
Sure, here are the characters extracted from the image: “` Super Famicom Momotaro Densetsu Shin Sen Momotaro Densetsu HUDSON GROUP HUDSON SOFT SHVC-M5 “`
Not done
As long as Sakuma is alive!
It feels like there might be a chance if it’s a new work with a different art style, like Momotetsu.
What’s going on… It seems that threads wishing for remakes have been popping up often lately…
Maybe a remaster would be possible…
There are many potential fans for this, right?
I feel like those who are into RPGs, even if they are niche, have probably experienced them.
A spin-off of that Momotetsu!?
The design of being suddenly knocked down to rock bottom from the strongest state was amazing.
If it were remade with the current design of Momotetsu, it would probably sell quite well.
I’m not asking for much, but I would like a new work, like a spin-off.
A nonsensical game that was supposedly made in just over half a year.
It seems that the Momotaro Dentetsu series itself had an overall terrible schedule.
In other words, during the Famicom and Super Famicom era, there were many games with generally odd production times.
I loved the reliable trump card quality of the antlers.
The production is just a fleeting flash, but combined with the sound effect of the critical hit, it’s incredibly stylish and cool, that deer antler.
After this, I felt like what came out on PS was somehow different…
Rather, that one is probably closer to the original Momotaro story.
Wasn’t there a technique like IONAZUN?
I want them to make Yashahime a bit more rewarding to take around.
If only that crappy weak healer could harden Urashima…
>>16Yasha Hime has had her original strength, the technique of creating clones, taken away by other characters.
The cooking skills have weakened too much by only focusing on rice balls.
I think traditional Japanese RPGs are a genre that has a certain fixed fan base.
>>17I’m looking forward to the RPG of Samurai Shodown that might be released soon.
Actually, it has been significantly revamped and remade for the PS.
It’s the one that’s completely different after being connected to 1.
>>19That’s a remake of PCE 2.
The new peach itself is like a redo of 2, with the order reversed.
Among the RPGs where the balance is barely maintained at that time, it is relatively well-balanced.
There are numerous programs that are impossible to reproduce, turning them into out-of-place artifacts.
Sakuma doesn’t seem motivated to play RPGs, and since it’s a sequel and it seems the original data has been lost, the hurdles are high.
Masuda Shoji convinced them to resume the series, even though they had said that the Momotetsu series was ending.
You should try sending a request to Masuda to release Momoden.
The problem is that Momoden hasn’t sold nearly as well as Momotetsu.
During the declined Hudson era, we were releasing a lot of games like Momotetsu and Bomberman, but we’re completely out of the loop here.
Why is there no new release?
The effort to make it and the sales are ridiculous compared to Momotetsu.
And answered honestly.
>>27If it’s work, then of course.
The Momotetsu is moving well, and there are quite a few chances.
Peach Boy is definitely a monster…
It’s similar to how magic-oriented games like Puyo Puyo shifted to have a Megaten (Shin Megami Tensei) influence in Persona.
To be honest, the balance leans towards being a bad game.
There are plenty of friends, but most players have never even touched many of the weak characters.
>>32The weak characters in this game are seriously too harmful…
The level where the jester from Dragon Quest 3 starts to look cute.
If I do it now, I probably won’t be able to endure the number of encounters.
It seems like making Momotetsu would be fun.
>>34I want to reduce the number of times I press this button or I want to shorten the tempo here by 0.1 seconds.
Sakuma gives very detailed requests, so it seems that the staff actually creating things find it tough.
Masuda Shoji came to help during the time at the advertising agency.
Did you balance the first-generation Momotaro Densetsu?
Since it was mostly made based on Dragon Quest II standards at the time, leveling up and such in any game tends to take a long time.
>>37There were those kinds of things, like “If it were our place, we would do it this way.”
I’m a little curious about what you would choose as a comparison point to create it now.
I like Doin’s art, but that might only resonate with a certain generation.
It seems difficult to program allies that dash around the map like a madman rather than focusing on the weather system.
I often think about how I wish it would come online, but then I remember the story about the loss of the original data and realize it’s probably impossible.
It seems that Sakuma is following a past that he wants to forget regarding the new peach.
I feel like there was something where a bunch of about 20 people would follow you around.
In the main party consisting of Kintaro, Urashima, and Yasha-hime, there’s quite a difference in strength just with Yasha-hime alone.
If shooting stars don’t ignore defense, I think they could have been made much cheaper.
Since there is no master data, isn’t it rather impossible to do a remaster?
From the event that cannot be passed unless you meet the weight requirement, it seems that Urashima, Magintarou, Yashahime, and Tarou are treated as the main party.
>>47Don’t let me fall into darkness.
It seems that many people only like that one work, like the thread image and Tenga Zero, but aren’t really interested in the series itself, so it feels like handling it could be a hassle.