Famicom World
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The Famicom World

The Famicom World (fc) is an area that is stylized to look like a retro game, and even Sabitsuki's appearance changes in this place. The Broom effect is located in the only house in this area, while the Television effect is located deep inside this world.

The player can reach this area either by interacting with a grate in the Static Noise area of the Cloud World, or by touching the broken glass pieces in the Blue Electric World. In the first case, the player appears on a path leading to the Witch's house. The second one leads to the Warp (ワープ) area. It is impossible to go back to the Blue Electric World from here.

The Witch's house is located in a forest. By going inside, the player can interact with the Witch to get the Broom effect, but there is one more point of interest outside. It is possible to go into the forest, where the path seems to branch off to the south. There is a well, which is usually empty, but a Kaibutsu may appear here under certain conditions. It can appear only if a shared event variable is above 70 points, the same amount triggers the Jelly in the Reverse Apartments. To actually make it appear, though, the player has to provoke any passive Kaibutsu except for the one in the Blood Maze. The Kaibutsu in the Well slowly moves toward the player and traps them on touch.

Though hard to notice, there is a way that leads from the Witch's house into the main area of the Famicon World, which consists of an island surrounded by a sea. This area has nothing to interact with and contains no events, but it leads to several other rooms. By following the path from the Witch's house, the player will arrive to a set of gray patches which leads to the Machine Nation World (機械民族). There is another set of gray patches on the south, which leads to the Warp area. By following the path to the very end of this island, the player will arrive to the ? area. There is nothing to do in the Warp and ? rooms, but the Machine Nation World contains the Television effect and a little event.

After going to the Machine Nation World, the player will appear in a little room with some ruins. There is nothing to interact with here, but it is possible to descend into the basement by taking the stairs in the north-west corner of the room. The player will appear inside of Room 1 which has another set of stairs, which lead to Room 2, which contains a branching path.

By going south from there, the player will arrive into Room 3, which also has a branching path. Going east leads to Room 4 where Sabitsuki can get the Television effect upon interacting with the television set that is located in this room. Going west leads to Room 5, which leads to Room 6, which can trigger the Famicom bug (fcバグ) event. The variable responsible for this event is determined each time the player goes into flow, from 1 to 5, and if it reaches 5, interacting with the wall in the top left corner of the room will trigger the event, which is indicated by an empty message box.

By trying to go to back to Room 5, the player will arrive to Room 7, which leads back to Room 5, and by going back from here the player will arrive to Room 8. The game starts to glitch at this point, and it is impossible to go back from here. By proceeding further the player will arrive to Room 9, which looks like Room 6. It is impossible to go back from here. The player can interact with the top left corner of this room, and doing it repeatedly will make the game play a loud noise and force Sabitsuki to wake up.

Going north in Room 2 leads to Room 10, which leads to Room 11, which has a branching path. By going west the player will arrive to Room 3. By going east the player will arrive to Room 12, which leads to Room 13, which contains two sets of stairs aside from the one the player used to get here. By going south the player will arrive to Room 14, which leads back to Room 11. By going north the player will arrive at the Altar (祭壇). The Altar is an empty room with some torches, but some tentacles might appear here if the Tentacle (触手) variable is set to 5. The variable is determined from 3 to 5 each time the player goes into flow.

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