This Day in Aussie Gaming: The Pink Puffs, Parrying Perfection and Point-n-Click Piracy of Jul 31

Whether you were clinging to AA batteries on the school bus, trading sweaty fight sticks with mates at the arcade, or painstakingly clicking through a swashbuckling comeback on your crusty old PC, July 31 has delivered the goods across generations. These Aussie launch anniversaries aren’t just nostalgia fodder, they’re historical benchmarks of clever design, genre evolution and, in some cases, sheer absurdity. Let’s take a deep dive into the releases that helped define this day in Australian gaming history.


Kirby’s Dream Land 2 (GB) 1995

At A Glance

Kirby’s Dream Land 2 arrived on Australian shores in 1995, bringing with it the sort of adorable devastation only Nintendo’s pink vacuum cleaner could deliver. On a screen roughly the size of a postage stamp, Kirby’s Dream Land 2 packed in more charm than seemed physically possible. This sequel upped the ante from its Game Boy predecessor, introducing animal pals and full-scale adventure elements that made it more than just another sugar-coated platformer. For Aussie Game Boy kids? It was a dream you didn’t want to wake up from.

Gameplay Gist

In Kirby’s Dream Land 2, our round hero isn’t just inhaling foes and floating over danger, he’s teaming up with three animal buddies that add spicy new flavours to his usual copy powers. You’ve got Rick the hamster for dry land stomps, Kine the fish for underwater antics and Coo the owl for breezy airborne antics. Each pairing alters Kirby’s abilities in wildly inventive ways, making even repeat powers feel fresh. The levels are simple but cleverly built, and if you were aiming for the “true” ending, you’d need to track down Rainbow Drops hidden across seven islands. It’s bite-sized brilliance.

Behind The Scenes Trivia

  • Kirby’s Dream Land 2 marked the debut of animal buddies in the Kirby franchise, a mechanic that later returned in Kirby’s Dream Land 3 and Kirby’s Star Allies.
  • The Rainbow Drops and secret final boss were early examples of “true ending” requirements (a design that would become a staple in future Nintendo titles).
  • Despite its scale, the game ran on the original Game Boy’s modest hardware thanks to highly efficient programming by HAL Laboratory.
  • Kirby’s design was originally a placeholder sprite (a blob used during testing) but the team grew so fond of him that he became the star.

Connoisseur Cheat Sheet

  • Kirby’s Dream Land 2 introduced rideable animal companions that modified copy abilities in unique ways.
  • Each world housed hidden Rainbow Drops required to unlock the real final boss.
  • One of the earliest Kirby games to embrace a “Zelda-style” overworld structure.
  • Soft pastel artwork and sound design despite the monochrome display.

Kinda Similar

Kirby’s Adventure, Wario Land: Super Mario Land 3, Yoshi’s Island

Where To Play It Today

Search for Kirby’s Dream Land 2 on eBay Australia


SoulCalibur IV (PS3, X360) 2008

At A Glance

When SoulCalibur IV launched in Australia in 2008, it wasn’t just another entry in the long-running weapon-based fighter; it was a full-on spectacle. Towering warriors in ornate armour clashed on catwalks of crystal. Lightsabers clashed with halberds. A bikini-clad ninja could face off against Darth Vader or Yoda, depending on your console of choice. This wasn’t just a brawler, it was a fashion show crossed with a fencing match and dipped in George Lucas fan fiction. And we loved it for every ridiculous second.

Gameplay Gist

At its core, SoulCalibur IV continued the franchise’s accessible-but-deep 8-way run system, letting players strafe around opponents for dynamic, positional combat. New to the mix was the Critical Finish system (a brutal, one-strike kill mechanic that punished overly defensive play). Armour Breaks added flair and function, letting you literally knock the clothes off your opponent during a duel. The game also featured online multiplayer for the first time in the series, letting Aussies finally prove their Cervantes chops from the comfort of home. Provided their internet held up.

Behind The Scenes Trivia

  • SoulCalibur IV was the first in the series to feature online multiplayer and high-definition visuals.
  • Darth Vader was exclusive to the PS3 version, while Yoda appeared only on Xbox 360. Eventually, both characters became available via paid DLC, sparking heated debates in the fighting game community.
  • The inclusion of Star Wars characters came from a direct partnership with LucasArts, who provided animation references and lightsaber sound effects.
  • The game’s create-a-fighter system was built off an expanded version of SoulCalibur III’s Chronicles of the Sword assets, though with far more customisation freedom.

Connoisseur Cheat Sheet

  • SoulCalibur IV introduced online play to the series for the first time.
  • The Critical Finish system rewarded aggressive playstyles and punished turtle tactics.
  • First appearance of Star Wars guest characters, with console-exclusive crossovers.
  • Massive expansion of the character creation tools from SoulCalibur III.

Controversies

SoulCalibur IV sparked plenty of debate within the competitive community. The Star Wars characters, particularly Yoda, were widely considered broken due to his short stature and weird hitbox. He could not be grabbed or swept in many scenarios, making him a frustrating matchup. There was also backlash against the growing emphasis on fanservice-heavy female character designs, with Ivy’s costume in particular pushing boundaries even by series standards.

Kinda Similar

Dead or Alive 4, Virtua Fighter 5, Mortal Kombat vs. DC Universe

Where To Play It Today

Search for SoulCalibur IV on eBay Australia


Tales of Monkey Island (PC, Wii) 2009

At A Glance

When Tales of Monkey Island washed up on Aussie shores in 2009, it brought with it a cargo hold full of swashbuckling nostalgia and cheeky new tricks. This wasn’t just another trip to Melee Island (it was a five-part episodic voyage from Telltale Games that revived Guybrush Threepwood’s legendary adventures for a new generation). Players hungry for classic point-and-click charm were tossed into a fresh treasure hunt full of voodoo mishaps, undead pirates and insult swordfighting. For Aussie fans, it was like finding a buried treasure you thought had vanished with the tides.

Gameplay Gist

Tales of Monkey Island mixed classic point-and-click adventuring with a new control scheme that let players navigate Guybrush with a mouse-drag or keyboard input, creating a more fluid and modern feel than its 90s predecessors. The puzzles leaned into the series’ absurd logic, with plenty of combining odd items in even odder ways. Each of the five episodes built on the last, forming one continuous story rather than standalone escapades. Dialogue trees returned in full force, along with plenty of fourth-wall winks and pirate puns sharp enough to slice through a grog barrel.

Behind The Scenes Trivia

  • Tales of Monkey Island marked the first time Telltale Games used a continuous narrative across all five episodes, a structure they would refine in later hits like The Walking Dead.
  • Ron Gilbert, original series creator, didn’t write Tales but did offer informal advice. The core story was penned by Michael Stemmle and Mark Darin, veterans of LucasArts.
  • The WiiWare version struggled with technical issues, including long load times and frame drops, but the humour remained intact.
  • The title was published by Telltale and distributed in Australia by Atari, who handled the boxed PC version locally in 2010.

Connoisseur Cheat Sheet

  • Tales of Monkey Island used a continuous narrative across five monthly episodes.
  • New control scheme blended mouse-drag movement with classic inventory puzzle logic.
  • Return of Dominic Armato as Guybrush Threepwood, along with new characters like Morgan LeFlay.
  • Canonically takes place after Escape from Monkey Island, making it the fifth main entry in the timeline.

Kinda Similar

The Walking Dead, Sam & Max Save the World, Day of the Tentacle Remastered

Where To Play It Today

Search for Tales of Monkey Island on eBay Australia


Luke Zachary
Luke Zachary
Being born into a veritable museum of consoles, PCs, and games has preset my objective marker. Like you, dear reader, I adore this medium—past, present, and future.

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