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Video Game / Sentimental Graffiti

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A Dating Sim where the goal is to unlock precious memories with anywhere between one to twelve girls; they each begin with a unique level of affection towards The Protagonist and grow fonder of him as they spend more time with him. If he is absent in their lives too long, he may encounter them at random during his travels or at his door if he chooses to sleep in; if, on the other hand, he skimps on a date with them, they suffer heartbreak and he can then choose to either beg for forgiveness or break off the romance.

The first game stars The Faceless Protagonist receiving a mysterious message in the mail saying only "I want to see you again"; it is revealed as the game progresses that he was a Military Brat who moved from town to town as a young man and met a new girl in each town. Depending on how the Protagonist schedules his weekends, he can get either a Just Friends or One True Pairing ending with each of the girls.

In the second game, the original Protagonist has suffered Sudden Sequel Death Syndrome and the new protagonist, an amateur photographer, interacts with the girls to try to convince one of them to become his model. It's not as well received as the first.

An animated adaptation called Sentimental Journey was made, each episode made from the perspective of each girl as they think of the role the protagonist played in their lives. A number of radio plays exist as well.

The characters:

Character Sheet is under construction.

This game also has examples of:

  • Dialogue Tree - Present when you set up a date with a girl, whether you apologize or break up with a girl when you miss a date, and on some major events (like the Christmas one).
  • Elegant Classical Musician - Akira, though her inability to truly lose herself in her music frustrates her and is part of her Character Development should the protagonist strike up a relationship with her.
  • Featureless Protagonist
  • Flashback - each girl's past relationship with the Protagonist is revealed in a series of these, complete with sepia-tinted picture.
  • Follow the Leader - One of the most successful attempts at cashing in the Tokimeki Memorial craze back in The '90s.
  • Heart Symbol - Used as a visual shorthand to display Relationship Values.
  • Hello, [Insert Name Here] - The player gets to name the protagonist.
  • In-Universe Game Clock - Event-based. Travelling to different locations and going on dates take different amounts of time, and because the Protagonist is a school student, he only has weekends and holidays to go meet the girl(s) of his choice.
  • Love Confession - Choosing to confess your feelings to the girl of your choice at the end of the game is what triggers the ending sequence.
  • Love Letter Lunacy - The Protagonist finding an anonymous letter in his mailbox is what kicks off the plot of the game, and he can receive more in other events. If the relationship value with a girl goes high enough, she'll reveal herself to have been the one who sent the letter in her ending.
  • Meet Cute - The initial meeting with each girl usually runs along these lines.
  • Multiple Endings - as mentioned above, each girl has two endings; either she admits to being the one who sent the letter and becomes your girlfriend, or claims that she doesn't feel that way about you and would rather stay friends. There's also a third-ish "ending" that you can trigger at any point in the game by breaking up with the girl, after which she cannot be visited anymore.
  • Notice This - On the travel map, each girl is represented by a heart; the size of the heart represents how much she likes the protagonist, and the speed at which it's beating represents how much she wants to see him.
  • 100% Completion - unlocks color pictures in the album
  • Relationship Values - built up by dating the girls and unlocking more memories; this also builds up the Protagonist's "endurance", meaning he can run around multiple locations if he so chooses.
  • Rescue Romance - How the protagonist meets Honoka.
  • Western Zodiac - each girl is born to one of the signs

The animated adaptation also has examples of:

  • Informed Attribute - Manami's episode focuses on the poetry she's attempting to finish and have published; despite the gushing praise she gets from those around her, the bits we see are painful, Narm-filled Purple Prose. (Not surprising considering that she's been holed up in a hospital nearly all her life, but the praise now just comes off as her friends trying to make her feel better.)
  • Mistaken for Pedophile - Akira's violin tutor, who is semi-stalking her throughout her episode (long story), gets accosted by the police and has to explain that it's Not What It Looks Like.
  • Not What It Looks Like - Chie's episode has her catching one of her bandmates seemingly on a date with an older woman; it's revealed that the woman is a talent agent and the bandmate is trying to put out a single.
  • Stalker with a Crush - Honoka thinks she's picked up one in her episode, but it eventually turns out that it's the "spirit" of her father's younger self, watching over her while the man himself is busy at work.
  • Train-Station Goodbye - Kaho's episode ends with her handing off a bento box to her (female) best friend who's moving away.
  • Unlucky Childhood Friend - Taeko's episode features her in what she thinks is a love triangle situation between herself and two of her classmates, exacerbated by the other girl thinking that the male classmate likes Taeko. Everything works itself out by the end.