On the very last day of September, it's time for a new TurboMento-12! I'm going way, way off the beaten path today with Westone's Blue Blink. It's a game with some pedigree, as Westone are the developers behind Sega's super popular (well, 20 years ago) Wonder Boy series, and Blue Blink itself is adapted from the very last anime Osamu Tezuka ever worked on, about a boy, a magical blue donkey and their ragtag group of friends searching for the boy's kidnapped father. So, yeah, it's a 16-bit anime license platformer. But a good one!
I want to thank the translators Gaijin Productions and Zatos Hacks for creating the English patch. There isn't a whole lot of text in the game, but when searching for TG16 stuff to cover I figured if someone bothered to translate something it's probably worth playing. Blue Blink certainly got some curious ideas and looks fantastic for a game that pre-dates the Super Nintendo. But hey, why don't we just have a series of consecutive images do the talking? And then maybe I do some more talking underneath them in the captions?
Blue Blink and You'll Miss It
In Part 2, the game decides to get serious. Or at least as serious as an anime about a magical blue donkey with pink hair can get, which turns out to be very. No worries though, because I finally discover a few things that make the game a lot more manageable.
All shall be explained! I hope. I forgot to cap the opening scrawl (it takes ages for the attract mode to switch on), but they're just rescuing hat kid's dad.
If you include spiral levels too, sure. Castelian was based on that idea, and Skyblazer had a few too.
Oh, for the occasional rescue? Blink's actually a bit more versatile. I've hopefully remembered to screencap it in action.
If you're talking about the missing apostrophe for "it's", that's a running thing with this game. The translators must've not bothered including the apostrophe character for whatever reason.
Back in a Blue Blink
Anyway, by discovering what the gold does and why it is prudent to explore everywhere - you can even re-enter the same levels to grind gold if you want, though most high value collectibles don't return - I managed to bulk up my health a bit and take out that worm boss. Inconceivably, there are still two really important discoveries to make that I somehow blanked (Blinked?) on until halfway through the game. Either I was half asleep, or this game is deeper than it looks.
Check it out in Part 3:
On The Blue Blink of Death
Here's the Finale:
Blue Blunk
That's it! Thanks for reading TurboMento-12 this month, hopefully I opened your eyes to a surprisingly inventive anime license game that clearly cribbed from the best platformers around and had a few novel ideas of its own. Hats off to Westone, they know how to make cutesy platformers with a bit of depth to them. (And thanks again to Gaijin Productions and Zatos Hacks for the translation.)
Allow me to leave you all with this enigmatic message: "Octurbo is coming..."
I believe she was lighting up some Pulseman, from the looks of it.
So I Wanna Be The Guy Before The Guy Becomes The Guy? (And because quoting single images is a pain in the ass, I'll just say that Kaeru means frog in Japanese, so maybe the guy just doesn't know animals too well.)
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