This week I was supposed to be doing Brave Fencer Musashi. However, I forgot to save at one point and lost more than two hours of progress, which really took the wind out of my sails. Years of autosave have completely atrophied my “save early, save often” instinct. So I needed something else on my shelf that I could play in short order. Incredible Crisis wasn’t something I had played before, but it seemed like it would fit the bill.
I knew two things about this game: it’s weird, and it’s really short. Oh, wait. That also means that I don’t know if it’s good or not. Did I choose the right column for it? Oh no, what if it’s bad? I really should have done more homework first.
Actually, if I had done my homework, I probably would have been reassured that Kenichi Nishi of Chibi-Robo and Love-de-Lic fame worked on the script for Incredible Crisis. Beyond that, hm…
In any case, Incredible Crisis released in 1999 in arcade and PS1 in Japan under the name Tondemo Crisis. Tondemo means “ridiculous” or “outrageous,” so the translation is pretty accurate. In 2000, it was localized in Europe and North America by none other than Titus Interactive. I generally know Titus as being one of the worst publishers of the early 3D era, being responsible for games such as Carmageddon 64 and Superman (on N64). I have a phrase that references their logo, “It ain’t no fun if there’s a fox on the box.” Incredible Crisis is one of the rare exceptions.
That’s probably largely because they only handled the localization of the game. Polygon Magic handled development and Tokuma Shoten Publishing published it in Japan. The translation is rather faithful, at the very least, but they cut out two of the 26 mini-games because they relied heavily on kanji.
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