Tower Dream [タワードリーム] Game Sample - SNES/SFC
Tower Dream is a fairly simple to learn, hard to master virtual board game in the vein of "Monopoly" (unlike typical Sugoroku video game variations, this title primarily deals with properties and property value), published by ASCII Entertainment and developed by C-Lab (who have developed and published a lot of miscellaneous titles in the sim/gambling sector, but are best known for "Rusty", "Choro Q Jet" and "Money Idol Exchanger") in 1996. The game is notable for its large character sprites, satirical comedic edge (just look at that Princess Peach spoof or Mario tower signage) with designs by Tamakichi Sakura, seven levels ranging from contemporary to fantasy, and it's one of the few games compatible with ASCII's "Turbo File Twin" accessory (utilizing files in STF mode). A sequel was released two years later for Playstation.
If you've played Monopoly, you generally know what to expect. Players roll a 10-sided die (or decahedron) and move spaces, buying properties they land on with their finances or landing on special spaces that have different effects: some let you draw cards with a variety of good or bad effects, hitch a ride in a strange taxi (which doubles whatever you roll), play a slot mini-game (get the coveted 7s to get a fully-grown twenty floor tower!), get free building floors (that grows depending on how many people don't land on it prior, like a jackpot), warp, and more. You'll also occasionally run into a merchant who gives you items that have positive or "curse" effects (Ex: Banana pot which drops bananas people will slip on with every step, or spiked sneakers that prevent slipping, etc.). While it sounds like a lot, there isn't too much variety in the cards or effects in play. You gain money whenever you pass "go" or special landmarks on the map as well.
The main thing to know is that when you place properties, you gain money on all adjacent properties, and you gain more if you are the first to place a property next to an opponents, allowing you to build a business around it that you can sell later. Starting out, you want to place properties in rows but not directly next to each other; you'll gain more money until you can start building in closer proximity as prices rise the more buildings are connected. It's also better to find one or two areas and stick with it as opposed to having too many properties spread out. Landing on the same properties allows you to continually upgrade them and increase their value (turning into complexes at the ten floor mark and towers with thirteen or more).
The board variety is cool (Times Square, King of Tokyo, Bora Bora Island, Hong Kong Night Tour, Nightmare Street 13, Lucky Star, and Merenge's Dreamland): each stage ranges from 45 to 90 minutes on average as they come in different sizes and different turn counts. The player can also choose a few different avatars which differs from those of the CPU opponents (who come with different personalities and skill ratings). The graphics and sound are okay... some stages look better than others and the music gets the job done, but it's not really memorable. The game has small pauses when moving along the map, which is a little irritating, and the A.I. usually has their way, which is expected in these games of chance, but it's certainly playable overall.
This is a basic video condensing one of the map playthroughs. Enjoy.
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