![Sandra no Daibouken - Valkyrie to no Deai [Model SHVC-SH] Sandra no Daibouken - Valkyrie to no Deai [Model SHVC-SH]](images/marquees/62635.jpg)
![Sandra no Daibouken - Valkyrie to no Deai [Model SHVC-SH] Sandra no Daibouken - Valkyrie to no Deai [Model SHVC-SH] screenshot](images/game/62635_2.png)
サンドラの大冒険 ワルキューレとの出逢い © 1992 NAMCOT.
(Sandra no Daibouken - Valkyrie to no Deai)
Sandra no Daibouken is a challenging, side-scrolling action-platformer. Serving as a direct narrative prequel to the legendary Valkyrie no Bouken (NES) and Valkyrie no Densetsu (Arcade), the game shifts focus away from the series' titular heroine to follow her loyal, green-skinned companion, Sandra (Wholos in PAL regions).
The story begins in Sandland, where a sudden volcanic eruption rains cursed ash down upon the village, petrifying the inhabitants and infecting Sandra's infant son with a fatal plague. Driven by desperation to find a cure, Sandra grabs his trusted trident and embarks on a dark, surprisingly melancholic quest to break the curse of the evil sorcerer Zouna.
![Goodies for Sandra no Daibouken - Valkyrie to no Deai [Model SHVC-SH]](images/covermini160/62635_1.jpg)
GAME ID: SHVC-SH
BARCODE: T4907892070035
Specifications: The software is printed on an 8-megabit ROM layout.
Released on July 23, 1992 (Thursday) in Japan at a retail price of 8,300 JPY.
Deceptive Goblins-and-Ghouls Difficulty:
Despite the whimsical, cute "super-deformed" character designs traditional to Namco's fantasy universe, the game is infamous among retro collectors for its grueling, unforgiving difficulty level. Precise execution of Sandra's advanced movement mechanics is strictly mandatory to navigate bottomless pits, spikes, and aggressive enemy layouts.
The Risk-and-Reward Jump Engine:
The gameplay physics center entirely around Sandra's unique physics-based acrobatics. He can perform basic hops, a rapid forward dash-jump, or a powerful, charged vertical high-jump. Overusing high-level jumps or landing awkwardly induces a distinct, animated dizziness status mechanic, leaving Sandra temporarily frozen and completely defenseless against incoming hazards.
Branching Narrative and Bad Endings:
The game features an early example of dynamic narrative choices in a 16-bit action title. Throughout his travels, Sandra is presented with dialogue choices when interacting with NPCs. Selecting selfish or incorrect answers doesn't just change text—it actively locks players out of the true ending, occasionally triggering abrupt, dark "Bad Endings" right on the spot.
Export releases:
[US] "Whirlo [Model SNSP-SH]"