The Famicom can be perceived as the birthplace of kusoge. While bad games have existed since the creation of the medium, the origin of the term itself is murky but generally is believed to have been coined in reference to a Famicom game.
Hoshi wo Miru Hito, translating roughly as Stargazer, was one such game that rose to the rank of kusoge no densetsu (crap game of legend). It’s easy to see why. RPGs blew up in Japan following the release of Dragon Quest in 1986, and here is a game that was quick to capitalize on that with one set in a sci-fi environment. It even predated Phantasy Star by roughly two months, but not Ultima, which had been doing sci-fi since 1982. Nonetheless, Hoshi wo Miru Hito wasn’t short on inventive ideas for the genre.
It’s just too bad they’re buried beneath indescribable suffering.
This look comes with the help of the fan translation started by KingMike and finished by brandnewscooby. If it adds any glitches that weren’t present in the original unpatched version, I really wouldn’t be able to tell.
You are dropped, without explanation, in a forest. Having no initial context is hardly exclusive to Hoshi wo Miru Hito, but it’s the sort of situation where your Dragon Quest experience really pays off. You’ll know that your first order of business will be to find the closest town. That town is actually one square to the West, but you’d have no idea just by looking at the screen. It’s invisible. It doesn’t show on the world map. If you didn’t immediately go West, you wouldn’t know it’s there.
This game is about space psychics maybe Hot-B thought you might be psychic too!
There is someone who states that the town is hidden by the combined psychic power of its citizens, and I don’t know if that’s an excuse or if someone actually thought it was a good idea to have an invisible starting city. It’s honestly hard to tell with Hoshi wo Miru Hito, because there are already a tonne of design choices that leave you wondering if it comes down to laziness, poor
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