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== Legacy ==
== Legacy ==
''The Maze of Galious'', particularly the original [[MSX]] version, served as influence for ''[[La-Mulana]]'' (2006).<ref>{{cite web|last=Lavaux|first=Rudy|url=http://www.cubed3.com/news/17255/1/interview-nigoro-discusses-la-mulana-nintendo-wiiware.html|title=Interview &#124; Nigoro Discusses LA-MULANA (Nintendo WiiWare)|work=Cubed3|publisher=Cubed3 Limited|date=July 10, 2012|access-date=2022-09-05|archive-url=https://web.archive.org/web/20220728135017/http://www.cubed3.com/news/17255/1/interview-nigoro-discusses-la-mulana-nintendo-wiiware.html|archive-date=2022-07-28|url-status=live}}</ref><ref>{{cite web|last=Ambalina|first=Limarc|url=https://www.keengamer.com/articles/features/interviews/la-mulana-creator-says-game-was-not-inspired-by-castlevania-or-metroid/|title=La-Mulana Creator says Game Was Not Inspired by Castlevania or Metroid|work=KeenGamer|publisher=KeenGamer s.r.o.|date=September 22, 2019|access-date=2022-09-05|archive-url=https://web.archive.org/web/20210925093510/https://www.keengamer.com/articles/features/interviews/la-mulana-creator-says-game-was-not-inspired-by-castlevania-or-metroid/|archive-date=2021-09-25|url-status=live}}</ref><ref>{{cite web|last=Lada|first=Jenni|url=https://www.siliconera.com/nigoros-takumi-naramura-talks-about-la-mulana-1-2-the-maze-of-galious-and-rose-camellia/|title=Nigoro's Takumi Naramura Talks About La-Mulana 1 & 2, The Maze Of Galious, And Rose & Camellia|work=[[Siliconera]]|publisher=[[Enthusiast Gaming]]|date=October 25, 2019|access-date=2022-09-05|archive-url=https://web.archive.org/web/20210423135450/https://www.siliconera.com/nigoros-takumi-naramura-talks-about-la-mulana-1-2-the-maze-of-galious-and-rose-camellia/|archive-date=2021-04-23|url-status=live}}</ref> In addition, the exploration bits from the game were ultimately utilized for ''[[Castlevania II: Simon's Quest]]''.<ref>{{cite web|url=http://shmuplations.com/castlevania/|title=Castlevania – Developer Commentary|publisher=Shmuplations|access-date=2022-09-05|archive-url=https://web.archive.org/web/20220731043240/http://shmuplations.com/castlevania/|archive-date=2022-07-31|url-status=live}}</ref><ref>{{cite magazine|last=Yarwood|first=Jack|url=https://wireframe.raspberrypi.com/articles/tracking-down-the-obscure-mind-behind-castlevania|title=Tracking down the obscure mind behind Castlevania|magazine=[[Raspberry Pi Foundation#Magazine|Wireframe]]|publisher=[[Raspberry Pi Foundation]]|date=May 17, 2022|access-date=2022-09-05|archive-url=https://web.archive.org/web/20220521042853/https://wireframe.raspberrypi.com/articles/tracking-down-the-obscure-mind-behind-castlevania|archive-date=2022-05-21|url-status=live}}</ref> In the years since, fans have experimented with remaking and porting the title unofficially to other platforms. In 2002, a remake based on the original [[MSX]] version for [[Personal computer|PC]]s was released online by the group Brain Games, featuring updated visuals and different graphic sets.<ref name="TMOGhg101"/><ref name="MeriStatTMOG"/><ref name="BGmog">{{cite web|url=https://mog.jorito.net/|title=Maze of Galious|publisher=Brain Games|date=2009|access-date=2022-09-08|archive-url=https://web.archive.org/web/20220328224338/https://mog.jorito.net/|archive-date=2022-03-28|url-status=live}}</ref> In 2015, a conversion for the [[ColecoVision]] was announced to be in development by Opcode Games, requiring the Super Game Module expansion to run on the hardware.<ref>{{cite web|author=GraziGamer|url=https://forums.atariage.com/topic/251152-the-maze-of-galious-knightmare-ii-official-thread/|title=The Maze of Galious (Knightmare II) official thread|website=[[AtariAge]]|date=April 5, 2016|access-date=2022-09-06|archive-url=https://web.archive.org/web/20220906213602/https://forums.atariage.com/topic/251152-the-maze-of-galious-knightmare-ii-official-thread/|archive-date=2022-09-06|url-status=live}}</ref> That same year, a port for the [[ZX Spectrum]] developed by Climacus and McNeil was released online.<ref>{{cite web|last=Verdin|first=Guillaume|url=https://mag.mo5.com/actu/80169/zx-spectrum-la-fournee-doctobre-3/|title=ZX Spectrum : la fournée d'octobre|work={{ill|MO5.com|lt=MO5.com|fr|MO5.com}}|publisher=Association MO5.COM|date=November 3, 2015|access-date=2022-09-06|language=fr|archive-url=https://web.archive.org/web/20151104203929/https://mag.mo5.com/actu/80169/zx-spectrum-la-fournee-doctobre-3/|archive-date=2015-11-04|url-status=live}}</ref> In 2022, a [[mod (video gaming)|mod]] that supports the [[MSX|MSX2]] hardware was released online by Víctor Martínez and David Madurga, which allows improved visuals by Toni Galvez and other changes.<ref>{{cite web|last=Verdin|first=Guillaume|url=https://mag.mo5.com/actu/222567/le-mythique-the-maze-of-galious-transfigure-sur-msx2/|title=Le mythique The Maze of Galious transfiguré sur MSX2|work={{ill|MO5.com|lt=MO5.com|fr|MO5.com}}|publisher=Association MO5.COM|date=April 28, 2022|access-date=2022-09-08|language=fr|archive-url=https://web.archive.org/web/20220908015038/https://mag.mo5.com/actu/222567/le-mythique-the-maze-of-galious-transfigure-sur-msx2/|archive-date=2022-09-08|url-status=live}}</ref>
''The Maze of Galious'', particularly the original [[MSX]] version, served as influence for ''[[La-Mulana]]'' (2006).<ref>{{cite web|last=Lavaux|first=Rudy|url=http://www.cubed3.com/news/17255/1/interview-nigoro-discusses-la-mulana-nintendo-wiiware.html|title=Interview &#124; Nigoro Discusses LA-MULANA (Nintendo WiiWare)|work=Cubed3|publisher=Cubed3 Limited|date=July 10, 2012|access-date=2022-09-05|archive-url=https://web.archive.org/web/20220728135017/http://www.cubed3.com/news/17255/1/interview-nigoro-discusses-la-mulana-nintendo-wiiware.html|archive-date=2022-07-28|url-status=live}}</ref><ref>{{cite web|last=Ambalina|first=Limarc|url=https://www.keengamer.com/articles/features/interviews/la-mulana-creator-says-game-was-not-inspired-by-castlevania-or-metroid/|title=La-Mulana Creator says Game Was Not Inspired by Castlevania or Metroid|work=KeenGamer|publisher=KeenGamer s.r.o.|date=September 22, 2019|access-date=2022-09-05|archive-url=https://web.archive.org/web/20210925093510/https://www.keengamer.com/articles/features/interviews/la-mulana-creator-says-game-was-not-inspired-by-castlevania-or-metroid/|archive-date=2021-09-25|url-status=live}}</ref><ref>{{cite web|last=Lada|first=Jenni|url=https://www.siliconera.com/nigoros-takumi-naramura-talks-about-la-mulana-1-2-the-maze-of-galious-and-rose-camellia/|title=Nigoro's Takumi Naramura Talks About La-Mulana 1 & 2, The Maze Of Galious, And Rose & Camellia|work=[[Siliconera]]|publisher=[[Enthusiast Gaming]]|date=October 25, 2019|access-date=2022-09-05|archive-url=https://web.archive.org/web/20210423135450/https://www.siliconera.com/nigoros-takumi-naramura-talks-about-la-mulana-1-2-the-maze-of-galious-and-rose-camellia/|archive-date=2021-04-23|url-status=live}}</ref> Spanish developer Francisco Téllez de Meneses also cited the game as an influence for ''[[Unepic]]'' (2011).<ref>{{cite magazine|author=Zeros|url=https://www.gameit.es/entrevista-a-francisco-tellez-de-meneses-creador-de-unepic/|title=Entrevistamos a Francisco Téllez de Meneses, creador de UnEpic|publisher=Game It|date=June 15, 2012|access-date=2022-09-05|language=es|archive-url=https://web.archive.org/web/20120621133756/https://www.gameit.es/entrevista-a-francisco-tellez-de-meneses-creador-de-unepic/|archive-date=2012-06-21|url-status=live}}</ref><ref>{{cite magazine|last=Pérez|first=Raúl|url=https://www.softonic.com/articulos/francisco-tellez-de-meneses-entrevista-unepic-gusta-mas-al-publico-que-a-los-jurados|title=Francisco Téllez de Meneses: "UnEpic gusta más al público que a los jurados"|magazine=Softonic|publisher=Softonic International S.A.|date=January 20, 2014|access-date=2022-09-05|language=es|archive-url=https://web.archive.org/web/20200804091425/https://www.softonic.com/articulos/francisco-tellez-de-meneses-entrevista-unepic-gusta-mas-al-publico-que-a-los-jurados|archive-date=2020-08-04|url-status=live}}</ref><ref>{{cite magazine|last=Shepard|first=Ryan|url=https://voxelvoice.com/unepic-interview-with-fran/|title=An Unepic Interview with Francisco Téllez de Meneses|publisher=Voxel Voice|date=December 14, 2017|access-date=2022-09-05|archive-url=https://web.archive.org/web/20220906001815/https://voxelvoice.com/unepic-interview-with-fran/|archive-date=2022-09-06|url-status=live}}</ref><ref>{{cite web|last=Borondo|first=Sara|url=https://vandal.elespanol.com/noticia/1350739459/fran-tellez-de-meneses-el-desarrollador-en-solitario-que-desafia-a-los-grandes/|title=Fran Téllez de Meneses, el desarrollador en solitario que desafía a los grandes — El creador de aclamados juegos como Unepic y Ghost 1.0 está a punto de lanzar al mercado su nuevo trabajo, Unmetal. Repasamos con él su apasionante trayectoria|work=[[Vandal (website)|Vandal]]|publisher=[[El Español]]|date=November 7, 2020|access-date=2022-09-06|language=es|archive-url=https://web.archive.org/web/20220715004741/https://vandal.elespanol.com/noticia/1350739459/fran-tellez-de-meneses-el-desarrollador-en-solitario-que-desafia-a-los-grandes/|archive-date=2022-07-15|url-status=live}}</ref> In addition, the exploration bits from the game were ultimately utilized for ''[[Castlevania II: Simon's Quest]]''.<ref>{{cite web|url=http://shmuplations.com/castlevania/|title=Castlevania – Developer Commentary|publisher=Shmuplations|access-date=2022-09-05|archive-url=https://web.archive.org/web/20220731043240/http://shmuplations.com/castlevania/|archive-date=2022-07-31|url-status=live}}</ref><ref>{{cite magazine|last=Yarwood|first=Jack|url=https://wireframe.raspberrypi.com/articles/tracking-down-the-obscure-mind-behind-castlevania|title=Tracking down the obscure mind behind Castlevania|magazine=[[Raspberry Pi Foundation#Magazine|Wireframe]]|publisher=[[Raspberry Pi Foundation]]|date=May 17, 2022|access-date=2022-09-05|archive-url=https://web.archive.org/web/20220521042853/https://wireframe.raspberrypi.com/articles/tracking-down-the-obscure-mind-behind-castlevania|archive-date=2022-05-21|url-status=live}}</ref> In the years since, fans have experimented with remaking and porting the title unofficially to other platforms. In 2002, a remake based on the original [[MSX]] version for [[Personal computer|PC]]s was released online by the group Brain Games, featuring updated visuals and different graphic sets.<ref name="TMOGhg101"/><ref name="MeriStatTMOG"/><ref name="BGmog">{{cite web|url=https://mog.jorito.net/|title=Maze of Galious|publisher=Brain Games|date=2009|access-date=2022-09-08|archive-url=https://web.archive.org/web/20220328224338/https://mog.jorito.net/|archive-date=2022-03-28|url-status=live}}</ref> In 2015, a conversion for the [[ColecoVision]] was announced to be in development by Opcode Games, requiring the Super Game Module expansion to run on the hardware.<ref>{{cite web|author=GraziGamer|url=https://forums.atariage.com/topic/251152-the-maze-of-galious-knightmare-ii-official-thread/|title=The Maze of Galious (Knightmare II) official thread|website=[[AtariAge]]|date=April 5, 2016|access-date=2022-09-06|archive-url=https://web.archive.org/web/20220906213602/https://forums.atariage.com/topic/251152-the-maze-of-galious-knightmare-ii-official-thread/|archive-date=2022-09-06|url-status=live}}</ref> That same year, a port for the [[ZX Spectrum]] developed by Climacus and McNeil was released online.<ref>{{cite web|last=Verdin|first=Guillaume|url=https://mag.mo5.com/actu/80169/zx-spectrum-la-fournee-doctobre-3/|title=ZX Spectrum : la fournée d'octobre|work={{ill|MO5.com|lt=MO5.com|fr|MO5.com}}|publisher=Association MO5.COM|date=November 3, 2015|access-date=2022-09-06|language=fr|archive-url=https://web.archive.org/web/20151104203929/https://mag.mo5.com/actu/80169/zx-spectrum-la-fournee-doctobre-3/|archive-date=2015-11-04|url-status=live}}</ref> In 2022, a [[mod (video gaming)|mod]] that supports the [[MSX|MSX2]] hardware was released online by Víctor Martínez and David Madurga, which allows improved visuals by Toni Galvez and other changes.<ref>{{cite web|last=Verdin|first=Guillaume|url=https://mag.mo5.com/actu/222567/le-mythique-the-maze-of-galious-transfigure-sur-msx2/|title=Le mythique The Maze of Galious transfiguré sur MSX2|work={{ill|MO5.com|lt=MO5.com|fr|MO5.com}}|publisher=Association MO5.COM|date=April 28, 2022|access-date=2022-09-08|language=fr|archive-url=https://web.archive.org/web/20220908015038/https://mag.mo5.com/actu/222567/le-mythique-the-maze-of-galious-transfigure-sur-msx2/|archive-date=2022-09-08|url-status=live}}</ref>


== Notes ==
== Notes ==

Revision as of 01:44, 19 April 2023

The Maze of Galious
Single-player

The Maze of Galious

bosses
.

The Maze of Galious was created by the MSX division at Konami under management of Shigeru Fukutake. The process of making original titles for the platform revolved around the person who came up with the characters. A team of seven members were responsible for its development, lasting somewhere between four to six months, with Ryouhei Shogaki being the project's lead designer. The game garnered generally favorable reception from critics and retrospective commentarists. The game's exploration bits were utilized for Castlevania II: Simon's Quest. It was followed by Shalom: Knightmare III (1987). In the years since, fans have experimented with remaking and porting the title unofficially to other platforms, it also served as influence for La-Mulana (2006).

Gameplay

Gameplay screenshot of the MSX version.

The Maze of Galious is a platform-adventure game starring the warrior Popolon and his lover, the princess Aphrodite, as they embark on a journey through Castle Greek to free their unborn child Pampas from the evil priest Galious.[1][2][3] Being able to control two characters means the player can switch between Popolon and Aphrodite, both of which have slightly different abilities: Popolon can push stones, open heavy doors and has a variable jumping height, while Aphrodite survives longer under water, can shoot more projectiles and has a fixed jumping height.[1][2][3] The game's structure is similar to The Legend of Zelda; Castle Greek acts as the main overworld, where entrances to the ten "worlds" are hidden throughout.[1][2][3][4]

The player explores each world map, collecting

bosses, and obtaining power-ups to progress further.[1][2][3][5] Similar to metroidvania games, new areas can be accessed by acquiring new items.[6] Each map also hosts three hidden items to aid Popolon and Aphrodite against a "Great Demon".[1] In order to face a "Great Demon", the player must inspect a gravestone that reveals an incantation to invoke them at a boss room by typing their names.[1][2][3][4] Some items are optional but others are mandatory such as the "Cross", which is needed to face against the final boss.[1][7] Enemies can drop random items after their defeat, ranging from that can be spent in shops to upgrade the character's overall inventory, arrow stocks for projectile-based weapons, and keys to open locked doors.[1][2][3]

There are several types of enemies, each with strengths and weaknesses; some monsters are immune to frontal attacks, while others are more vulnerable to fire and so on. The player can also kill enemies to fill an "experience" gauge, which replenishes a character's health when full.[1][2][3] Another way to heal a character is entering a special room within the main overworld map, which contains a magic dust that can be turned into a fairy by standing at a certain spot.[1] Should either character die, the other can visit a shrine and pay for resurrection.[1][2][3][4] If both characters perish, the game is over, but the player can resume progress via passwords obtained from "Demeter's Shrine".[1][2][3] Extra content is unlocked if the Game Master, Knightmare or Q*bert are inserted in the second cartridge slot available on most MSX machines.

Development

The Maze of Galious was developed by the MSX division at Konami under management of Shigeru Fukutake, who revealed about the creation process in a 1988 interview with Japanese publication Micom BASIC Magazine.[8] Fukutate explained that the staffer who came up with the characters was in charge of design and facilitating development of the project, as the process of making original titles for the MSX revolved around the person who came up with the characters being assigned to do both planning and the story.[8] Fukutate further explained that the planner would then lead a team of four or five members to proceed with development, which would last somewhere between four to six months.[8]

Seven staffers were responsible for the project: director and designer Ryouhei "Ryokun" Shogaki, programmers Masahiko "Mai" Ozawa and Yutaka "Hal" Haruki, artist Chiaki Tanigaki, composer Kazuhiko Uehara, and two members under the pseudonyms "Hipo" and "Tomoyo".[9][10] Other people also collaborated in its development.[9] Maze of Galious was the first game Uehara worked on after joining Konami in 1986 as sound designer; He would be responsible for creating the SCC sound chip, as well as working on Space Manbow and Metal Gear 2: Solid Snake.[11] The team revealed in a 1987 article that they never decided upon the gender of Pampas, while an eleventh map was scrapped due to memory constrains.[10]

Release

Prior to launch, a game titled Majou Densetsu II: Poporon Gekitou Hen

Family Computer exclusively in Japan by Konami on August 11, featuring changes such as improved visuals and redesigned maps.[1][17][18]

Although it was not officially released outside Japan, an English

Scitron.[21] The MSX version was also re-released in digital form for Windows through D4 Enterprise's Project EGG service on March 24, 2015.[22]

Reception

The Maze of Galious on MSX garnered generally favorable reception from critics.[23][30][31][32] The Japanese MSX Magazine praised its graphics, character sprites, soundtrack, and playability.[29] An editor for MSX Gids shared similar thoughts, lauding the visuals, sound, and overall quality.[28] MSX Computer Magazine compared the title with Vampire Killer due to its similar setup and game structure, but also found it more difficult than the original Knightmare. Regardless, the editor commended the varied graphical design, music and sound effects.[33]

Spanish publication Input MSX also comaped it with Vampire Killer but highlighted its variety of enemies and weapons, as well as the way each world are divided, while giving positive remarks to the imaginative and colorful graphical quality, character animations, and audio.

Family Computer version a 19.79 out of 30 score in a 1991 public poll.[25] Famimaga found the Famicom version to be more fun compared to the MSX original.[25]

Retrospective commentaries for The Maze of Galious have been equally favorable.

Falcom's Legacy of the Wizard, also released that year, they're downright dull. But there are just enough good ideas here to make you wish Konami took another crack at this incarnation of the Knightmare series."[1]

Legacy

The Maze of Galious, particularly the original

mod that supports the MSX2 hardware was released online by Víctor Martínez and David Madurga, which allows improved visuals by Toni Galvez and other changes.[49]

Notes

  1. ^ Known as Majou Densetsu II: Gariusu no Meikyuu (Japanese: 魔城伝説II ガリウスの迷宮, Hepburn: Majō Densetsu Tsū: Gariusu no Meikyū, lit. "Demon Castle Legend II: The Maze of Galious" or "Legend of the Devil Castle II: The Maze of Galious") in Japan.
  2. ^ 魔城伝説II 〜ポポロン激闘編〜 (Majō Densetsu II ~Poporon Gekitō Hen~)
  3. ^ 魔城伝説II 大魔司教ガリウス (Majō Densetsu II: Daima Shikyō Gariusu)

References

  1. ^ a b c d e f g h i j k l m n o Xerxes (May 22, 2019). "Knightmare II: The Maze of Galious". Hardcore Gaming 101. Archived from the original on 2022-07-17. Retrieved 2022-09-05.
  2. ^ a b c d e f g h i 魔城伝説II ガリウスの迷宮 (ユーザーマニュアル) (Japanese ed.). Konami. April 1987.
  3. ^ a b c d e f g h i The Maze of Galious (User's Manual) (European ed.). Konami. 1987.
  4. ^ a b c "Todo Sobre... — The Maze of Galious". Input MSX (in Spanish). No. 21. Planeta-De Agostini. 1988. pp. 30–33.
  5. ^ "Software: The Maze of Galious". Input MSX (in Spanish). No. 26. Planeta-De Agostini. July 1988. pp. 37–41.
  6. ^ "Knightmare II: The Maze of Galious". Hardcore Gaming 101. Retrieved 2023-01-02.
  7. ^ "Trucos: The Maze of Galious — Como Conseguir La Cruz". Input MSX (in Spanish). No. 25. Planeta-De Agostini. June 1988. p. 51.
  8. ^ a b c Yamashita, Akira (September 1988). "山下章のパソコン・ゲーム: ホンキでPlayホンネでReview — TARGET 5 コナミMSXゲーム". Micom BASIC Magazine [ja] (in Japanese). No. 75. The Dempa Shimbunsha Corporation [ja]. pp. 278–282. (Translation by Arc Hound. Archived 2021-09-25 at the Wayback Machine).
  9. ^ a b Konami (April 18, 1987). The Maze of Galious (MSX). Konami. Level/area: Staff.
  10. ^ a b "Software House Hot Information - Konami News Station: 大好評発売中! — ガリウスの迷き 〜魔城伝説打〜". Micom BASIC Magazine [ja] (in Japanese). No. 60. The Dempa Shimbunsha Corporation [ja]. June 1987. p. 296. (Translation by Arc Hound. Archived 2021-07-14 at the Wayback Machine).
  11. ^ "We Love コナミ: SCC 上原和彦氏 インタビュー". MSX Magazine [ja] (Eternal Preservation Edition [永久保存版]) (in Japanese). No. 3. ASCII Corporation. May 12, 2005. pp. 154–157. (Translation by Arc Hound. Archived 2021-02-19 at the Wayback Machine).
  12. ^ a b "魔城伝説II 〜ポポロン激闘編〜". I/O [ja] (in Japanese). No. 123. Kohgaku-Sha [ja]. January 1987. p. 97.
  13. ^ a b c YK-2 (February 1987). "立ちあがれ!勇者ポポロン — 魔城伝説II". Micom BASIC Magazine [ja] (in Japanese). No. 56. The Dempa Shimbunsha Corporation [ja]. pp. 244–245.{{cite magazine}}: CS1 maint: numeric names: authors list (link)
  14. ^
    LOGiN [ja] (in Japanese). Vol. 6, no. 3. ASCII Corporation
    . March 1987. pp. 196–197.
  15. ^ "Actualidad: The Maze of Galious". Input MSX (in Spanish). No. 17. Planeta-De Agostini. 1987. p. 8.
  16. ^ "MSX's Soft (1987~1990)" (in Japanese). Konami. 1996. Archived from the original on 1996-11-08. Retrieved 2022-09-05.
  17. ^
    MeriStation (in Spanish). PRISA. Archived
    from the original on 2022-08-27. Retrieved 2022-09-05.
  18. ^ "Famicon's Soft (1985~1987)" (in Japanese). Konami. 1996. Archived from the original on 1996-11-08. Retrieved 2022-09-09.
  19. ^ "「i revo ゲーム」で 100 種類以上のゲームが遊び放題の定額課金を開始" (PDF). i-revo (in Japanese). Internet Revolution. September 8, 2006. Archived (PDF) from the original on 2022-02-21. Retrieved 2022-09-06.
  20. ^ "ガリウスの迷宮". i-revo (in Japanese). Internet Revolution. Retrieved 2022-09-06.
  21. ^ "LEGEND OF GAME MUSIC CONSUMER BOX | SCDC-00497~506". VGMdb. Archived from the original on 2021-11-28. Retrieved 2022-09-08.
  22. ^ "「魔城伝説II ガリウスの迷宮(MSX版)」がプロジェクトEGGで本日配信に". 4Gamer.net (in Japanese). Aetas Inc. March 24, 2015. Archived from the original on 2015-03-26. Retrieved 2022-09-06.
  23. ^
    Famitsu.com
    .)
  24. ^ a b Brisou, Mathieu (April 1988). "Coup D'Oeil: The Maze of Galious (Cartouche Konami pour M.S.X.)". Tilt (in French). No. 53. Editions Mondiales S.A. [fr]. p. 38.
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External links