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Retro Game Database · TurboGrafx CD

Travel Epule

Retro Game Database · TurboGrafx CD

Travel Epule

Travel Epule turns a simple survival premise into a scrappy top-down action game: Eple cannot attack on her own, so every fight becomes a race to grab the bombs, grenades, and other thrown objects appearing around a single-screen arena before an enemy does her in. That reversal gives even ordinary encounters a nicely nervous edge. You are not mowing through foes; you are improvising under pressure.

The idea has limits, especially when random item appearances leave you waiting for the right tool, but the compact stages keep the game moving and bosses can break the usual close-range rules. Its separate versus mode, where Eple and Pal can customize magical abilities before competing, adds a welcome competitive outlet. Give it a chance if you enjoy old-school action games built around positioning, quick reactions, and making the battlefield work for you.

Platform:

Retro Replay Review

Gameplay

The first few battles of Travel Epule have an unusual, slightly panicky pull. Eple is surrounded by enemies that want her dead, yet she has no built-in attack to fall back on. Instead, bombs, grenades, and other usable objects appear around the arena, and you have to reach them, use them well, and avoid becoming an easy target in the process. It is a smart reversal of the usual action-game power fantasy: the floor is full of potential weapons, but none of them matter until you claim one.

That structure makes positioning more important than brute force. Regular enemies generally need to get close to hurt Eple, so you can bait them toward explosives or use the open parts of a stage to create room. Hazardous tiles and areas that impede movement complicate that basic dance, giving each one-screen fight more bite than a plain empty arena would. Health pots appearing during battle can rescue a bad situation, though they also reinforce the game’s dependence on what happens to spawn and where.

The random objects are both the hook and the likely source of frustration. When the right explosive turns up nearby, a fight can feel wonderfully improvised; when it does not, you can be left dodging and waiting for an opening rather than driving the action yourself. Bosses matter because they are not bound to the regular enemies’ close-range habits, forcing you to stay alert for threats coming from farther away. A few stages also ask you to find a magic staff, with protective effects such as an ice force field that can absorb fire damage, so the game does occasionally change what survival means.

Versus mode is more than an afterthought for anyone who has a second person ready to play. Eple and Pal face off with customizable magical abilities selected before the match, taking the same object-driven combat into a competitive setting. It should suit rivals who enjoy messy arena contests where movement and opportunism matter as much as direct attacks.

Travel Epule — screenshot 1
Travel Epule — screenshot 1

Graphics

The game uses top-down, single-screen battle arenas, putting Eple, her opponents, hazards, and newly appearing objects in the same compact view. Eple’s penguin costume and the anime/manga framing give the heroine a more playful look than the constant danger around her suggests, while the snowy Northern Japan village provides a fitting starting point for her journey.

Travel Epule — screenshot 2
Travel Epule — screenshot 2

Story

Travel Epule starts with a clean, immediately understandable disaster. Eple lives in an isolated snowy village alongside humans and birds; after a monster attack, she and her penguin friend are swept into the water and carried far from home. You do not need a knotty setup to understand the goal: survive strange lands and find the way back.

That premise gives the action a warmer motive than mere score-chasing. Eple is not framed as a conventional fighter charging out to conquer anything. She is a young girl in a penguin costume trying to get home despite enemies and dangers she is plainly not equipped to overpower head-on. Her reliance on whatever objects the arena offers fits that vulnerable setup particularly well.

Still, the story functions mainly as a reason to move from danger to danger rather than a large dramatic centerpiece. If you want a journey defined by its underdog setup and simple homeward momentum, it does enough. If you need elaborate plot turns to carry an action game, the combat concept will have to do the heavier lifting.

Overall Experience

Travel Epule is memorable because it makes weakness active. Eple’s lack of a personal attack could have been a nuisance, but it instead turns each encounter into a quick judgment call about space, timing, enemy distance, and the next object that appears. When you use an explosive at the right moment and escape an enemy closing in, the game earns its tension honestly.

Its rougher edge is clear, too: randomness can make the action feel less controlled than the best arena games, and not every player will enjoy waiting on weapons rather than carrying one. The single-screen format helps contain that irritation, since you are never lost about where the immediate problem is. It is a compact game that asks you to adapt rather than dominate.

For fans of Bomberman-like top-down action who want a stranger, more defensive twist, this is worth seeking out. Come for the peculiar image of a penguin-suited heroine fighting with found explosives, stay if the constant scramble for survival clicks. The payoff is not mastery through overwhelming firepower; it is learning to turn a hostile little arena into your only source of leverage.

Retro Replay Score

7.2/10

Additional information

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Retro Replay Score

7.2

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