Current version:Super Famicom / SNES
Neugier - Umi to Kaze no Kodou

Neugier - Umi to Kaze no Kodou

Neugier - Umi to Kaze no Kodou is a Super Famicom role-playing game released in 1993 developed by Wolf Team. It centers on area exploration, combat and party setup, and character progression, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.

AI score · out of 10
6.6 / 10
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About this game

Neugier - Umi to Kaze no Kodou is a Super Famicom role-playing release centered on area exploration, combat and party setup, and character progression. Story beats, exploration, and progression resources support a longer campaign, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on campaign length or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Characters, world building, maps, and music carry most of the atmosphere, while sprite animation, scrolling, color, and chip-based audio jointly carry readability and atmosphere. The main genre-specific friction is that dense text, menu layers, repeated battles, and language dependence can slow progress. In addition, password or battery saves, multiplayer accessories, manual dependence, regional language, and cartridge enhancement chips can affect original-hardware use. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.

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Super Famicom / SNES

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

6.6 / 10Super Famicom / SNES

A short, enjoyable grappling adventure that tests overhead spatial judgment.

Neugier concentrates progression on standing and jumping sword attacks, with flying enemies making the latter important. Its grappling hook crosses gaps, retrieves objects and turns crates into improvised projectiles. Simply touching an enemy causes no damage, giving close movement welcome forgiveness. Shoulder-button equipment switching is convenient, and saving or continuing after death retains attack growth. Extensive overhead jumping nevertheless demands uncertain distance judgment; falling usually costs only time, but repeated attempts interrupt momentum. Death also restarts the current stage. Six areas have distinct enemies and scenery, accompanied by suitable rather than especially memorable music. The slight plot and restrained presentation offer limited narrative depth. An end ranking encourages improvement, making this a pleasant compact action challenge rather than a substantial role-playing epic.

Strengths

  • Versatile grappling hook
  • Separate sword-attack growth
  • Attack growth retained after death

Weaknesses

  • Difficult overhead jump judgment
  • Slight story and content
  • Current-stage restarts

Who it is for: Players who enjoy grappling action and optimizing short adventures.

Play notes: Japanese story; no official English release, and saving or continuing after death restarts the current stage.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Completion ranking encourages mastery, but six short stages and a slight abduction plot offer limited lasting depth.

Reviewed5.7 / 10Not provided
Dimension

Separate sword growth and versatile grappling provide useful action choices, with forgiving contact rules.

Reviewed7.0 / 10Not provided
Dimension

Distinct enemies and scenery distinguish locations, with suitable music but few striking audiovisual highlights.

Reviewed6.3 / 10Not provided
Dimension

Efficient equipment selection and retained growth ease play, but overhead jump distances and stage restarts can frustrate.

Reviewed7.1 / 10Not provided

Review sources

Not provided

Core information

Publisher
Renovation
Release date
1993
Platforms
Super Famicom / SNES
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
Main Story 20–50 Hours2D GraphicsSolo-friendlyExplorationCreature Collection and TrainingLevel ProgressionTop-downStory-drivenTurn-based CombatLong-term ProgressionFantasy
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Single player
Perspectives
Top-down

Release editions

Sources

Not provided