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Retro Game Database · Windows

Tun Town 2

Retro Game Database · Windows

Tun Town 2

Tun Town 2 opens with a wonderfully scrappy motivation: LeLe wants to save Uncle John’s ghost house, and the route to the money involves a missing Nobel Prize, a mind-reading-virus cure, and a suspicious brother. It has the loose, joking energy of a cartoon RPG that is happy to be strange, then lets you loose in a city where fights are visible before you touch them.

The result is a likable but demanding old-school-style RPG. Its active-time battles ask you to make choices under pressure, while animal allies, crafting materials, and side diversions give the adventure more to do than simply march from one plot marker to the next. Give it a chance if you enjoy playful, offbeat RPGs and can tolerate combat that refuses to wait for you.

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Retro Replay Review

Gameplay

The first thing you notice in Tun Town 2 is that it does not hide every fight behind random encounters. Enemies wander the city streets, and contact moves you to a separate battle screen. That makes exploring less of a blind gamble: you can see trouble coming, decide when to engage, and retain a little more control over the rhythm of a long RPG session.

Once combat starts, though, the game expects you to stay awake. Its active-time battle system keeps running while you choose commands, so enemies can act while you are weighing an attack, a technique, or another option. That pressure can be exciting if you like the tense pace associated with older Final Fantasy-style battles. It can also become the game’s sharpest frustration, especially when you want a moment to think and the fight simply will not grant one.

Special techniques run on technique points, putting a familiar resource-management layer around the party’s stronger actions. Animal companions are a genuinely charming wrinkle: dogs and other animals can join the group and contribute their own abilities rather than existing only for comic flavor. Materials can also be turned into items and accessories, giving exploration a practical payoff beyond combat rewards.

The city adventure is not locked into fighting alone. Dog races and a shooting range break up the RPG routine, and that willingness to toss in small activities suits the game’s playful tone. Don’t go in expecting a streamlined sprint; this is a busier, more eccentric role-playing game that rewards you for enjoying its diversions as part of the trip.

Tun Town 2 — screenshot 1
Tun Town 2 — screenshot 1

Graphics

The cartoon-like cast and comic animation of the first game carry over into 3D cel-shaded visuals. That is a good fit for the story’s ghost house, animal-speaking hero, and wildly silly science-fiction setup: the game aims for a light, animated look rather than anything grounded or severe.

Tun Town 2 — screenshot 2
Tun Town 2 — screenshot 2

Story

LeLe’s desire to keep Uncle John’s ghost house gives the story a personal, easy-to-understand hook. He is not setting out to save the world because a prophecy says so; he wants to preserve a place full of memories with his friends. That smaller emotional starting point makes the premise more inviting than the usual RPG obligation.

Then the plot cheerfully swerves into nonsense of the best kind. A-Ji has created a cure for a virus that lets others read people’s minds, receives a Nobel Prize, and loses it when his own brother secretly intercepts it. It is an intentionally goofy chain of events, and the game’s humor has room to breathe because it embraces that absurdity instead of trying to make it sound grim.

The missing prize creates a solid mystery to carry the adventure forward: what does A-Ji’s brother want, and how will LeLe turn this bizarre medical breakthrough into enough money to buy the house? If you enjoyed the prior trip to Uncle John’s place, the return to that concern should land especially well. Newcomers can still follow the immediate stakes, though the emotional weight naturally comes from knowing why the house matters.

Overall Experience

Tun Town 2 is easy to recommend to the gamer who misses role-playing games that were comfortable being odd. It combines a comic adventure about friends and a haunted house with visible street enemies, real-time pressure in battle, animal party members, crafting, and minigames. None of that sounds like it should fit neatly together, which is part of the charm.

The caveat is combat pace. The active-time structure means you cannot casually browse your options in safety, and that can turn routine encounters into a more stressful affair than the bright, comical premise suggests. If you prefer fully paused, deliberate turn-based planning, this may wear you down. If quick decisions make you feel engaged rather than rushed, it gives the battles welcome urgency.

Ultimately, this is a sequel with personality rather than polish for polish’s sake. Its story has a warm goal, its humor is agreeably strange, and its systems offer enough side activity to keep the city journey from becoming a straight line. Stick with the early pressure of the battle system and the payoff is an offbeat RPG whose oddball ingredients feel like the point, not a distraction.

Retro Replay Score

7.1/10

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Retro Replay Score

7.1

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