Questions about Transfer Student

I’ve just been looking at Transfer Student on JAST USA’s website and it looks quite interesting. Firstly, the artwork looks very much like Season of the Sakura’s or Three Sisters’ Story, but improved with higher colours. I was thinking of pre-ordering it, but there are a few things that I’m still not clear on.

Firstly, is this a Windows or DOS based game? I know that the site says that it is Windows, but then Three Sisters’ Story’s page also says Windows 95/98/ME, yet there is no chance that Three Sisters’ Story would run in Windows ME on my computer.

Secondly, anyone know what the game is like? The description on the page seems a little vague to me and $24.95 seems awfully cheap for a newly released game. Can anyone tell me any English released games that it is similar to, if any?

One last thing, are those screenshots on the site when you click on them full-sized screenshots from the game? I’m guessing that if they are, the game will use a decoritive border like Three Sisters’ Story and many others. This isn’t really too much of a concern anyway (I will still order it), though I prefer full-screen games like the ones here at Peach Princess.

The game was originally $34.95, due to reasons unbeknownst to us, the delay being perhaps one of the reasons, it was lowered to $24.95. But, I am most certain the game runs on Windows 95/98 since it is one of Excellents later games, the palette probably also has more colors than that seen in May Club, also an Excellents game, and if you’ve played Fairy Nights and Legend of Fairies, you can be sure of the same high quality graphics as those titles, especially that of the sequel, Fairy Nights.

Bokmeow, you’re info is inaccurate. Transfer Student was originally made by JAST, not Excellents. (Same group that made Runaway City and Three Sisters Story). The game originally was a native JWin 95 game, but is being updated and recoded to run on everything up to XP (Probably in 95 or 98/Me compatibility mode would be my guess) One of the reasons the game took so long was that it had to be recoded to English Windows without the original Japanese company’s assistance. (unlike PeaPri).

[This message has been edited by Doug (edited 02-10-2002).]

My bet is that the interface and all that is similar to Runaway City and 3SS.

You’re basic goal in Transfer Student would be (Guessing from the product description) trying to figure out if Shiho really has transferred from your fantasy life to the real world to be with you. (and all the sanity questions that could bring up). Second goal would be to figure out who you truly love. Do you pick your Stepsister Motoka, or do you choose Shiho and find reality a little disappointing with her or everything you’ve fantasized about, or do you show Terumi-sempai what kind of man you truly are? It has potential.

quote:
Originally posted by TurricaN:
Firstly, is this a Windows or DOS based game? I know that the site says that it is Windows, but then Three Sisters' Story's page also says Windows 95/98/ME, yet there is no chance that Three Sisters' Story would run in Windows ME on my computer.

Actually I run Windows Me and 3SIS does work although I don't get sound. On the otherhand Season of the Sakura runs perfectly including sound. For Sakura one of the presets for windows works great for me. With 3sis I have to run the bat file through a ms-dos window. Works but no sound... oh well.

[This message has been edited by tabris17 (edited 02-10-2002).]

Thanks for the info ppl

Just a couple more things:
Is this a visual-novel (like Snow Drop, Tokimeki Check-In etc.) or an adventure game (like Three Sisters’ Story, Runaway City etc.)? Also, there are no voice actoresses in this game right? And what type of length should we expect for this game? Sorry if I’m asking too many questions.

quote:
Originally posted by tabris17:
Actually I run Windows Me and 3SIS does work although I don’t get sound. On the otherhand Season of the Sakura runs perfectly including sound. For Sakura one of the presets for windows works great for me. With 3sis I have to run the bat file through a ms-dos window. Works but no sound… oh well.
Well, yeah, I can run Three Sisters’ Story in Windows ME without sound, but I don’t consider a game to be ‘‘working’’ unless the sound works.

Hmmm… what I really meant by ‘‘Adventure game’’ and ‘‘Visual-Novel’’ was an adventure game being one, such as Divi-Dead or Three Sisters’ Story, where you can move around and take your time to look at things, talk to people, think etc. and a visual-novel being one, such as Snow Drop or Tokimeki Check-In where any choice you make will always progress the game in some form. These type of games usually tend to have fewer choices throughout the game compared to what I consider to be ‘‘Adventure’’ games.

I do see your point about being able to move around in Snow Drop, but even while moving around, the game is always progressing as time is passing as you visit each area of the game, as opposed to, say Divi Dead, where you can wander around for as long as it takes you to find something that you can do or need to do.

From the looks gameplay should be similar to The visual Adventure games like Divi-Dead and 3 Sisters’ Story.

The matter is ultimately irrelevant, I think, but I dispute the idea that Snow Drop is an adventure game based upon it’s interface. A list of options represented graphically instead of as a straight list is still a list of options.

Yeah, I guess it’s irrelevent… either way, I’ve already pre-ordered Transfer Student now and I’m sure I’ll enjoy it whatever type of game it is.

I am kind of hoping it will be similar in gameplay type to Three Sisters’ Story or Runaway City, it’s been ages since I’ve played a game like those, not that they’re particularly great games, just something different to most of the more recent games.

[This message has been edited by TurricaN (edited 02-12-2002).]

quote:
Originally posted by TurricaN:
I am kind of hoping it will be similar in gameplay type to Three Sisters' Story or Runaway City, it's been ages since I've played a game like those, not that they're particularly great games, just something different to most of the more recent games. [img]http://princess.cybrmall.net/ubb/smile.gif[/img]


Why would they not be great games? ^^;. After all, most of them offers more paths and alternatives than some of the more recent games does.

quote:
Originally posted by TurricaN:
I am kind of hoping it will be similar in gameplay type to Three Sisters' Story or Runaway City, it's been ages since I've played a game like those, not that they're particularly great games, just something different to most of the more recent games. [img]http://princess.cybrmall.net/ubb/smile.gif[/img]

Unless they decided to completely revamp the gameplay as well, Transfer Student should be the same as the two aforementioned games.

Ever since JAST USA began advertising this product (so long ago), I've been pretty curious about it. I mean, I PLAYED the original Japanese version, and the story isn't anything near the synopsis on the website. It makes me wonder if they did a completely rewrite for the English version. On the other hand, maybe the original Japanese game underwent an overhaul and I didn't notice.

Oh, don’t get me wrong, I do think that Three Sisters’ Story was a good game, as was Runaway City. The problem for me, mainly in Three Sisters’ Story was that at times, it could just seem like you were trying the same thing over and over again and not getting anywhere, though I guess that’s what adventure games are usually about. I guess it makes the game last longer too.

I think the other problem was, True Love was the first bishoujo game I played and I was trying to compare it with Three Sisters’ Story, which was the second I played. I really enjoyed True Love and being the first one that I played, I guess I my expectations of other bishoujo games were too high in my personal preference of these games. That was a few years ago now though.

Transfer Student should be cool anyways, as will Critical Point - I hope they can both keep me entertained while waiting for the next bishoujo game release.

Let me clarify that: I do not dispute that Snow Drop does not qualify as an adventure game, I dispute that it does so on basis on it’s interface, which is not so.

Before I get into this, some cursory video game history: the genre called the adventure game can be traced entirely back to a single source, a mainframe game from the mid 70’s called ADVENT, or Adventure, or Collossal Cave Adventure, depending on who you ask. It was a fairly simple game about a treasure hunt set in a large cave system. Designed by Will Crowther and Don Woods, it would go on to be one of the most replicated and ripped-off games of all time. The first was Dungeon, designed by a group of MIT students. It eventually evolved into a trilogy of PC games, the ZORK trilogy. At about the same time, an entrepanuer named Scott Adams (no relation to the Dilbert author) used ADVENT as a basis for a game of his own, which he called Adventureland. He sold it through a computer magazine, thus becoming the world’s first commercial game designer. Between them, these three games formed the foundation of the genre known as the text adventure, which prospered throughout the 1980’s.

At about the same time ZORK I was released commercially Sierra On-line pioneered the graphic adventure with Mystery House. The game faired poorly, however Sierra caught the attention of IBM, which contracted them to create a game for their new PCjr. system. The result of this deal was King’s Quest, the first in a line of games that would become the origins of the graphic adventure. Lucasfilm is another early pioneer of the genre, releasing Maniac Mansion in 1985(?) and a number of games thereafter.

And then, there was Myst.

Myst is a historically significant game for a number of reasons: it was the one of the first games in the CD-ROM format to become widely popular, it was one of several games that catalyzed the renniassance of PC gaming in the mid-1990’s, and it was easily the most popular and best-selling adventure game to date, meaning it was the one all others tried to imitate. The text adventure, unable to compete with the visuals of the graphic adventures that followed Myst, died out commercially, and moved into the realm of freeware, where it continues to prosper amongst enthusiasts to this day. Meanwhile, graphic adventures experienced a boom that lasted through about 1997. Unfortunately, today pure adventure games are almost unheard of commercially. The console-raised crowds of the 1990’s weren’t terribly into puzzles, particularly the badly-designed puzzles that plagued far too many commercial adventure games, and the genre petered out, eventually being absorbed into the action-adventure genre pioneered by the Tomb Raider series.

Throughout all this, one characteristic has set the adventure game apart from the faster action games or more intricate RPGs that split most of the serious gaming scene between themselves. The adventure game is rigidly deterministic. There is no element of chance or timing (or if there is, it’s considered antiquated, or at least questionable, design philosophy). An adventure game can be mapped out to a series of cause-and-effect relationships, and is easily completable once you know how. With other games this isn’t so. An action game will require quick thinking and reflexes, an RPG will require planning and forethought. The adventure game requires merely knowing what set of cause-effect relations to persue to get you to your goal.

This is not to diminish the genre, indeed it can even elevate it. Free of the need to provide action at regular intervals, the designer is free to focus on plot and character. Thereby the game becomes more about telling a story then about providing an obstacle course of challenges for the player to overcome. Properly designed, the adventure game can even recruit the player to be a co-author, and write part of the plot himself, commonly through choosing the path of the main character’s action.

So then, the primary characteristic of an adventure game is a deterministic nature where all possible game states and the means to reach them are mappable, given enough paper. A secondary characteristic, applicable only to more recent games, is a focus on story rather then challenge factor. By these criteria, both Snow Drop and TCI qualify as adventure games, and with all due respect and luv to Kimiko, the idea that they are seperated by range of movement is erroneous.

Now, the definition of an RPG is another issue entirely…

So is there a real intent on releasing Transfer Student (i.e., Mon Mon Gakuen)? The game has literally been on hold for at least five years now. Don’t get me wrong. I would still buy this game simply because I like the artwork. I’m just becoming totally skeptical after waiting this long.

Jeffery, I think that you are right. I remember reading the summary for the game a long time ago, and it doesn’t sound like the current description that I just read. I wonder if I was just misinterpreting the game before, or did the story get slightly modified.

quote:
Originally posted by kasumi:
So is there a real intent on releasing Transfer Student (i.e., Mon Mon Gakuen)? The game has literally been on hold for at least five years now. Don't get me wrong. I would still buy this game simply because I like the artwork. I'm just becoming totally skeptical after waiting this long.
They had better release it, I just ordered it. [img]http://princess.cybrmall.net/ubb/tongue.gif[/img] Really though, I didn't realise that it had been on hold for five years, though being 14 five years ago would explain why I didn't know this. [img]http://princess.cybrmall.net/ubb/biggrin.gif[/img]

[This message has been edited by TurricaN (edited 02-18-2002).]

Cosidering that I’ve had it on preorder for 2 years (I ordered it the same time as Legend of Fairies and Fairy Nights) It’ll be a relief when they do ship it.

You know, I really cannot remember if I pre-ordered it or not. And if I did pre-order, did I use my main email account I use now or did I use one of those silly 19 accounts I had in school or even my last work account? Ugh, or even my mailing address. I mean, I’ve lived in three different states and with at least 5 different mailing addresses in the past 5 years. Darn it, time to dig through old computer files again…

quote:
Originally posted by Kumiko Kamiyama:
Kumiko has to point out a couple corrections to Craxton-san's rather interesting trip down memory lane... [img]http://princess.cybrmall.net/ubb/smile.gif[/img] (likewise, with all due respect... [img]http://princess.cybrmall.net/ubb/biggrin.gif[/img] )

[img]http://princess.cybrmall.net/ubb/biggrin.gif[/img]

quote:

The classic Adventure game was offered on various systems and various times, including mainframes, of course.

Oh yeah, since the original PDP-10 version, ADVENT has been ported to damn near everything that runs, not to mention modified, expanded, and rewritten continually. It's so widespread that one could devote an entire webpage just to the history of ADVENT. Actually, someone has. ( http://www.rickadams.org/adventure/ )

quote:

There are still excellent adventure games being released today. Myst III is one example, but so is The Longest Journey and Legend Of Lotus Spring (although they are both a year or so old, now.) The adventure genre has not died out, nor has it been taken over - it's still there, just as family games are there outselling the stuff like Tomb Raider that get lots of hype (but not the sales, compared to something like Who Wants To Be A Millionaire and other such titles.)

This is also quite true, but two big problems work against the genre's commercial prosperity: 1) Pure adventure games don't sell. The highly acclaimed Longest Journey sold pathetically in the states, and even more high-profile efforts like Myst III and Monkey Island 3 barely break even any more. The general gaming public wants thrills less cererbral in nature. 2) Pure adventure games have very low replay value. A pure graphical adventure is usually defined as either a sequence of puzzles interspersed as obstacles along a storyline, or in a higher sense, a story within which involves input from the player as an integral part of the storytelling. In both cases, once you've reached the end, that's all there is. You've seen the entire story, you've solved all the puzzles, and there's nothing more to see a second time through. With multiple endings it's the same, you just have to go through it multiple times. Either way, sooner or later you've seen it all and you shelve it. This means that an adventure game, even a really good one, doesn't stay in the public mind long, and the genre rarely gets any momentum from it's success.

What this means is that the pure adventure game is on commercial life-support: only enthusiasts build them, and only a small niche plays them. Not very encouraging for the future.


quote:

To put this another way... if someone who was a big Western adventure fan sat down to play Tokimeki Checkin, they'd be sorely disappointed, at least initially. Their first question would be "how come I can't choose to go to [insert location] to explore it and check it out?" An adventure game would allow that, but a game like TCI doesn't. [img]http://princess.cybrmall.net/ubb/smile.gif[/img] They'd have to adjust to a different type of gameplay and interface that simply does not match their expectations of an "adventure game". Meanwhile, Snow Drop does allow this - it's simpler than most Western adventure environments, certainly, but it does allow the freedom to explore, and that's expected for adventure gamers. [img]http://princess.cybrmall.net/ubb/smile.gif[/img]

So, this is the distinction that Kumiko was pointing out, that's all. A game like TCI tends to annoy adventure game fans in the West due to lack of freedom, while a game like Snow Drop has freedom to explore (albeit a simpler environment than they are used to today.)

[This message has been edited by Kumiko Kamiyama (edited 02-18-2002).]


The thing is, though, by that definition Snow Drop is at best a digital novel masquerading as a "true" adventure game. In both SD and TCI the game design is fundamentally identical: You get told a story, then at some point the story stops and asks you to make a decision as to what happens next. Based on that decision, (and sometimes past ones), you get more story, and then stop again for a decision point, and so on until you reach an ending. Snow Drop merely substitutes locations for actions.

Under Kumiko's definition, there are very few bishoujo games which qualify as "true" adventure games. There are a number whereby you can wander around at will, yes, but usually that structure lends itself to either a single "place to be" to advance the plot, and a lot of basically empty areas, or a group of events that must be collected by visiting various places to advance the plot. The real old school JAST USA titles are probably the closest we've got to a real adventure game at this point.

Craxton does not consider all this to be important, though. ^_^ The text adventure community has generally come to accept the CYOA as a subspecies of adventure game, and it is more or less into this category that what we call "Digital Novels" fall. This means that the digital novel is a kind of adventure game with specific traits. In other words, a jargon term used mainly for convenience' sake.