And so it comes to this, the final day of E3. All things must end, but of course over here on the Alternative to E3 blogging series we didn't even notice. E3? Oh right, that was a loud and annoying thing that may have happened this week, probably. With this final entry of A Marvelous Alternative to E3 comes an equally final reminder and recap: we're playing Nintendo's 1996 first-party puzzle-action-adventure Marvelous: Mouhitotsu no Takarajima: a Zelda style game with less combat and more point-and-click graphic adventure puzzles developed by a "before they were famous" Eiji Aonuma, of Majora's Mask, Wind Waker and Twilight Princess fame (though he's pretty heavily involved with any 3D Zelda you can name). Playing Marvelous continues to be this amazing mind-screw, where I can see the various seeds for future Zelda game ideas before they had the chance to germinate. It's an incredible game, and it's criminal that Nintendo never bothered to localize it themselves. They should go to a dungeon. Not one of those fun themed Zelda dungeons either, like one with bars and shit.
Last time, we explored the second of four islands - the game's much bigger than I anticipated - and discovered that a Western burg suffering a drought, full of unrest and unease and a dubious past, might yet be saved with the discovery of a time machine room in a dusty abandoned mansion at the edge of town. The dramatis personae this time around include our tireless trio of prepubescent protagonists Max, Deon and Jack, as well as the time-travelling pirate Benson, the perhaps wrongfully-accused bandit leader Indio, Indio's familiar-looking daughter Sisko, and all those classmates we left on the first island who are probably dead by now. Gotta imagine that after their giant stack of tomatoes ran out, they probably turned on each other...
Anyhoo! Welcome to the final part (for now) of Marvelous: Another Treasure Island:
Part 06: Penguins Doing The Nasty in the Past-y
And with that, the boys set sail for the next crystal ball and another adventure, but as far as this series is concerned we're going to draw it to a close. How did everyone enjoy this year's Alternative to E3? Still too captivated by the glitz and glamor of "Awesome Gamer" shirts and Knack 2 reveals, is my guess. All the same, I'm happy to provide this service each year for anyone who wants it, and I'll ask you all to keep your eyes peeled for some actual E3 content from yours truly in the near future.
For now, I'll just end this series with a few observations about Marvelous. I think it's a really cool game, absolutely unlike anything else on the system, and I'm eager to keep playing it to see the rest of its puzzle design. That we just had a whole chapter essentially based on an idea Oracle of Ages would follow up on in greater detail is just one example of how frequently you can see prototypical shadows of Aonuma's big ideas before they inevitably made their way into one of the major Zelda games as a core mechanic. While Marvelous is unrelated to Zelda in all respects besides a superficial resemblance to A Link to the Past, it seems like an important missing link for Nintendo's second biggest franchise: it's evidently the creative breeding ground for many concepts and conceits that would make their way over to that series through the years via Aonuma's mental notebook. I also really appreciate the game's production values: it's no big surprise that an in-house Nintendo game made towards the tail-end of a console's lifespan would look and sound amazing, with some of the best sprite animations and detailed pixel-art close-ups I've seen in a SNES game, but it's shocking that there's so much quality on display for a game deemed unnecessary for international localization. This might well be one of the best (or at least most imaginative) first-party SNES games, and we never saw hide nor hair about it besides a few speculative screenshots of a localized version in the printed games media of the day. I'm inclined to blame the N64 and its peers: it seems so wild now that we were all so fixated on early, rudimentary 3D polygons that we let so many wonderful pixel-based 2D games from the late 90s slip us by.
Thanks for reading, everyone, and I hope to this all again next year. Maybe E3 will be a week-long by then, and maybe I'll have something other than an obscure Super Famicom game lined up for it. I wouldn't count out either being true.