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Super Nintendo SNES

TinTin au Tibet (Kuifje in Tibet) - Super Nintendo SNES

€ 12,47

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Product condition

This product is like new. At NexWave Games, like new means:

  • For disc games, the case is in good condition with minimal signs of use, the manual is included and the disc is in good condition. In some cases the manual may be missing; when this happens, we state it in the product title.
  • For cartridges, the exterior and label are in good condition with minimal signs of use. Cartridges such as N64 and Game Boy are supplied on their own as standard, unless the title states that the product is complete.
  • For consoles, controllers and accessories, the exterior is in good condition with minimal signs of use. They never have stains, but may occasionally have light scratches. If the console, controller or accessory has more scratches, it is given the condition “Good”. Items in both “Good” and “Like new” condition always work perfectly.

Additionally, all discs at NexWave Games are carefully inspected and assessed for quality. When discs arrive, we do not accept any that are so badly damaged that they are unlikely to work. We only accept discs with light scratches at most. Discs with scratches are then treated in our professional disc repair machine. By warming the disc and polishing it with soft brushes, these machines can remove a very thin layer from the disc. This removes the layer containing surface scratches and improves the disc’s readability. This ensures the disc works properly, even on consoles with ageing lasers that have difficulty reading games! Great news for the player.

Tintin au Tibet (Kuifje in Tibet) for Super Nintendo SNES

Tintin au Tibet, known as Tintin in Tibet, is a platform adventure for Super Nintendo SNES based on Hergé's comic album. Tintin discovers that his friend Chang was aboard a plane that crashed in the Himalayas. He travels to Tibet with Captain Haddock to search for him. You walk through streets, jump over obstacles and eventually cross snowy, rocky mountain areas. Drawn scenes and conversations explain the story and guide your search between the action.

You must do more than simply reach the exit. Some sections require an item, a conversation or a different approach to the terrain. An ice axe lets you climb rock faces, and a separate climbing section lets you switch between Tintin and Haddock. You have them secure each other with a rope and swing towards the next foothold. Tasks involving rhythms, sounds and arranging symbols await at the monastery. The time limit makes careful movement important: a failed jump or collision costs energy and eventually a life.

You play this adventure alone with one standard SNES controller. The opening screens include a language selection, so the French product name does not mean that French is the only text available. Passwords with three prayer wheels let you resume at fixed points later. The game does not store progress using a battery. Write down the password when you want to interrupt your search.

Region and language

Our Super Nintendo SNES games are PAL editions, unless stated otherwise. This product contains a loose cartridge for the European market. A box is only included if explicitly stated in the product details. We note any different region in the product details. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.

Manual

With Tintin au Tibet (Kuifje in Tibet) for Super Nintendo SNES, you receive a loose cartridge. A box and manual are not included unless we explicitly state otherwise in the product details. This is the standard way we supply this copy.

The history of Tintin au Tibet (Kuifje in Tibet)

Infogrames released Tintin in Tibet for Super Nintendo in 1995. Its basis was Hergé's 1960 comic album Tintin in Tibet, in which the search for Chang matters more than a fight against a conventional villain. Friendship and Tintin's refusal to give up on his friend are central to the story. This premise also provides the game's route, from the preparations for the journey to the search in the Himalayas.

The SNES adaptation turned the journey into a series of platform levels featuring individual situations from the story. Searching the wrecked aircraft, climbing with an ice axe and cooperating with Haddock each received their own actions. At the monastery, memory and sound tasks interrupt running and jumping. The large, drawn characters and story screens reflect the comic format, while the time limit and loss of lives turn the individual scenes into defined gameplay challenges.

The adventure also appeared on other systems, but those releases do not all share the same structure and controls. This SNES release, for example, uses passwords with three prayer wheels; the portable Game Boy adaptation uses a different system. The drawn scenes and two-character climbing section also belong to the console version described here. Tintin in Tibet thus remains a distinct Infogrames interpretation of the album, in which surviving the journey and completing small tasks determine progress.

Similar games for Super Nintendo SNES

Tintin: Prisoners of the Sun also uses Hergé's characters and drawn scenes between the platform action on SNES. Once again, you move cautiously through areas where obstacles and opponents cost energy. However, the story follows The Seven Crystal Balls and Prisoners of the Sun, with a different journey and different dangers. Tintin in Tibet concentrates on rescuing Chang, climbing with Haddock and monastery tasks rather than that later expedition.

Like Tintin in Tibet, Disney's Aladdin requires well-planned jumps and attention to the surroundings on SNES. Aladdin grabs ledges and beams and uses apples and acrobatic jumps against enemies. Tintin moves more cautiously through his story, picks up objects and holds conversations. His ice axe and rope section with Haddock make the terrain itself an important obstacle, whereas Aladdin more often combines his movements with direct attacks on the guards.

The Lion King also adapts an animated story into consecutive platform areas on SNES. You recognise the locations and encounter different types of sections along the way, such as the stampede. Simba uses jumps, his roar and later his claws to advance. Tintin in Tibet gives you a human traveller who overcomes obstacles with tools, conversations and specific actions. The monastery and cooperation on the climbing rope also provide tasks that focus less on attacking.

Asterix also brings a European comic world to life on SNES with large, recognisable characters. Both games divide the adventure into side-view areas filled with hazards. Asterix punches Romans aside and uses his strength to progress. Tintin in Tibet places greater emphasis on careful jumping, finding items and reading the surroundings. The mountain route and rescue story therefore create a different rhythm from the Gaul's fights.

Like Tintin in Tibet, The Smurfs uses a familiar comic as the basis for platform action and a rescue mission on SNES. Its small hero jumps through natural surroundings where animals and obstacles pose a threat. Tintin moves through a greater variety of inhabited locations and mountain areas, with conversations and separate climbing actions. The monastery tasks also ask you to remember rhythms and symbols, whereas The Smurfs organises progress more strongly around crossing its levels.