and 48 boss characters, enjoy more than 90 minutes of incredible animation, listen to three hours of speech [and] hear 24 CD music tracks and over 80 different PSG (machine generated) music tracks.”

See also:My introduction to Tengai Makyo II

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OK, so I lied …

I’m not going to start my playthrough of the Tengai Makyo trilogy with Tengai Makyo: Fuun Kabukiden; I’m going to start it with Tengai Makyo II: Manjimaru.

Why? Well, I’m still waiting for my copy of Tengai Makyo: Fuun Kabukiden to arrive, for starters. Also, I booted up my copy of Tengai Makyo II: Manjimaru yesterday (you know, to make sure it works) and it sucked me in like a Dyson sucks up dirt.

Specifically, the following tune sucked me in like a Dyson sucks up dirt. (I know, it’s a weird analogy.)

Unfortunately, it’s going to take more than great tunes (and great graphics) to get me through this game, as I’m already finding the multitude of menu options to be more than a little intimidating. (The title’s sole FAQ doesn’t delve into such details.)

See also:Don’t call me a Tengai Makyo virgin‘ and ‘My introduction to Tengai Makyo II

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My introduction to Tengai Makyo II

I’m not sure why, but I have a distinct memory of buying, in late 1991, an issue of Super Gaming magazine from the Electronics Boutique in our local mall and then flipping through said magazine while walking around the mall with my parents and older brother.

At some point during that leisurely stroll, I stumbled upon the following preview:

I’m not sure I’ve wanted a game as much as I wanted Tengai Makyo II in the moments–and days and weeks and months and years–following that discovery.

Sadly, Hudson’s mammoth RPG never made it stateside, despite the promises of many game publishers and magazine writers. Thankfully, a rather detailed walkthrough of the game can be found at gamefaqs.com, so if I ever get the PC Engine CD-ROM2 attachment–and a copy of Tengai Makyo II–I’ll finally be able to give it a go.

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