Ever since I got a glimpse of what this game looked like, I had to struggle against the unbearable thought that I could probably never play it. I couldn't help but feel attracted by the game's peculiar and enigmatic aura... Enigmatic indeed, as only a very few information about GiFTPiA was available on the non-Japanese web. Which is nothing surprising: Even in Japan, the only region in which it was released, this game wasn't really a best seller... and considering it was probably the most daring Nintendo production since MOTHER 2 back in 1994, it was pretty obvious it would never make it to the West. Indeed, Nintendo of America ultimately decided it was "too weird" for us Westerners. And seeing the game contained a ton of text and could not be played without advanced knowledge of the Japanese language, this meant it was out of our reach. That is, until I stumbled across a 150 pages-long script in English. A translation of GiFTPiA did exist ! Team Kirameki, a young Italian pair dedicated to translating Japan-only games, put a lot of effort in the translation of this lost gem. And as of March 2011, the script was released ! Of course, playing with a script isn't really a flawless experience: Not only is playing and reading at the same time unpleasant, but the translation in itself isn't 100% complete: Of course, everything necessary to complete the game is there, along a great deal of NPC dialogues; however, speeches delivered by said NPC when presented with an item are left untranslated, which is nothing fatal but is certainly detrimental to the game's overall identity. Of course, we can't blame Team Kirameki, since translating that much would have been nearly impossible.

਀ ਀㰀瀀㸀匀漀Ⰰ 渀漀眀 琀栀愀琀 眀攀 挀愀渀 愀挀琀甀愀氀氀礀 瀀氀愀礀 琀栀椀猀 最愀洀攀Ⰰ 眀栀愀琀 椀猀 椀琀 愀戀漀甀琀 㼀  䜀椀䘀吀倀椀䄀 眀愀猀 搀攀瘀攀氀漀瀀攀搀 戀礀 猀欀椀瀀 愀渀搀 瀀甀戀氀椀猀栀攀搀 戀礀 一椀渀琀攀渀搀漀 漀渀 琀栀攀 䜀愀洀攀䌀甀戀攀 椀渀 ㈀  ㌀⸀  䘀漀爀 琀栀攀 爀攀挀漀爀搀㨀 夀漀甀 瀀爀漀戀愀戀氀礀 愀氀爀攀愀搀礀 欀渀漀眀 愀戀漀甀琀 猀欀椀瀀Ⰰ 琀栀攀 最甀礀猀 戀攀栀椀渀搀 㰀椀㸀䌀栀椀戀椀ⴀ刀漀戀漀℀㰀⼀椀㸀 愀渀搀 㰀椀㸀戀椀琀 䜀攀渀攀爀愀琀椀漀渀猀㰀⼀椀㸀⸀  䈀甀琀 眀栀愀琀 礀漀甀 洀愀礀 渀漀琀 欀渀漀眀 椀猀 琀栀愀琀 琀栀椀猀 搀攀瘀攀氀漀瀀攀爀 ⴀ 愀氀漀渀最 眀椀琀栀 嘀愀渀瀀漀漀氀 ⠀㰀椀㸀吀椀渀最氀攀✀猀 刀漀猀礀 刀甀瀀攀攀氀愀渀搀㰀⼀椀㸀⤀ 愀渀搀 倀甀渀挀栀氀椀渀攀 ⠀㰀椀㸀䌀栀甀☀栀攀愀爀琀猀㬀䰀椀瀀㰀⼀椀㸀Ⰰ 㰀椀㸀刀甀氀攀 漀昀 刀漀猀攀㰀⼀椀㸀⤀ ⴀ 椀猀 愀渀 漀昀昀猀栀漀琀 漀昀 䰀漀瘀攀ⴀ䐀攀ⴀ䰀椀挀Ⰰ 愀 猀琀甀搀椀漀 昀甀渀搀攀搀 戀礀 昀漀爀洀攀爀 匀焀甀愀爀攀 攀洀瀀氀漀礀攀攀猀 戀愀挀欀 椀渀 ㄀㤀㤀㔀⸀  吀栀攀礀 愀挀栀椀攀瘀攀搀 渀椀挀栀攀 昀愀洀攀 椀渀 䨀愀瀀愀渀 眀椀琀栀 漀渀氀礀 ㌀ 最愀洀攀猀Ⰰ 栀愀椀氀攀搀 昀漀爀 琀栀攀椀爀 猀琀爀椀欀椀渀最 漀爀椀最椀渀愀氀椀琀礀 ⴀ 㰀椀㸀洀漀漀渀 刀攀洀椀砀 刀倀䜀 䄀搀瘀攀渀琀甀爀攀㰀⼀椀㸀 愀渀搀 㰀椀㸀唀䘀伀 ⴀ䄀 搀愀礀 椀渀 琀栀攀 氀椀昀攀ⴀ㰀⼀椀㸀 昀漀爀 琀栀攀 倀氀愀礀匀琀愀琀椀漀渀Ⰰ 愀渀搀 㰀椀㸀䰀⸀伀⸀䰀⸀ 䰀愀挀欀 漀昀 䰀漀瘀攀㰀⼀椀㸀 昀漀爀 琀栀攀 䐀爀攀愀洀挀愀猀琀 ⴀ 戀攀昀漀爀攀 挀氀漀猀椀渀最 搀漀眀渀 椀渀 ㈀   ⸀  䤀琀✀猀 漀渀氀礀 渀愀琀甀爀愀氀 䜀椀䘀吀倀椀䄀 眀漀甀氀搀 挀漀渀琀椀渀甀攀 琀栀椀猀 琀爀愀搀椀琀椀漀渀 漀昀 攀砀瀀攀爀椀洀攀渀琀愀氀 最愀洀椀渀最Ⰰ 攀猀瀀攀挀椀愀氀氀礀 猀椀渀挀攀 椀琀 眀愀猀 搀攀猀椀最渀攀搀 戀礀 䰀漀瘀攀ⴀ䐀攀ⴀ䰀椀挀 昀甀渀搀攀爀 䬀攀渀椀挀栀椀 一椀猀栀椀Ⰰ 眀栀漀 栀愀搀 愀氀爀攀愀搀礀 眀漀爀欀攀搀 漀渀 㰀椀㸀洀漀漀渀㰀⼀椀㸀 愀渀搀 㰀椀㸀䰀⸀伀⸀䰀⸀㰀⼀椀㸀 愀猀 愀 搀椀爀攀挀琀漀爀⸀ 匀漀 眀栀愀琀 欀椀渀搀 漀昀 最愀洀攀瀀氀愀礀 眀椀氀氀 䜀椀䘀吀倀椀䄀 漀昀昀攀爀 琀漀 甀猀 挀甀爀椀漀甀猀 最愀洀攀爀猀 㼀  䤀 眀漀渀✀琀 琀愀氀欀 愀戀漀甀琀 椀琀 爀椀最栀琀 愀眀愀礀Ⰰ 愀渀搀 猀琀攀瀀 漀渀 琀栀攀 猀礀渀漀瀀猀椀猀 昀椀爀猀琀㨀 夀漀甀✀氀氀 甀渀搀攀爀猀琀愀渀搀 眀栀礀 猀漀漀渀 攀渀漀甀最栀⸀㰀⼀瀀㸀 ਀

The whole game takes place on Nanashi Island, an isle in the middle of nowhere (hence the name, "Nanashi", meaning "Nameless"). In this region, out-of-season typhoons are not rare events. But why did one have to occur on that day, the day of the Coming of Age Ritual ? This is the day in which Pokkle, our protagonist, is supposed to become an adult. But the carefree folk is in bed, in the middle of a dream, and is missing the whole thing ! The people attending the Ceremony wait, and wait even longer, but Pokkle doesn't show up. Right, he is still in the middle of a dream. And in the end, everyone leaves in a rage. He eventually jumps out of his bed, but... the mayor, Mr Mayer, burst out in anger and screamed: "THIS IS TREASON!". And thus Pokkle was sent to jail ! Will Pokkle ever be able to become an adult ? That's how GiFTPiA is going to begin...

਀ ਀㰀瀀㸀䄀渀搀 瘀漀椀氀⸀  一漀眀 琀栀愀琀 礀漀甀 愀爀攀 洀漀爀攀 昀愀洀椀氀椀愀爀 眀椀琀栀 䜀椀䘀吀倀椀䄀✀猀 猀攀琀琀椀渀最Ⰰ 氀攀琀✀猀 最漀 戀愀挀欀 琀漀 琀栀攀 最愀洀攀瀀氀愀礀⸀  圀攀氀氀Ⰰ 琀栀攀 最愀洀攀 挀愀氀氀猀 椀琀猀攀氀昀 愀渀⸀⸀⸀ ∀㰀椀㸀愀氀琀攀爀渀愀琀椀瘀攀 刀倀䜀㰀⼀椀㸀∀⸀  䤀琀✀猀 琀爀甀攀 椀琀✀猀 愀 戀椀琀 搀椀昀昀椀挀甀氀琀 琀漀 搀攀昀椀渀攀 眀栀愀琀 最攀渀爀攀 䜀椀䘀吀倀椀䄀 戀攀氀漀渀最猀 琀漀Ⰰ 椀昀 愀渀礀⸀  䰀攀琀✀猀 猀愀礀 椀琀✀猀 愀 瘀攀爀礀 猀瀀攀挀椀愀氀 㰀椀㸀愀搀瘀攀渀琀甀爀攀㰀⼀椀㸀 最愀洀攀Ⰰ 猀椀渀挀攀 琀栀攀爀攀 椀猀 戀愀猀椀挀愀氀氀礀 渀漀 㰀椀㸀愀挀琀椀漀渀㰀⼀椀㸀 攀氀攀洀攀渀琀 椀渀 椀琀⸀  䄀挀琀甀愀氀氀礀Ⰰ 琀栀攀 最愀洀攀 氀漀漀欀 氀椀欀攀猀 愀渀 甀渀攀砀瀀攀挀琀愀戀氀攀 戀氀攀渀搀 漀昀 䄀渀椀洀愀氀 䌀爀漀猀猀椀渀最 愀渀搀 娀攀氀搀愀Ⰰ 猀愀昀攀 昀漀爀 琀栀攀 戀愀琀琀氀攀猀Ⰰ 眀椀琀栀 攀洀瀀栀愀猀椀猀 戀漀琀栀 漀渀 猀漀挀椀愀氀 椀渀琀攀爀愀挀琀椀漀渀猀 眀椀琀栀 一倀䌀猀 愀渀搀 攀砀瀀氀漀爀愀琀椀漀渀 漀昀 琀栀攀 攀渀瘀椀爀漀渀洀攀渀琀⸀  䰀攀琀✀猀 最攀琀 椀渀琀漀 猀漀洀攀 搀攀琀愀椀氀㨀 圀栀攀渀 礀漀甀 猀琀愀爀琀 琀栀攀 最愀洀攀Ⰰ 礀漀甀 愀猀猀甀洀攀 琀栀攀 爀漀氀攀 漀昀 倀漀欀欀氀攀Ⰰ 眀栀漀 椀猀 搀攀昀愀挀攀搀 眀椀琀栀 瀀椀砀攀氀猀 愀渀搀 猀栀愀挀欀氀攀搀 琀漀 愀 洀椀氀氀猀琀漀ⴀ 眀愀椀琀Ⰰ 眀栀愀琀 㼀  圀栀愀琀Ⰰ 礀漀甀 猀甀爀瀀爀椀猀攀搀 㼀  夀漀甀 樀甀猀琀 氀愀渀搀攀搀 椀渀 樀愀椀氀Ⰰ 搀漀渀✀琀 礀漀甀 爀攀洀攀洀戀攀爀 㼀  吀栀愀琀✀猀 爀椀最栀琀Ⰰ 琀栀愀琀✀猀 栀漀眀 礀漀甀 猀琀愀爀琀 琀栀攀 最愀洀攀㨀 䤀渀 琀栀攀 挀爀漀眀戀愀爀 栀漀琀攀氀⸀  夀漀甀爀 昀椀爀猀琀 洀椀猀猀椀漀渀 㼀  䌀漀洀洀甀渀椀琀礀 眀漀爀欀㬀 琀栀愀琀 椀猀Ⰰ 挀氀攀愀渀椀渀最 琀栀攀 椀猀氀愀渀搀✀猀 琀漀眀渀 猀焀甀愀爀攀 甀渀搀攀爀 琀栀攀 眀愀琀挀栀昀甀氀 攀礀攀 漀昀 漀瘀攀爀ⴀ稀攀愀氀漀甀猀 挀漀瀀 爀漀戀漀琀 䴀愀瀀瀀漀 眀椀琀栀 愀渀 漀氀搀Ⰰ 猀欀椀瀀瀀椀渀最 瘀椀渀礀氀 爀攀挀漀爀搀 愀猀 戀愀挀欀最爀漀甀渀搀 洀甀猀椀挀⸀  䈀甀琀 琀栀愀琀✀猀 渀漀琀 愀氀氀Ⰰ 栀攀爀攀 挀漀洀攀猀 琀栀攀 爀攀愀氀 最爀攀愀琀 渀攀眀猀 ℀ 吀栀攀 一愀渀愀猀栀椀 䤀猀氀愀渀搀 䌀漀渀猀琀椀琀甀琀椀漀渀 椀猀 挀氀攀愀爀㨀  䤀昀 礀漀甀 眀愀渀琀 琀漀 愀琀琀攀渀搀 琀栀攀 䌀漀洀椀渀最 漀昀 䄀最攀 䌀攀爀攀洀漀渀礀 愀最愀椀渀Ⰰ 礀漀甀✀氀氀 栀愀瘀攀 琀漀 瀀愀礀 㔀Ⰰ   Ⰰ    䴀愀渀攀猀Ⰰ 琀栀攀 挀甀爀爀攀渀挀礀 漀昀 琀栀攀 䤀猀氀愀渀搀⸀  夀漀甀✀瘀攀 猀攀攀渀 戀攀琀琀攀爀 搀愀礀猀⸀㰀⼀瀀㸀 ਀

Hopefully for you, you'll soon be let out of your cell... in order to gather enough money to pay for a fine of 10,000 Manes. Even though your mobility is still constrained with ball and chain, your short time as a convict will be your first contact with the gameplay mechanics that serves as a basis for GiFTPiA, as you still get to walk around for a bit. Well, don't walk around too much, though, as that heart meter isn't here for show: It's actually an hunger meter ! If you wander for too long without eating, you'll die, pure and simple. And the lowest the meter, the slower your moves ! Don't worry, though: You'll find fruits here and there on the island that will resplenish your meter. Actually, what you should really be careful about is the hour of the day. Indeed, you're still a kid after all, so if you don't go back home before it's too late - that is, before the clock-meter reaches 0 - you'll simply fall asleep on the ground, and the Sleep Fairy will come to steal all your goods, money and items. The world is a harsh place. For those who already have played Chibi-Robo!, this mechanic should remind you of the headquarter you had to go back to in order to recharge yourself when you started to get low on batteries. The concept remains similar: It's a way to restrain your capacity of progression through the open world without imposing too much preset and immutable physical barriers, as well as to force you to adapt your time planning to an additional factor that will, of course, become less and less constraining as you progress in the game. And yes, I'm talking about time planning ! Being informed of the time of the day isn't only useful as a simple indication of how many time is left before you have to go to sleep, but as a way to organize in relation to other characters: NPC have time plannings too, and you'll have to cope with that when you want to meet them. More than adding to the gameplay, it really gives the little town of Nanashi Island a life of its own ! The simple fact that the mayor leaves his workplace everyday to go and dooze off on a bench of the square may seem of little signifiance, but it contribues to an atmosphere of constant activity that makes you feel like the town really is living on its own while you're walking around, minding your own business.

਀ ਀㰀瀀㸀圀攀氀氀Ⰰ 琀愀氀欀椀渀最 愀戀漀甀琀 琀栀愀琀㨀 圀栀愀琀 欀椀渀搀 漀昀 戀甀猀椀渀攀猀猀 挀漀甀氀搀 礀漀甀 栀愀瘀攀 漀渀 一愀渀愀猀栀椀 䤀猀氀愀渀搀 㼀  䤀渀 挀愀猀攀 礀漀甀 栀愀搀 昀漀爀最漀琀琀攀渀Ⰰ 琀栀攀 䰀愀眀 椀猀 搀攀洀愀渀搀椀渀最 礀漀甀 琀漀 瀀愀礀 昀漀爀 愀 渀攀眀 䌀漀洀椀渀最 漀昀 䄀最攀 䌀攀爀攀洀漀渀礀⸀  䘀椀瘀攀 洀椀氀氀椀漀渀猀 椀渀 挀漀椀渀 漀昀 琀栀攀 爀攀愀氀洀Ⰰ 琀漀 戀攀 瀀爀攀挀椀猀攀⸀  匀漀Ⰰ 椀渀 漀爀搀攀爀 琀漀 最愀琀栀攀爀 䴀愀渀攀猀Ⰰ 礀漀甀✀氀氀 栀愀瘀攀 琀漀 愀瀀瀀氀礀 昀漀爀 瀀愀爀琀ⴀ琀椀洀攀 樀漀戀猀 愀渀搀 挀愀爀爀礀 漀甀琀 猀漀洀攀 瀀愀猀猀椀漀渀愀琀椀渀最 琀愀猀欀猀Ⰰ 氀椀欀攀 昀爀漀最 挀愀琀挀栀椀渀最⸀  伀栀Ⰰ 礀漀甀 挀愀渀 猀攀氀氀 昀椀猀栀攀猀 愀渀搀 昀爀甀椀琀猀Ⰰ 琀漀漀⸀  䄀渀搀⸀⸀⸀ 琀栀愀琀✀猀 愀戀漀甀琀 椀琀⸀ 夀攀愀栀Ⰰ 爀椀最栀琀⸀  吀栀愀琀 椀猀Ⰰ 甀渀琀椀氀 礀漀甀 洀攀攀琀 琀栀愀琀 漀渀攀 最甀礀 渀愀洀攀搀 娀椀最最礀⸀  夀漀甀✀氀氀 猀琀椀氀氀 戀攀 愀戀氀攀 琀漀 最愀琀栀攀爀 䴀愀渀攀猀 愀昀琀攀爀眀栀椀氀攀Ⰰ 愀渀搀 搀攀瀀漀猀椀琀椀渀最 攀渀漀甀最栀 漀昀 琀栀攀洀 眀椀氀氀 洀愀欀攀 猀漀洀攀 昀愀挀椀氀椀琀椀攀猀 愀瘀愀椀氀愀戀氀攀 漀渀 琀栀攀 椀猀氀愀渀搀㬀 椀琀✀猀 攀瘀攀渀 瀀漀猀猀椀戀氀攀 琀漀 挀漀洀瀀氀攀琀攀 琀栀攀 最愀洀攀 琀栀愀琀 眀愀礀Ⰰ 戀礀 搀攀瀀漀猀椀琀椀渀最 琀栀攀 㔀Ⰰ   Ⰰ    䴀愀渀攀猀 爀攀焀甀椀爀攀搀 戀礀 䰀愀眀Ⰰ 戀甀琀 椀琀 眀椀氀氀 漀渀氀礀 氀攀愀搀 琀漀 琀栀攀 戀愀搀 攀渀搀椀渀最⸀⸀⸀  戀甀琀 氀攀琀✀猀 最攀琀 戀愀挀欀 琀漀 琀栀愀琀 娀椀最最礀 最甀礀⸀  䠀攀✀猀 愀渀 漀氀搀 栀椀瀀瀀椀攀 昀漀氀欀Ⰰ 氀椀瘀椀渀最 漀渀 琀栀攀 洀愀爀最椀渀 漀昀 猀漀挀椀攀琀礀 椀渀 愀 琀爀攀攀 搀攀挀漀爀愀琀攀搀 眀椀琀栀 椀挀漀渀猀 漀昀 一愀渀愀猀栀椀 䤀猀氀愀渀搀✀猀 最甀愀爀搀椀愀渀 最漀搀⸀  䠀攀 搀攀挀椀搀攀搀 渀攀瘀攀爀 琀漀 愀琀琀攀渀搀 琀栀攀 䌀漀洀椀渀最 漀昀 䄀最攀 䌀攀爀攀洀漀渀礀Ⰰ 愀渀搀 栀攀 搀漀攀猀渀✀琀 眀愀渀琀 琀漀 栀攀愀爀 愀渀礀琀栀椀渀最 愀戀漀甀琀 洀漀渀攀礀 漀爀 氀愀眀猀⸀  匀漀Ⰰ 眀攀氀氀Ⰰ 眀栀攀渀 栀攀 氀攀愀爀渀猀 倀漀欀欀氀攀 椀猀 挀漀渀搀攀洀渀攀搀 琀漀 㰀椀㸀瀀愀礀㰀⼀椀㸀 昀漀爀 琀栀攀 㰀椀㸀爀椀最栀琀㰀⼀椀㸀 琀漀 戀攀挀漀洀攀 愀渀 愀搀甀氀琀Ⰰ 椀琀 欀椀渀搀猀 漀昀 最攀琀 栀椀洀 漀渀 栀椀猀 渀攀爀瘀攀猀⸀  䠀攀 搀漀攀猀渀✀琀 栀椀搀攀 栀椀猀 爀攀猀攀渀琀洀攀渀琀 琀漀眀愀爀搀猀 琀栀攀 洀愀礀漀爀 眀栀攀渀 栀攀 戀攀愀琀猀 琀栀攀 挀爀愀瀀 漀甀琀 漀昀 䴀愀瀀瀀漀㨀 ∀吀栀攀 匀琀愀琀攀✀猀 瀀漀眀攀爀㼀  䴀礀 昀漀漀琀℀∀  吀栀愀琀✀猀 眀栀攀渀 栀攀 搀攀挀椀搀攀猀 琀漀 琀攀氀氀 倀漀欀欀氀攀 猀漀洀攀琀栀椀渀最 漀昀 甀琀琀攀爀 椀洀瀀漀爀琀愀渀挀攀㨀 䠀攀 挀愀渀 瘀攀爀礀 眀攀氀氀 戀攀挀漀洀攀 愀渀 愀搀甀氀琀 眀椀琀栀漀甀琀 栀愀瘀椀渀最 琀漀 瀀愀礀 洀椀氀氀椀漀渀猀 漀昀 䴀愀渀攀猀Ⰰ 漀爀 攀瘀攀渀 愀琀琀攀渀搀 愀 挀攀爀攀洀漀渀礀 ℀  䄀昀琀攀爀 攀愀琀椀渀最 愀 洀甀猀栀爀漀漀洀 猀琀攀眀 愀琀 娀椀最最礀✀猀 瀀氀愀挀攀Ⰰ 倀漀欀欀氀攀 猀琀愀爀琀猀 琀漀 攀砀瀀攀爀椀攀渀挀攀 栀愀氀氀甀挀椀渀愀琀椀漀渀猀Ⰰ 椀渀 眀栀椀挀栀 栀攀 洀攀攀琀猀 琀栀攀⸀⸀⸀ 匀栀爀漀漀洀 䘀愀椀爀礀Ⰰ 眀栀漀 爀攀瘀攀愀氀猀 栀椀洀 琀栀攀 琀爀甀攀 眀愀礀 琀漀 戀攀挀漀洀椀渀最 愀渀 愀搀甀氀琀㨀 䈀礀 昀甀氀昀椀氀氀椀渀最 眀椀猀栀攀猀⸀  吀栀愀琀✀猀 眀栀攀渀 琀栀攀 琀爀甀攀 愀搀瘀攀渀琀甀爀攀 漀昀 䜀椀䘀吀倀椀䄀 戀攀最椀渀猀⸀㰀⼀瀀㸀 ਀

As strange as it may sound, that's really where the game starts for good. But what is "wish fulfilling" about ? Well, there is a small temple next to your home. After a few offerings, you'll get a Gem in exchange. What you'll want to do next is finding a townsfolk with a wish to fulfill and show him the Gem, which will inform you of the mission to carry out. The Gem will fill itself with the character's wish as a result. Now, it's up to you to find the way to complete what you were requested... Once it's done, the Gem will start to glow, and become fit for offering to the statue at the back of the temple. That's how the scenario progresses, since completing a Gem will unlock another one. Regarding these missions, they are pretty simple in nature: In most cases, bringing a couple of items or fetching some people will be the key to trigger cutscenes and eventually fulfilling the wish. Once all the wishes of a chapter are fulfilled, the Shroom Fairy will tell you that you have "grown up" and, not only will the scenario progress even further, but you'll be allowed to stay up later at night as well.

਀ ਀㰀瀀㸀䤀渀 琀栀攀 攀渀搀Ⰰ 䜀椀䘀吀倀椀䄀✀猀 最愀洀攀瀀氀愀礀 椀猀 愀挀琀甀愀氀氀礀 焀甀椀琀攀 洀椀渀椀洀愀氀椀猀琀椀挀㨀 䔀砀瀀氀漀爀攀Ⰰ 猀甀爀瘀椀瘀攀Ⰰ 猀漀氀瘀攀 猀椀洀瀀氀攀 焀甀攀猀琀猀 愀渀搀 挀漀洀瀀氀攀琀攀 愀 戀甀渀挀栀 漀昀 漀琀栀攀爀 琀愀猀欀猀 栀攀爀攀 愀渀搀 琀栀攀爀攀⸀  䤀渀搀攀攀搀Ⰰ 洀漀猀琀 ⴀ 椀昀 渀漀琀 愀氀氀 ⴀ 漀昀 琀栀攀 最愀洀攀✀猀 椀渀琀攀爀攀猀琀 氀椀攀猀 甀瀀漀渀 挀栀愀爀愀挀琀攀爀 椀渀琀攀爀愀挀琀椀漀渀猀⸀  䜀椀䘀吀倀椀䄀 椀猀 愀 猀漀挀椀愀氀 最愀洀攀 眀栀漀猀攀 昀漀爀挀攀 椀猀 琀漀 戀攀 昀漀甀渀搀 椀渀 椀琀猀 戀愀挀欀最爀漀甀渀搀⸀  匀漀Ⰰ 眀栀愀琀 愀戀漀甀琀 椀琀 㼀  䤀 栀愀瘀攀 琀漀 愀搀洀椀琀 椀琀✀猀 焀甀椀琀攀 愀 搀椀昀昀椀挀甀氀琀 焀甀攀猀琀椀漀渀 琀漀 愀渀猀眀攀爀Ⰰ 愀猀 爀攀挀攀瀀琀椀漀渀 漀昀 琀栀攀 最愀洀攀✀猀 焀甀椀爀欀礀 挀愀猀琀 洀愀礀 瘀愀爀礀 愀 最爀攀愀琀 搀攀愀氀 昀爀漀洀 瀀氀愀礀攀爀 琀漀 瀀氀愀礀攀爀⸀  䠀漀眀攀瘀攀爀Ⰰ 䤀 搀漀 琀栀椀渀欀 猀愀礀椀渀最 ∀琀栀椀猀 最愀洀攀 椀猀 琀漀漀 猀琀爀愀渀最攀 琀漀 爀攀瘀椀攀眀 眀椀琀栀漀甀琀 猀愀礀椀渀最 猀漀洀攀琀栀椀渀最 猀琀甀瀀椀搀∀ 洀攀愀渀猀 椀琀 愀挀琀甀愀氀氀礀 愀挀栀椀攀瘀攀搀 眀栀愀琀 椀琀 愀椀洀攀搀 昀漀爀⸀  䜀椀䘀吀倀椀䄀✀猀 挀愀猀琀 爀攀愀氀氀礀 椀猀 猀漀洀攀琀栀椀渀最Ⰰ 愀渀搀 攀瘀攀渀 椀昀 㰀椀㸀䌀栀椀戀椀ⴀ刀漀戀漀℀㰀⼀椀㸀 昀愀渀猀 眀椀氀氀 愀瀀瀀爀攀挀椀愀琀攀 琀栀攀 爀攀琀甀爀渀 漀昀 挀攀氀氀ⴀ猀栀愀搀攀搀 最爀愀瀀栀椀挀猀 愀渀搀 ∀瀀甀椀爀琀 愀 戀攀甀氀∀ 瘀漀椀挀攀猀Ⰰ 椀琀 爀攀愀氀氀礀 猀琀愀渀搀猀 漀甀琀 愀猀 甀渀椀焀甀攀⸀  倀漀欀欀氀攀 愀渀搀 栀椀猀 最椀爀氀昀爀椀攀渀搀 䬀礀愀瀀瀀椀 愀爀攀 愀搀漀爀愀戀氀攀Ⰰ 愀渀搀 猀漀洀攀 一倀䌀 氀椀欀攀 倀攀攀瘀攀攀 琀栀攀 欀椀琀猀挀栀礀 琀爀愀渀猀瘀攀猀琀椀攀 愀爀攀 搀漀眀渀爀椀最栀琀 甀渀昀漀爀最攀琀琀愀戀氀攀㬀 戀甀琀 䤀 眀漀渀✀琀 最漀 愀渀礀 昀甀爀琀栀攀爀Ⰰ 愀猀 琀栀椀猀 眀漀甀氀搀 挀氀攀愀爀氀礀 猀瀀漀椀氀 礀漀甀 愀 最爀攀愀琀 搀攀愀氀 愀戀漀甀琀 琀栀攀 最愀洀攀⸀  圀栀愀琀攀瘀攀爀 礀漀甀 洀愀礀 攀砀瀀攀挀琀Ⰰ 瀀爀攀瀀愀爀攀 昀漀爀 猀漀洀攀琀栀椀渀最 礀漀甀✀瘀攀 渀攀瘀攀爀 猀攀攀渀 戀攀昀漀爀攀⸀㰀⼀瀀㸀 ਀

The only thing that actually goes anywhere close to GiFTPiA's character design is its own soundtrack. If you happened to bump into the title theme, you probably already have a little idea of what it may sound like. Once again, only GiFTPiA could have featured choirs chanting in an imaginary language right on the title screen ! The music, composed by Hirofumi Taniguchi - who worked on L.O.L. and Chibi-Robo!, as well as on the likes of beatmania III and Suikoden V -, maintains that otherwordly twist to it up untill the end. Every character has its own theme, and they all serve them right; this only adds to their uniqueness. But well, guess what: Taniguchi's score isn't actually the main part of the soundtrack. Nope. GiFTPiA's real auditive tour-de-force is Nanashi FM. What is it ? Well, it's Nanashi Island's radio station, pure and simple. Indeed, during your exploration of the island, there is no preset BGM. Every morning, radio host DEEJ will announce the day's broadcast, and it will serve as your BGM. And now it's just getting crazy: [i]Every last track[/i] on this soundtrack was contributed by independant bands or individuals ! And there are 19 of them ! I don't know who the hell at Nintendo or skip thought this idea would be given the green light, but... it was. These tracks come from completely different genres: techno, jazz, hip-hop, country, post-rock, dream pop, and even more ! This "custom" OST really is something BIG. And, believe it or not, but eating bananas next to a goate that goes "meh meh" while listening to metal has got a magic vibe to it. You can get a hold of the playlist on KH Insider if you want. I think my personal favorite is Yuzo Kako's pop_errong song. I just can't believe someone as obscure as Yuzo Kako, who produces experimental/minimalist electronic music for underground labels, would actually take part in a Nintendo game. I simply can't think of anything less likely than that... but why not, if it's for our greatest pleasure ! I needn't say more, I think it's pretty clear: GiFTPiA's soundtrack is of a rare quality; it's the icing on the cake of the game's aesthetics. It's very daring, incredibly well produced and varied enough never to get repetitive. It definitely deserves its place as one the best 128bit-era video game soundtracks ever made... and maybe even as one of the best video game soundtracks ever period.

਀ ਀㰀瀀㸀䄀猀 猀琀愀琀攀搀 戀攀昀漀爀攀Ⰰ 琀栀攀 最愀洀攀✀猀 猀漀甀渀搀琀爀愀挀欀 椀猀 爀攀洀椀渀椀猀挀攀渀琀 漀昀 椀琀猀 漀瘀攀爀愀氀氀 搀攀猀椀最渀⸀  倀氀愀礀椀渀最 䜀椀䘀吀倀椀䄀 is an experience that does its best in immersing the player into a unique atmosphere. Actually, the game puts so much effort into it that it feels like the gameplay in itself was left out a little bit. Of course, it's nothing like botched, but it certainly feels like some parts are uncomplete or unproperly exploited. This leads to a noticeable drop in gaming rhythm towards the last part of the game; some quests really are shallow, and the ending is pretty dull to be honnest. I guess focus on the game's social aspect is the reason behind this lack of gameplay depth, but improving the tasks to perform would have added yet another plus in the player's immersion into the life of Nanashi Island. Well, it may also happen that the game is so peculiar that anything a bit too simplistic taking place in its realm appears disproportionately drab. Actually, I can't help but think the developers were sort of rushed at one point in their work, but still wanted to make the best they could do. Well, we'll probably never know, but one thing is sure: Despite these cons, GiFTPiA is a unique experience. It's thanks to these works that Video Game can really stand as an Art form on its own, and that's why we love it. There is probably a whole lot of games that aren't as flawed as GiFTPiA, but they'll never get anywhere near its uniqueness, and you'll cry for more of it when the credits are finished rolling. It's now up to you to decide wheter or not you're okay with the script burden, but you'll definitely miss something if you don't at least try it out to see for yourself.

਀ ਀㰀瀀㸀伀栀Ⰰ 愀渀搀 猀椀渀挀攀 䤀✀洀 琀愀氀欀椀渀最 愀戀漀甀琀 ∀挀爀礀椀渀最 昀漀爀 洀漀爀攀∀Ⰰ 栀攀爀攀 挀漀洀攀 最爀攀愀琀 渀攀眀猀㨀 䜀椀䘀吀倀椀䄀✀猀 最漀琀 愀 猀瀀椀爀椀琀甀愀氀 猀攀焀甀攀氀℀  䤀琀✀猀 挀愀氀氀攀搀 㰀椀㸀䌀愀瀀琀愀椀渀☀⌀㤀㜀㌀㌀㬀刀愀椀渀戀漀眀㰀⼀椀㸀 愀渀搀 椀琀 眀愀猀 爀攀氀攀愀猀攀搀 昀漀爀 琀栀攀 圀椀椀 椀渀 ㈀  㠀⸀  䜀漀漀搀 渀攀眀猀㨀 䤀琀✀猀 洀愀搀攀 戀礀 琀栀攀 攀砀愀挀琀 猀愀洀攀 琀攀愀洀 戀攀栀椀渀搀 䜀椀䘀吀倀椀䄀 愀渀搀 昀攀愀琀甀爀攀猀 瘀攀爀礀 猀椀洀椀氀愀爀 最愀洀攀瀀氀愀礀Ⰰ 眀栀椀挀栀 洀攀愀渀猀 琀栀攀 最甀礀猀 愀琀 猀欀椀瀀 挀愀渀 氀攀愀爀渀 昀爀漀洀 琀栀攀椀爀 氀愀猀琀 攀砀瀀攀爀椀攀渀挀攀 愀渀搀 琀爀礀 琀漀 挀漀爀爀攀挀琀 眀栀愀琀 眀愀猀 眀爀漀渀最 眀椀琀栀 椀琀Ⰰ 瀀氀甀猀 椀琀 昀攀愀琀甀爀攀猀 愀 琀漀渀 漀昀 一椀渀琀攀渀搀漀 挀愀洀攀漀猀⸀  䈀愀搀 渀攀眀猀㨀 䤀琀 愀氀猀漀 栀愀搀 琀栀攀 猀愀洀攀 爀攀氀攀愀猀攀 洀漀搀攀氀 愀猀 䜀椀䘀吀倀椀䄀⸀  䐀攀爀瀀⸀  䤀琀 眀愀猀 愀渀渀漀甀渀挀攀搀 琀栀愀琀 琀栀攀 最愀洀攀 眀漀甀氀搀 戀攀 爀攀氀攀愀猀攀搀 漀甀琀猀椀搀攀 漀昀 䨀愀瀀愀渀Ⰰ 戀甀琀 瀀漀漀爀 猀愀氀攀猀 瀀爀漀洀瀀琀攀搀 一椀渀琀攀渀搀漀 琀漀 挀愀渀挀攀氀 氀漀挀愀氀椀稀愀琀椀漀渀⸀  吀栀攀 猀漀爀爀漀眀 眀漀甀氀搀 栀愀瘀攀 戀攀攀渀 甀渀戀攀愀爀愀戀氀攀⸀⸀⸀ 椀昀 吀攀愀洀 䬀椀爀愀洀攀欀椀 栀愀搀渀✀琀 挀漀洀攀 琀漀 漀甀爀 爀攀猀挀甀攀 愀最愀椀渀℀  䤀渀搀攀攀搀Ⰰ 渀漀琀 漀渀氀礀 愀爀攀 漀甀爀 琀眀漀 猀愀瘀椀漀爀猀 挀甀爀爀攀渀琀氀礀 眀漀爀欀椀渀最 漀渀 愀 猀挀爀椀瀀琀 琀爀愀渀猀氀愀琀椀漀渀 漀昀 琀栀椀猀 最愀洀攀Ⰰ 戀甀琀 愀 瀀愀琀挀栀 椀猀 愀氀猀漀 瀀氀愀渀渀攀搀 琀栀椀猀 琀椀洀攀 ℀ 䄀猀 漀昀 一漀瘀攀洀戀攀爀 ㈀ ㄀㄀Ⰰ 椀琀 椀猀 愀戀漀甀琀 ㈀ ─ 挀漀洀瀀氀攀琀攀Ⰰ 猀漀 氀攀琀✀猀 栀漀瀀攀 琀栀攀椀爀 瀀爀漀最爀攀猀猀 眀椀氀氀 最漀 猀洀漀漀琀栀氀礀 猀漀 眀攀 挀愀渀 瀀氀愀礀 琀栀椀猀 最愀洀攀 愀猀 猀漀漀渀 愀猀 眀攀 挀愀渀⸀  唀瀀 甀渀琀椀氀 琀栀愀琀 洀漀洀攀渀琀Ⰰ 䤀✀氀氀 挀攀爀琀愀椀渀氀礀 洀椀猀猀 䜀椀䘀吀倀椀䄀⸀  䄀 氀漀琀⸀㰀⼀瀀㸀 ਀㰀瀀㸀匀挀爀攀攀渀猀栀漀琀猀 眀攀爀攀 瀀爀漀搀甀挀攀搀 甀猀椀渀最 㰀愀 栀爀攀昀㴀∀栀琀琀瀀㨀⼀⼀眀眀眀⸀渀椀挀漀瘀椀搀攀漀⸀樀瀀⼀眀愀琀挀栀⼀猀洀㘀㜀㔀㌀㔀㤀㤀∀㸀琀栀椀猀 一椀挀漀 一椀挀漀 瀀氀愀礀琀栀爀漀甀最栀㰀⼀愀㸀 愀猀 愀 猀漀甀爀挀攀⸀  夀漀甀 挀愀渀 甀猀攀 椀琀 椀昀 礀漀甀 栀愀瀀瀀攀渀 琀漀 最攀琀 猀琀甀挀欀Ⰰ 瀀氀甀猀 琀栀攀 瘀漀椀挀攀 漀昀 琀栀攀 瀀氀愀礀椀渀最 最椀爀氀 椀猀 攀砀琀爀愀 挀甀琀攀⸀㰀⼀瀀㸀 ਀㰀瀀㸀䴀倀㌀猀 㰀愀 栀爀攀昀㴀∀栀最㄀ ㄀开最椀昀琀瀀椀愀⸀爀愀爀∀㸀䐀漀眀渀氀漀愀搀 栀攀爀攀㰀⼀愀㸀㰀⼀瀀㸀 ਀㰀瀀㸀䠀椀爀漀昀甀洀椀 吀愀渀椀最甀挀栀椀 ⴀ 䜀椀䘀吀倀椀䄀 琀椀琀氀攀 琀栀攀洀攀㰀戀爀㸀 Hirofumi Taniguchi - Mayer's Theme
਀夀甀稀漀 䬀愀欀漀 ⴀ 瀀漀瀀开攀爀爀漀爀 猀漀渀最㰀戀爀㸀 Akino - Wertes Baum