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  • The use of color in popular video games can sometimes seem a bit like the movie The Wizard

  • of Oz.

  • Things kicked off with little or no color at all, but soon the landscape transformed

  • into one of bright, vivid, fantastic colors...only to fade back to shades of gray.

  • Truly colorful mainstream games seem to have dropped off somewhere in the sixth console

  • generation, and the system at the time that was perhaps home to more hues than any other

  • was the Sega Dreamcast.

  • Nearly every game I own on the system is a chromatic tour de force, regardless of genre

  • or whether the publisher was big or small.

  • There was no lack of colorful games on the Dreamcast, for sure, but one of its brightest

  • and most brilliant titles is sadly one that never had the chance to shine outside of Japan,

  • one of Sega's very own efforts at that.

  • Napple Tale: Arsia in Daydream.

  • Napple Tale was published in the year 2000 and developed by Chime, a small studio that

  • only worked on several other titles, including Sega Saturn Japanese exclusives Dragon Force

  • II and Terra Phantastica.

  • It's a game that is often mistakenly believed to be one of the Dreamcast's handful of RPGs,

  • which is understandable, since the back of the box labels it as an action RPG.

  • But much like Lack of Love, another great Dreamcast game that received the RPG label,

  • that designation is quite a bit of a stretch, and I'd say Napple Tale is an action adventure

  • game sprinkling in very light RPG elements, with the majority of gameplay resembling 2.5D

  • games like Klonoa or Pandemonium much more than true action RPGs such as Princess Crown

  • or the Secret of Mana.

  • The game is reminiscent of classic children's stories in the tradition of Alice in Wonderland

  • and the aforementioned Wizard of Oz, and plays out much like an interactive fairy tale.

  • It tells the story of a spirited, wide-eyed young girl named Arsia Porch, who just goes

  • by her last name, introduced to the player through Napple Tale's stylized, opening cinematic.

  • A deep dream about her mother's delectable stew causes her to become late for an important

  • date—a meetup with a couple of her friends at the town's popular Summer Solstice Festival.

  • Despite the rough start on account of Porch's tardiness, the three of them partake in the

  • evening's festivities with great joy.

  • However, the fun and games turn eerie, when Porch notices a strange glowing orb following

  • her and catches a glimpse of a mysterious figure in its light.

  • She's eventually lured into seeing a show in a large tent, and with a sudden flash of

  • light is magically transported to a fantastic, dream-like realm settled somewhere between

  • life and deathNapple World.

  • The mysterious figure Porch saw out the corner of her eye at the Summer Solstice Festival

  • is a meek little guy named Straynap, whom she'll ultimately refer to asSNfor

  • short.

  • His job is that of a Tama Guide, or Spirit Guide, in charge of escorting people from

  • one life to the next, and it is his doing that brought Porch to Napple World.

  • However, it turns out that Porch wasn't meant to arrive in Napple World just yet, as she's

  • the unfortunate victim of mistaken identity.

  • Straynap is a greenhorn just starting out, and screwed up his first assignment big time

  • by confusing the bubbly teenage girl with someone who has a similar name...Porché...a

  • cat.

  • How embarrassing.

  • Thankfully, Porch can return to her own world, but only after reuniting with the six petals

  • that departed from her body when crossing over into Napple World.

  • The petals are fairies that live inside of her, which sort of represent her life essence,

  • and are now spread out and hidden in all corners of the dream world's landscape.

  • Straynap takes full responsibility for his grave error, and vows to help Porch in any

  • and every way he can to find her petals and see her back to the real world.

  • The story unfolds through the eyes of Porch and her many encounters with the whimsical

  • and often times plain out odd inhabitants of Napple World, either via dialogue or cutscenes

  • resembling a children's picture book.

  • In addition to the side-scrolling, action platforming gameplay mentioned earlier, Napple

  • Tale also features free-roaming, adventure elements.

  • At the center of Napple World is a town, calledwhat elseNapple Town, which serves as a hub

  • to the various locales across this strange land, and is also where many of the inhabitants

  • of Napple World call home.

  • The misplaced Porch takes up temporary residence at 13 Ice, Straynap's house, which also doubles

  • as the location for his ice cream business.

  • However, before she even has a chance to settle and take in her situation, Porch is introduced

  • to a fellow named Piero in his large circus tent in order to learn the various actions

  • she can perform in Napple World via a tutorial section.

  • First off, she can jump with the press of the A button, which can be pressed again to

  • perform a double jump.

  • There are a lot of objects out in the world that Porch can interact with, such as trampolines

  • that boost her jump, and floating lifts that she'll grab onto that propel her to higher

  • ground.

  • Out in the wild there are hostile creatures called Pamera, who can be dealt with by a

  • simple press of the X button, which swings the over-sized racket Porch carries around

  • with her everywhere she goes.

  • While this action is primarily used as a melee attack, it can also be used to deflect projectiles,

  • as well as activate certain switches.

  • Although the paths of each action stage in Napple Tale typically go from left to right

  • and vice versa, unlike many 2.5D platformers, movement in these areas is not limited to

  • just a single plane.

  • The playable game space is narrow, yet wide enough to allow Porch to move in any direction,

  • which is a core part of the game design.

  • The controls in this game feel just right, and platforming is spot on and never frustrating.

  • Item collection is another core part of Napple Tale's gameplay, and things can be collected

  • in each stage by defeating enemies or by opening up treasure chests.

  • Of course there are standard items like hearts that restore health, but more often than not,

  • the items you'll find are pretty random, like chess pieces, computer circuit boards, and

  • tree stumps.

  • These things might seem useless, but they're actually important components in the creation

  • of Paffets, doll-like creatures unique to Napple World.

  • The Remix Room is located on the second floor of 13 Ice in Napple Town, and it's in here

  • where you can create Paffets.

  • First, you'll need to break down your items into MIS, which are the Paffets' building

  • blocks.

  • By using the Decode Machine, you can rotate and search each item individually for a limited

  • period of time to find the three or four MIS associated with it.

  • The MIS are invisible, but by cycling through three filters, you can find them with ease.

  • Often times MIS are located on the most interesting points of the item being evaluated, and it's

  • never too difficult to discover them all even with a time limit.

  • There are dozens of different items you can break down with the Decode Machine, and it

  • may seem rather tedious having to do this for each one, but thankfully, you can automatically

  • extract MIS from items you've already successfully decoded.

  • Using the Remix Machine located in the same room, you can combine four MIS items to create

  • a new Paffet, but in order to know which items create what Paffet, you'll have to acquire

  • a recipe for it first.

  • These recipes are found in chests, but are also frequently given to Porch by NPCs.

  • There are 71 Paffets total, split up between two typesAction Paffets, who act as companions

  • to Porch, following and supporting her around Napple World, and Furniture Paffets, which

  • are, well, furniture for the most part, but there are some Furniture Paffets that take

  • the form of everyday items, such as the Dream Camera.

  • Action Paffets can be chosen to accompany Porch in the basement level of 13 Ice, up

  • to a total of five, though only one is selectable at any given time.

  • To choose a Paffet, you must press the R trigger to scroll through the current roster, and

  • pressing B performs the Paffet's action.

  • These Paffets have a really varied and diverse set of skillsfor example, many can be used

  • to attack enemies, while others are used to restore hit points.

  • The most useful of the Paffets are those that turn into objects that help Porch get to hard-to-reach

  • spots, places that often hide treasure chests.

  • There are only a limited number of times an Action Paffet can be used, and once they're

  • up, the Paffet will run away.

  • Thankfully, though, any Paffets that run off will return to 13 Ice, and before that happens,

  • uses of the Paffet can be restored with items dropped by fallen enemies or by returning

  • to Porch's bedroom, which also recovers HP.

  • The Furniture Paffets are almost always made with the goal of helping out the residents

  • of Napple Town in one way or another.

  • A lot of characters will request certain paffets and provide the recipes for them, such as

  • the mayor of Napple Town, Frocar, who wishes to make the town more beautiful or functional.

  • You can help one character go from living in a trash can to having a fully furnished

  • house.

  • Some of the Furniture Paffets are necessary to advance the story, so it's always a good

  • idea to make as many as possible.

  • You'll usually receive an item from characters after completing their requests, but one of

  • the better rewards for helping out the people of Napple Town comes in the form of Napple

  • Seeds, which are given to Porch by the Church Druid every now and then as she helps the

  • townsfolk.

  • Napple Seeds are automatically planted in a pot in Porch's room whenever she returns

  • there, where a plant will steadily grow until four are collected, which increases Porch's

  • HP limit by one.

  • Most of the game's Napple Seeds are found in action map treasure chests, but if you

  • want to maximize the health bar, you'll have to complete all Furniture Paffet side-quests.

  • Collecting money is a pretty common staple of platforming games, so it's no surprise

  • that Napple Tale also contains this feature.

  • There are coins scattered about every level, and money bags which are dropped by decoy

  • Pamera treasure chests.

  • Coins can be used at a crank up capsule machine housed in the Collection Room, which is right

  • next to the Remix Room on 13 Ice's second floor.

  • Porch can cash in ten coins for a chance to receive a random item from this machine, a

  • few of which are the coveted Napple Seeds, and she can also get items to use in the Decode

  • Machine.

  • However, chances are she'll get one of several types of cards, optional collectibles in Napple

  • Tale.

  • An overwhelming majority of cards are only obtainable through the crank up machine, though

  • certain ones are acquired from treasure chests and by completing side quests.

  • There are hundreds of cards to collect, all of which can be viewed right there in the

  • Collection Room.

  • The Character, Paffet, and Pamera collections contain info on friends and foes, but also

  • allow you to view their 3D models with the ability to rotate and and zoom in and out.

  • Map Cards are all about the various locales of Napple World, and Art Cards feature a lot

  • of amazing promotional art from the game as well as a nice amount of concept sketches.

  • Finally, Music Cards let you listen to any of the songs from Napple Tale's impressive

  • soundtrack, which was composed by the famed Yoko Kanno, who has a prolific body of work

  • in television and movies, commercials, Jpop, and perhaps what she is most famous for around

  • the world, anime.

  • In my opinion, her music is some of the most underrated on the planet, as is this game's

  • OST.

  • Every single track played throughout the game amplifies the mood and experience just perfectly,

  • and it's arguable that the music in Napple Tale is it's single greatest asset.

  • There are several vocal tracks that feature the talents of one of Kanno's frequent collaborator's,

  • popular voice actress and singer Maaya Sakamoto, who also provides the in-game voice of Porch.

  • The Dreamcast has a huge library of games with phenomenal music, so it's no small compliment

  • when I say that Napple Tale's score is among the best on the system.

  • Hell, I'd say it's one of the best video game soundtracks ever put together, period.

  • I know I'm definitely not alone on that one, and even Sega realized how great the music

  • is in Napple Tale by including the elusive fan-favorite trackFolly Fall,” in SegaCon

  • Volume 2, the latter half of a six-CD compilation released in 2001 that collects the very best

  • music from the company's long and storied history of published games.

  • Napple Town is divided into four parts, each with a street that leads to a gate where you

  • can play the level of your choice via a map, of which there are three total per gate.

  • Time functions differently in Napple World than it does in the real world, so seasons

  • occur simultaneously but in different areas.

  • Each division of the town and the action stages attached to it takes place in one of the four

  • seasons.

  • The game starts off fittingly in the Spring area, Cherry Front Street.

  • The first accessible stage is "New Year's Day," which begins in the death throes of

  • Winter, opening up to the lush greens of Spring and culminating in a drop down an enormous

  • waterfall.

  • "The Wild Wind" is a personal favorite of mine, probably because it reminds me so much

  • of the first level in Klonoa.

  • Porch will move along floating islands, climb a mountain, and pass through windmills, at

  • times being carried by the wind.

  • At the end of the area, she'll ride a giant wind fish to another place, where she'll have

  • to carefully cross a bridge of musical notes.

  • The final area in Spring is "Wonder Bed," which is set in the dream of a character named

  • Alice, who is based on the heroine from Alice in Wonderland.

  • This level is made up of series of giant tree branches cluttered with over-sized objects

  • based on things found in Alice's bedroom.

  • The Summer stages are accessible from Ocean Blue Street, the first of them being "Ajisai,"

  • a level taking place on a large, circular fountain surrounded by water and blooming

  • flowers.

  • The next stage, "Once Summer," starts off as a stroll on the beach, but soon takes Porch

  • through a giant wall of water where hostile giant crabs await to strike without notice.

  • And to conclude this area, Porch will hop across the rooftops of a town, set against

  • a fantastic night skyline during what looks to be the Summer Soltice celebration she was

  • so abruptly whisked away from in "Festival Night."

  • The festive theme isn't just for show, as several portions of this level require Porch

  • to participate in some fun, and dangerous, carnival games.

  • The Autumn Gate is accessed from Rouge Leaf Street, and the introductory Autumn action

  • map is "Red and Gold," which features a humongous tree in the background, with the level itself

  • consisting of walkways around and inside the tree in order to reach higher ground.

  • "The Moaning Well" is a long, twisting path down a big well filled with dangers and a

  • few mine cart-like rides on water slides.

  • The last of Autumn's three stages is "The Secret Garden," a land that rests in the wandering

  • heart of its creator, a young girl named Cecil.

  • In this stage, Porch will need to clear three separate trials to unlock a door to reach

  • the center of the garden, where she can help the troubled Cecil discover herself once more.

  • The last season, of course, is Winter, which is associated with Silver Line Street.

  • "Fjorland" makes great use of its carnival setting by featuring a range of fantastic

  • colors, as well as ferris wheel and bouncy balloon platforming sections, ending the festivities

  • with a thrilling roller coaster ride that can be seen taking up the entire background

  • throughout most of the level.

  • "Snow Corridor in Ice Month," despite its odd name, is a beautiful stage up an icy path

  • littered with obstacles such as giant snowballs, and also has one of the best BGMs in the entire

  • game.

  • And finally, "The Crystal Palace" involves Porch making an arduous trip up the spiraling

  • path of a tall fortress, and then a slippery journey across an icy bridge to the structure

  • that is part of the stage's namesake.

  • Completing the main stages of each season comes with the added bonus of changing the

  • aesthetics and music of Napple Town, allowing the four divisions to flourish in their respective

  • seasons.

  • Most action stages are pretty linear, but there are a few stages which break from the

  • standard platformer formula by giving a bit of freedom on how to complete the level.

  • There's a 3D mini map on the bottom right of the screen, and score and time is displayed

  • on the Dreamcast's VMU.

  • High scores for each stage can be viewed in the Collection Room, though there's no real

  • point to improving the scores other than to test your own skills.

  • Within most action stages are buildings and characters that are also found in Napple Town.

  • It's a strange idiosyncrasy in Napple Tale, as both the Napple Town and seasonal versions

  • of each character are separate entities that are aware of each other and also share a kind

  • of physical and spiritual link.

  • Often times these seasonal versions of the denizens of Napple Town need help, and Porch

  • will have to provide that help in order to progress through the story.

  • Saving the game can be done in Porch's room back at 13 Ice, but save stations are also

  • frequently placed at the end of an action stage, next to a door that leads back to Napple

  • Town.

  • The reason for these save stations is to provide the player with a chance to record progress

  • before taking on the stage's boss.

  • Nearly every level will end with a boss fight, during which time Paffets are completely prohibited

  • from use...but to be honest, they won't be needed, because unfortunately, every single

  • boss in the game is a complete pushover.

  • The attack patterns are nice and varied, and the bosses themselves are cleverly designed

  • and interesting to look at, but the need for strategy is almost non-existent, since you

  • can usually just run up and strike them over and over again until their health is completely

  • drained without taking much damage through the whole ordeal.

  • The sad truth is that the single weakest element of Napple Tale comes in the form of its underwhelming,

  • easy boss battles.

  • Four of the Petals that Porch and Straynap are searching for are found after beating

  • and completing all of the necessary requirements for the main levels, and two are received

  • from helping Alice and Cecil overcome their personal difficulties in their respective

  • stages.

  • Once all six Petals are recovered, it's finally time for Porch to return to her world.

  • Before she goes, a big party is held in Napple Town, attended by all of Porch's new friends,

  • whom she'll now have to bid farewell to.

  • It's a bittersweet gathering, since she'll definitely miss Napple World and all the people

  • she has come to know, but she has her own home in the real world, and it's been way

  • too long since she's gotten to taste her mother's amazing stew.

  • With all her obligations met and Petals in tow, Porch traverses through the "Mirror Illusion,"

  • the final stretch of her long journey.

  • But as soon as she reaches the halfway point, Porch...well, I'll just leave the rest for

  • you to figure out on your own.

  • I wouldn't want to spoil what happens at the end of the game for anyone who hasn't played

  • through it yet, so all I'll say is that there are a couple of twists and turns, and that

  • I was truly moved by Napple Tale's grand conclusion.

  • Extra things to do in the game include finding a rather shady character named Garg around

  • Napple Town and in many of the stages, and discovering all of his locations rewards Porch

  • with a musical score.

  • In certain stages you can also find one of the children from town dressed as a pumpkin

  • in order to collect more character cards.

  • Bonus boss and score attack challenge stages are playable when escorting a couple of story-related

  • Paffets to a certain house in town.

  • On the main menu, all the standard settings are available to tweak, but there's also an

  • option for the Dream Passport 3 that would have taken you to the Napple Tale homepage

  • back in the Dreamcast's heyday.

  • An extra Paffet Challenge feature was also available for download there, but...well,

  • yeah, good luck getting a hold of that now.

  • I beat Napple Tale in exactly 16 hours, but it can be completed faster if you skip the

  • numerous side-quests or lengthy dialogue sessions.

  • I remember first hearing about this game way back when I was in high school in an issue

  • of Official Dreamcast Magazine, and from that point I always longed to play it.

  • Over a decade later, upon fulfilling that long-held desire, the suspicions I harbored

  • about the game were confirmed: Dreamcast fans outside of Japan really missed out on a gem

  • of a game.

  • Napple Tale is a remarkable experience, full of charm, fun, and heart.

  • I can easily say that it's one of the true classics on the Dreamcast, a system that has

  • more classics than I can count fingers on my hands and toes on my feet.

  • Perhaps more than any other game I've covered with Import Gaming FTW, it's a real shame

  • this one never had the chance to spread its wings wider than it did.

  • Napple Tale can be one of the more expensive and difficult to find Japanese Dreamcast titles,

  • but I feel it's definitely worth the price and effort to track a copy down.

  • If you absolutely cannot play the game for whatever reason, you should at least make

  • an attempt to listen to its wonderful soundtrack.

  • Your ears will thank you.

  • Anyway, as always, thank you for watching this episode of Import Gaming FTW!

  • Thirty episodes in, my how time flies.

  • I wonder if I have it in me for thirty more?

  • Well, until next time, this is Jimmy Hapa, a man who's already lost all of his petals

  • from years of debauchery...yeah, take care.

The use of color in popular video games can sometimes seem a bit like the movie The Wizard

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