Backdrop artwork for Idol Hotline: Nakayama Miho no Tokimeki High School
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Idol Hotline: Nakayama Miho no Tokimeki High School box art

Nintendo Famicom Disk System

Idol Hotline: Nakayama Miho no Tokimeki High School

1987 1 Jugadores 60% Not Rated

The game's protagonist enters Tokimeki High School and runs into a girl wearing glasses who looks identical to Miho Nakayama. Though the game is a standard text command-style adventure game similar to the Famicom Tantei Club series, in important scenes, the player is required to select a facial expression in addition to a verbal response. The four expressions (straight face, laughter, sadness, anger) must match the content of the response being given, and any incorrect responses immediately lead to the "game over" screen. This increased the game's difficulty considerably in comparison to other text adventure games where there were fewer incorrect choices. Some scenes specifically require that the dialogue not match with the expression. For instance, choosing a dialogue expressing joy with a straight face may be the correct choice in a certain situation because it represents a deeper level of emotion and thought on the part of the protagonist. This system allowed the game to simulate a level of complexity resembling actual love relationships, leading to its classification as a dating simulation rather than an adventure game. The game has two different endings, depending on the choices made during the game, and the prizes receivable via the Disk Fax network differed for each ending.

Fecha de lanzamiento
December 1, 1987
Desarrollador
Square
Editora
Nintendo
Jugadores
1

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Idol Hotline: Nakayama Miho no Tokimeki High School

The game's protagonist enters Tokimeki High School and runs into a girl wearing glasses who looks identical to Miho Nakayama. Though the game is a standard text command-style adventure game similar to the Famicom Tantei Club series, in important scenes, the player is required to select a facial expression in addition to a verbal response. The four expressions (straight face, laughter, sadness, anger) must match the content of the response being given, and any incorrect responses immediately lead to the "game over" screen. This increased the game's difficulty considerably in comparison to other text adventure games where there were fewer incorrect choices. Some scenes specifically require that the dialogue not match with the expression. For instance, choosing a dialogue expressing joy with a straight face may be the correct choice in a certain situation because it represents a deeper level of emotion and thought on the part of the protagonist. This system allowed the game to simulate a level of complexity resembling actual love relationships, leading to its classification as a dating simulation rather than an adventure game. The game has two different endings, depending on the choices made during the game, and the prizes receivable via the Disk Fax network differed for each ending.

Géneros

AdventureLife Simulation

Modos

Single Player

Estudios y créditos

Developer
Square
Publisher
Nintendo

Lanzamientos regionales

Fecha de lanzamiento

WorldwideDecember 1, 1987 · Not Rated

Galería

6 images

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