Showing posts with label Hudson. Show all posts
Showing posts with label Hudson. Show all posts

Tuesday, May 23, 2017

The best PC Engine game manuals (I've seen)

NEC's PC Engine was and is beloved around the world for a lot of reasons, including the console's small footprint, its credit card-sized cartridges (called HuCards) and its eclectic library of games.

Another reason that should be added to that list, in my opinion: the drop-dead gorgeous instruction manuals that were packed inside many PC Engine game cases.

Speaking of which, I consider the manuals below to be among the system's best. Before you start scrolling through them, understand that this post shouldn't be considered exhaustive. I certainly haven't flipped through every PC Engine instruction manual in existence, after all. I have pored over a good number of them, though, so I'd say my thoughts on the matter are as valid as anyone's in this area.

With all that out of the way, here are my personal picks for "best PC Engine game manuals."



Don Doko Don--Something you need to know right off the bat when it comes to the instruction booklets produced for this system's games: the ones that accompanied Taito-made and Namco-made titles are the most impressive. I especially like Taito's PC Engine manuals. They're crude in a way that Namco's aren't, but I find that aspect to be surprisingly charming. Don Doko Don's is a perfect example of this. It's bursting with monochromatic depictions of this single-screen platformer's protagonists, enemies, bosses and items that are simple, yet captivating. To see the entirety of this HuCard's how-to pamphlet, by the way, check out my "Manual Stimulation" post devoted to it. You also may want to spend a few seconds or even minutes ogling The New Zealand Story's manual, which is similarly appealing.



Hany on the Road--It's a crying shame that this oddball platformer's instruction manual is so short. Not only is it full of vibrant color and adorable enemy illustrations, but it features a handful of wow-worthy clay models. A few more pages of the latter would've been warmly welcomed by yours truly. Still, the artists and designers at publisher FACE deserve kudos for offering up a booklet that's more beautiful than it has any right to be, regardless of its length. (FYI: the whole she-bang can be viewed here.)



Mizubaku Daibouken--In some ways, Mizubaku Daibouken's manual impresses me more than Don Doko Don's. As nice as the latter title's booklet is, the former's is a lot more adventurous. For starters, it kicks off with a multi-page comic that shares the game's backstory. It also uses eye-popping illustrations to introduce Mizubaku Daibouken's many worlds (see above) and explain its controls. That it wraps up with black-and-white doodles of some of this arcade port's enemy characters is the icing on the proverbial cake. Experience all of the above for yourself by perusing my "Manual Stimulation: Mizubaku Daibouken" write-up.



PC Genjin 2--Why did I choose PC Genjin 2's instruction booklet over those of the series' first or third entries? For me, the original PC Genjin's manual is a smidgen too safe. No one would use that word to describe the ambitious PC Genjin 3 manual, but I feel pretty comfortable calling it "a bit much." I love that it's bursting with color, and I appreciate its enemy illustrations, but taken as a whole it's nearly seizure-enducing. The PC Genjin 2 pamphlet provides some of the same thrills but without the headache that's sure to follow in their wake.



Pop'n Magic--I guess it shouldn't be a huge surprise that the manual made for a Bubble Bobble clone is as cute and colorful as can be. That said, the ones produced for genre mates Rainbow Islands and Parasol Stars are flat-out duds, as far as I'm concerned, so I'm fine with expressing some shock at the verve showcased in this Riot release's how-to booklet. The spread above is my favorite of this pamphlet's many pages, but that's not to suggest the remainder are stinkers. Decide for yourself by taking a magnifying glass to my "Manual Stimulation: Pop'n Magic" post.



Valkyrie no Densetsu--As I've said before, Namco's PC Engine games haven't always been favorites of mine. Thankfully, I pulled my head out of my butt some time ago and realized the bulk of them are well worth owning and playing--even if they aren't perfect replicas of their arcade counterparts. In general that's due to their attractive graphics and gameplay, but it's also due to their beautiful manuals. Valkyrie no Densetsu's (see it in all its glory here) is the best of the bunch, if you ask me, but even turds like Barunba came with booklets capable of taking your breath away.

For more awesome PC Engine game manuals, check out these "Manual Stimulation" posts or head over to Video Game Den and peruse that site's HuCard and CD-ROM2 sections.

Monday, December 12, 2016

Nice Package! (Hatena Satena, GameBoy Advance)

This obscure, Japan-only puzzler from 2001 was one of eight titles I included in my recent post full of #HudsonMonth game recommendations.

Why do I think people should play it? For starters, its gameplay is similar to that of the ever-popular Picross.

Also, the visuals and audio offered up by Hatena Satena are light years beyond what you'll see and hear in your typical Picross title. Need proof? Check out this "let's play" video of the game.



Another reason I think folks should play--or at least buy a copy of--Hatena Satena is that its packaging is stunning.

I'm especially impressed with its box cover, which can be seen in the photo above. My personal favorite element of it: the logo, which is so heavily stylized that it's nearly impossible to decipher.



I also like the cover's depictions of Hatena Satena's adorable, Super Milk Chan-esque cast of characters, of course--the part-alien, part-octopus protagonist, in particular.

Speaking of whom, his or her smiling face also can be found on the game's cartridge label.


The snapshot above offers a glimpse of Hatena Satena's instruction manual. Unfortunately, the majority of this booklet is filled with text and screenshots--much like the manual that was produced for a similarly overlooked (and sadly Japan-only) GameBoy Advance puzzler called Guru Logi Champ.



The back of Guru Logi Champ's box is a bit of a bummer, I've got to say. Why its artists and designers couldn't have continued the front cover's brilliance on the reverse is beyond me. I guess someone at Hudson decided the space had to be covered with explanatory text instead.

Have any of you played Hatena Satena? If so, please share your thoughts on it in the comments section of this post. Also feel free to share your impressions of Guru Logi Champ, if you've played that GBA puzzler.

See also: previous 'Nice Package!' posts about Guru Logi Champ and Hitsuji no Kimochi

Thursday, December 08, 2016

Manual Stimulation: Bomberman (PC Engine)

To be frank, there aren't a whole lot of reasons to buy, own or play the first PC Engine Bomberman title in 2016.

In fact, I can only think of three reasons at the moment: 1) you're a huge fan of this Hudson-made series, 2) you have a bunch of friends as well as a bunch of PC Engine (or TurboGrafx-16) controllers and 3) you're trying to fill out your HuCard collection and this game is the best of what's left on your dwindling wish list.



Actually, I just came up with another reason: you like Bomberman's iconic cover art, which can be seen in the scan above. (As always, click on it to take a much better and closer look at its contents.)



OK, so maybe I'm being a bit harsh. The first Bomberman isn't a complete turd, after all. Still, it pales in comparison to later titles, like Bomberman '93, Bomberman '94 and Saturn Bomberman.



That's mainly because the play fields, power-ups and enemy selection in this entry fail to display the imagination and creativity that seemingly helped produce the aforementioned sequels.



Thankfully, fun can be had despite the fact that it's all rather vanilla. Plus, nabbing a copy of this version of Bomberman these days won't cost you an arm and a leg (unlike a lot of other PC Engine or TurboGrafx-16 games) and it'll also net you the surprisingly appealing instruction manual that's displayed throughout this post.



Admittedly, the Bomberman depictions in this manual are kind of wonky, but the other illustrations on hand go a long way toward making up for it.



Also, the folks who designed Bomberman's booklet covered its handful of pages with some nice pops of color.

Could this particular PC Engine instruction manual be better, flashier, more fabulous? Of course. Even as is, though, it's got more going for it than Rainbow Islands' or Parasol Star's manual, so at least there's that.

See also: previous 'Manual Stimulation' posts about Bikkuriman World, Dungeon Explorer, Hana Taaka Daka!? and The New Zealand Story

Sunday, December 04, 2016

Get your piping hot #HudsonMonth game recommendations here!

In case you weren't already aware, December is "Hudson Month," according to my friend Anne Lee (of the Chic Pixel blog).

What does that mean? Basically, it means you're supposed to play one or more games made by the now-defunct developer and publisher Hudson Soft sometime this month and then blog or tweet about the experience (using #HudsonMonth in the latter scenario)--if you're willing and able, of course.

If Hudson Soft doesn't ring a bell, maybe the names of some of the company's most famous releases will: Adventure Island, Bomberman and Bonk's Adventure.

Although there's nothing wrong with playing through one of those titles or their sequels for this game-along, there are many other--and oftentimes better--options available to you, such as the following:


DoReMi Fantasy: Milon no DokiDoki Daibouken (Super Famicom)--There weren't many side-scolling platformers made for the Super Famicom or SNES that can compete with Nintendo's own Super Mario World or Yoshi's Island. DoReMi Fantasy is one of the few. Greatly helping matters is this cart's gameplay, which is reminiscent of Mizubaku Daibouken's. Physical copies (loose or complete) tend to be absurdly pricey these days, but that's not a problem if you've got a Wii or Wii U, as DoReMi Fantasy can be bought from both of their online shops for just a few bucks.



Hatena Satena (GameBoy Advance)--If you like Picross or even that old standby, Minesweeper, you'll love this 2001 Japan-only GameBoy Advance title. That's because Hatena Satena combines elements of both of those popular puzzlers, and the resulting effort more than stands on its own. Even better, Hatena Satena has a funky aesthetic that puts that of its predecessors to shame. Relevant aside: Compile's Guru Logi Champ will provide you with even more Picross-y thrills should Hatena Satena not fully satisfy your craving.



Kororinpa (Wii)--This is one of those early Wii games that made full use of the system's motion-sensing controller. In fact, Kororinpa is played by twisting and turning the Wii Remote to do the same to the title's labyrinthine levels--with the goal being to roll a ball (or something resembling a ball, at least) from each stage's entrance to its exit. That's harder than it sounds, of course. Thankfully, the game's colorful backdrops and chipper background tunes help take the edge off some of its tension. Bonus: cheap copies of both the first Kororinpa and its sequel can be bought via eBay these days.


Monster Lair (TurboGrafx-16)--If you're a PC Engine aficionado, you likely know this game by its original name, Wonder Boy III: Monster Lair. Whatever you call it, though, it's a great little game that's one part platformer and one part shoot 'em up. There's more to Monster Lair than its intriguing gameplay, though. The game's also a real looker thanks to its liberal use of color and its big, bold sprites. Its soundtrack is pure bliss, too. Relevant aside: I saved up and bought a pricey TurboGrafx-CD add-on as a teen solely because of this game.


Nuts & Milk (Famicom)--This single-screen platformer (don't be fooled, it's nothing like Bubble Bubble) was the first third-party game to be released for the Famicom. Despite that, and despite the fact that Nuts & Milk is just as fun as many classics from the same era, maker Namco never brought it to North America. Thankfully, it's easy enough to play in 2016 and beyond no matter where in the world you live. Actual carts are both abundant and cheap (on eBay and the like), or of course you can go the old "boot up the ROM" route. (If you own a Japanese 3DS, Wii or Wii U, you can buy Nuts & Milk from that region's Virtual Console. Unfortunately, the same can't be said if you own a recent Nintendo system that originates from North America or Europe.)


Princess Tomato in the Salad Kingdom (NES)--All you really need to know about this 1991 release: it's an old-school point-and-click adventure starring anthropomorphic pieces of produce. That alone should make you sit down and play it, in my opinion. If that's not enough, consider its grin-inducing visuals and its jaunty soundtrack. Also, Princess Tomato in the Salad Kingdom can be picked up quickly and cheaply via the Wii eShop if you have that Nintendo console or the Wii U. Why the higher-ups at Konami (which now owns Hudson's intellectual properties) have yet to slip the game onto any region's 3DS eShop is beyond me.



Saturn Bomberman (Saturn)--If you play just one of the games discussed here, let it be this one. In my humble opinion, this is the best, most enjoyable Bomberman game to ever see the light of day. Plus, its graphics are so adroitly drawn and animated they'll make you tear up. As for Saturn Bomberman's music, I can't say it'll make you cry, but it'll definitely help set the mood for a properly thorough play session. If you're without a Sega Saturn and a copy of this game, by the way, you can buy the next best thing, Bomberman '94 for the PC Engine, from the Wii eShop or the PlayStation Store.


Star Parodier (PC Engine)--I fell in love with this overhead, vertical-scrolling shoot 'em up the second I found out one of its selectable ships was a PC Engine system that takes down oncoming enemies with HuCards and CDs and deflects their projectiles using controllers that double as as shields. (You can choose to pilot Bomberman, too, curiously enough.) Sadly, that's about the wackiest thing you can say about Star Parodier. The rest of its content is quite a bit less intriguing than similar games like Parodius and Pop'n TwinBee. Still, this Super CD-ROM2 title is well worth checking out if you're a fan of the shmup genre in particular or cute games in general.

Are you a fan of a Hudson Soft-made or -published game not discussed here? Let me--and others--know about it in the comments section below.

Wednesday, October 26, 2016

Manual Stimulation: Dungeon Explorer (PC Engine)

Dungeon Explorer is one of those PC Engine (or TurboGrafx-16, if that's how you swing) games I've always wanted to own, always thought I should own, but only recently picked up.

Why the long wait? The main reason, I guess, is that I've long thought of this Hudson-made Gauntlet clone as one that's only enjoyable when multiple people are playing it at the same time. (Dungeon Explorer famously allows five people to play through it together--assuming they have a multi-tap accessory and five PC Engine or TG-16 controllers.)



I still feel that way, actually, but a month or so ago I plopped down a few dollars on a used complete-in-box copy of Dungeon Explorer anyway because I went on a bit of an eBay binge and couldn't resist this game's top-tier cover art (see above) when I came across it.



It has to be said, by the way, that I didn't realize the content of Dungeon Explorer's instruction manual was on par with--or even better than--its cover illustration.

I especially like the grittiness of the art sprinkled throughout this HuCard's manual. Most manuals from this era featured art that was decidedly cute. Here, though, it's almost gruesome--or at least it's not as polished as what's on offer in the manuals that accompanied similar titles.



That the imagery showcased in Dungeon Explorer's instruction booklet is in black and white adds to its appeal, in my mind. That's not to say I would've minded if its designers had added a bit of color here and there, but I'm also not about to complain about its current look.



If you're looking for my favorite of this manual's many drawings, by the way, check out the squished, chibi-esque character illustrations seen in the spread below.



That said, I find the following illustrations of some of the game's enemies pretty thrilling, too.

Will all of this prompt me to get off my lazy butt and finally spend some real quality time with Dungeon Explorer? That's the current plan.



Of course, I have quite a few other games begging for my attention right now--like the 3DS remake of Dragon Quest VII, the just-released 3DS eShop title Chase: Cold Case Investigations, the Pokémon Sun/Moon demo and even Great Greed for GameBoy--so fitting it in this week or weekend may be tough. Still, I'll do my best to play at least a bit of it in the next seven days or so.

In the meantime, have any of you played either the Japanese or North American version of Dungeon Explorer? If so, what do you think about it?

See also: previous 'Manual Stimulation' posts

Saturday, June 04, 2016

In honor of the company's 56th anniversary, here are five of my favorite Sega games

Although the company that eventually became Sega first opened its doors 76 years ago (as Standard Games), it didn't change its moniker to the one millions of people around the world know and love until 20 years later--as of yesterday, in fact.

Which means, of course, the renowned game developer and publisher--not to mention former console maker--just celebrated the 56th anniversary of its existence.

To honor that fact, I thought I'd whip up a blog post about some of my all-time favorite Sega titles. Strangely, perhaps, a couple of them weren't actually made by any of the brilliant people employed by the Tokyo-based firm. They were playable on a wide range of its hardware, though, and that's enough for me.


Final Bubble Bobble (Master System)--How could I include a simple home port of Taito's classic, dino-starring quarter-muncher on a list such as this? Well, for starters, this is no simple port. Consider that the Famicom (or NES, if you wish) port of Bubble Bobble, as grand as it is, is a pale imitation of the original in the audio and visual departments. This Sega-published iteration is far truer to the arcade version in both areas. Plus, its box sports an absolutely top-shelf cover illustration. Add to that the fact that Final Bubble Bobble's controls are just as butter-smooth as those found in its counterparts and you've got a cartridge that more than deserves this celebratory nod.


Shining Force (Genesis)--I know many will say this strategy RPG's sequels are better in almost every imaginable way, but the original is the only one that's earned a piece of precious real estate within my heart. As for why that is, one reason is it served as my introduction to the genre. Another is that, even today, its focused, streamlined nature feels like a breath of fresh air when compared to the bulk of the more convoluted SRPGs that came before it and, especially, followed in its footsteps. Finally, there's Yoshitaka Tamaki's gorgeous character and enemy designs and illustrations. I mean it when I say they defined Japanese gaming for me as a youngster.


Madou Monogatari I (Game Gear)--Sega may not have developed this adorable dungeon-crawler (the folks at Compile took care of that task), but the company most certainly published it. Even if that weren't the case, though, I'd include the initial Madou Monogatari game in this write-up simply because it's so damn cute. And fun. And a welcome reprieve for someone--like me--who usually finds this sort of thing mind-numbingly boring. (I prefer the first Madou Monogatari to the other three that were ported to the Game Gear, by the way, due to the fact that--no joke--the sprite of its protagonist, Arle, looks less wonky here than it does in the series' later titles.)


Saturn Bomberman (Saturn)--Singling out one Bomberman title as being better than the others isn't a simple task, as nearly all of the games published between, say, the first PC Engine offering and this 1996 release are well worth playing, in my opinion. Still, there's no question in my mind Saturn Bomberman is the best of the bunch. Its graphics are the most colorful and detailed of all the series' sprite-based entries, and its stages sprawl in a surprisingly satisfying manner. Admittedly, its soundtrack is a bit of a head-scratcher, but I'd hardly describe it as bad. At any rate, this is one of those titles that can suck up a big chunk of your free time without you realizing it--a sure sign of a great game, wouldn't you agree?


Space Channel 5 (Dreamcast)--I've played and loved a lot of Sega-made Dreamcast games over the years, but I come back to this one more than any other. Which is understandable, as its star, the candy-coifed Ulala, is quite a charmer, and its soundtrack is stuffed with tunes that basically force you to tap your foot (if not wiggle your tush). I guess some might say its Simon-esque gameplay is on the simplistic side, but you won't hear me complaining about that aspect of Space Channel 5. After all, I'd rather play a straightforward music game (Nintendo's Rhythm Tengoku is another perfect example) than an overly complicated one any day.

Now that I've had my say on this matter, what are your favorite games that were made by Sega, published by Sega or simply created for Sega hardware?

Friday, June 03, 2016

Which game looks better? (Wonder Boy: The Dragon's Trap edition)

Considering how much I tend to love adorable games, it probably seems weird that I've barely even acknowledged any of the various iterations of Wonder Boy III: The Dragon's Trap that have been released over the years.

After all, each and every one of that Westone-made title's many ports are cute as all get-out. Don't believe me? Check out the video footage--of the 1991 PC Engine version--below.

You may notice that the video in question refers to the game Adventure Island. That's because Hudson decided to change things a bit when it moved The Dragon's Trap to NEC's Japan-conquering 16-bit console.



Other publishers similarly opted to recast this platformer's title during the porting process. A couple of examples: Sega called its on-the-go Game Gear effort Monster World II: The Dragon's Trap, while Hudson and NEC transformed Adventure Island to Dragon's Curse while localizing the former for the North American market.

I bring up all of the above because publisher DotEmu and developer Lizardcube just revealed that they're busy working on a remake of the game that will be called Wonder Boy: The Dragon's Trap.

Apparently Lizardcube is a two-person company. Normally that would concern me, but in this case, it doesn't--thanks to the fact that the people in question (Omar Cornut and Ben Fiquet) both had a hand in creating the excellent Soul Bubbles, aka Awatama, for the Nintendo DS.



Sadly, the trailer above doesn't reveal when this prettied-up take on The Dragon's Trap will see the light of day.

In the meantime, let's chat about which one looks better. Personally, I think both sport some pretty stellar visuals. Obviously Lizardcube's reimagining is the more glossy and modern of the two, but Hudson's spritework is nothing to be sneezed at either.

What do all of you think? Also, what do you think of this latest take on Westone's classic?

Tuesday, December 15, 2015

Shall We Do It? (Alien Syndrome, City Connection, Mickey Mousecapade, Parodius Da! and Super Mario Bros. 2)

Some of you may be wondering why all of the games mentioned in this post's headline are decidedly retro" Well, that would be because the only current game I've played in the last few weeks is Pokémon Picross.

OK, so I've also put some time--and money--into Nintendo Badge Arcade during that same period, although I don't know if I'd call the latter a "game." (It's more of an app, if you ask me.)

What about The Legend of Legacy and Undertale? I haven't played either of them in about a month, sadly. And I haven't even started Yo-Kai Watch, despite the fact that a copy of that 3DS title has been in my hands since I got it as a birthday present right after Thanksgiving.

Given all of the above, it may seem strange that I decided to spend a good part of this past weekend playing the following bunch of golden oldies. The only response I can come up with to that charge is "I needed it." And don't we all sometimes?


Alien Syndrome (Game Gear)--Considering my nearly lifelong love of the first two Alien films, you’d think I would have at least tried this similarly themed game ages ago. Actually, I have plunked a bit of time into various versions of this Sega-made title (which originated in the arcades) over the years, but for whatever reason the aesthetics and gameplay never sat well with me. Something changed in that regard this weekend, though, as I raced through three of the Game Gear port’s stages on Saturday morning and only gave up after seeing a satisfactory portion of its fourth.

If this is the first you’ve heard of Alien Syndrome, by the way, the gist of it is it’s a run-and-gun action game that’s clearly inspired by the original Alien flick. You run around each level--most or all of which take place on some sort of spaceship--and rescue stranded crewmates while avoiding (or blowing away) a whole host of nightmarish baddies. Oh, and a clock is ticking away all the while, which adds a certain sense of urgency to both of those tasks.

As is the case with most of the games I booted up over the last few days, some (maybe many) modern gamers are sure to find the Game Gear version of Alien Syndrome painfully dated, especially in the graphics department. Still, if you’re a fan of tense gaming experiences and extraterrestrial settings, you’d do well to overlook this title’s superficial stumbling points and give it a bit of love.


City Connection (Famicom)--Looking back on it now, it seems strange that as a kid I had access to an arcade containing a City Connection cabinet. After all, I grew up in a small town in Wisconsin—not exactly a hotbed of obscure Japanese games of any sort.

At any rate, I'm glad my local arcade (bowling alley, really) was home to this Axes Art Amuse-made and Jaleco-published oddity--for a while, at least. I played it every chance I got. Who could blame me? It's a platformer--of sorts--that shoves players behind the wheel of an adorable red sports car and then forces them to race and leap around a handful of stages, all of which are set in real-life cities. The point: why, to cover their roadways in paint, of course. (You do this do you can prove you've fully experienced each locale.)

I wish I could tell you how accurate the Famicom port of City Connection is to the arcade original, but I can't. I can say the former is a lot of fun, though. It's colorful, it controls well enough, it's challenging (but not overly cheap, as is the case for too many games from this era) and it has a soundtrack that's better than it has any right to be.


Mickey Mousecapade (NES)--Here's another game from my childhood. For some weird reason, this is one of the 20 or so NES games I owned as a kid. I say it's weird because I've never really been a big Disney fan. As such, I'm not sure what prompted me to buy (or, more likely, ask for it as a birthday or Christmas gift) Mickey Mousecapade.

Regardless, I remember liking this classic platformer--which curiously puts players in control of both Mickey and Minnie at the same time--well enough. I also remember finding it more than a smidge frustrating beyond its first stage. Which is kind of hilarious, as I got all the way to the game's third stage on my second try this past weekend, and without a whole lot of fuss. Sadly, that's as far as I was able to get.

Oh, well, I'm glad I finally revisited Mickey Mousecapade after all these years. It's far from a great game, and it's downright ugly in spots (I'm looking at you, annoying forest level), but the background music is nice and the overall experience is enjoyable enough that I'll probably return to it again ... in a couple of years or so.


Parodius Da! (PC Engine)--Would you believe this was one of the first Japanese games I ever imported? Detana!! TwinBee was another, along with Final Fantasy V, Final Fantasy VI and Tengai Makyou II. Oh, and Pop'n TwinBee, too.

At any rate, this was my favorite of the bunch. (OK, so I was pretty fond of the two Final Fantasy games as well.) Which makes sense, as it's hard to play this wackadoodle shmup, which parodies Konami's genre-defining Gradius series (hence the name), without a huge grin plastered across your face all the while.

I spend most of my time with the PC Engine port of Parodius Da! playing its "Special" mode, by the way. It's a single-level, high-score romp that's perfect for short bursts of play--which means it's perfect for my ever-diminishing attention span.


Super Mario Bros. 2 (NES)--Do you have a favorite Famicom or NES cart? Well, this is one of mine. To me, this bastard child of Nintendo's decades-old Mario series is the gaming equivalent of chicken noodle soup. It makes me feel warm and fuzzy in a way that not too many titles from any era can match.

Anyway, I was prompted to return to this pastel-shellacked platformer by the recently released Nintendo Badge Arcade. For the last few days, that 3DS app has offered up a slew of Super Mario Bros. 2 pins--every single one of which caused my mouth to froth in nostalgia-flavored glee. (OK, so maybe that's overstating things a tad.)

Although I somehow stopped myself from dropping $5 more into the Nintendo Badge Arcade, I wasn't able to keep myself from spending a similar amount to buy Super Mario Bros. 2 via the eShop. Which is just as well, because every 3DS needs to have a copy of this game stuck to its main menu and at the ready at all times, don't you think?

Have you played any retro games in recent days or weeks? If so, which ones--and what pushed you to spend some quality time with them?

Wednesday, May 14, 2014

R.I.P. H.R. Giger

You may wonder why a gaming blog is offering up condolences regarding the sad and untimely death of Swiss artist H. R. Giger yesterday.

For starters, I'm doing so because I've been a big fan of Giger's work since I first encountered it while watching what has become one of my favorite films, Aliens. (Giger was responsible for the design of the eponymous creature that has been the focus of all four Alien movies.)

Each of the Alien films has spawned a number of video-game adaptations, of course, so I think Giger's death is well worth noting here for that fact alone--despite the fact that few, if any, of said adaptations have been all that enjoyable.

Another reason I'm noting and commemorating Giger's death here: his surreal designs were utilized in a handful of games over the years--Cyberdreams' spooky, point-and-click PC games, Dark Seed and Dark Seed II, as well as Hudson's Jaseiken Necromancer, a gory (for its time) PC Engine RPG, among them.

I've actually owned a copy of Jaseiken Necromancer for some time now (the photo above is of my own HuCard), but I've yet to play it because of the language barrier.

Maybe I'll finally pull it and my PC Engine Core Grafx II out soon and give them a go in honor of Giger's life. And, who knows, maybe I'll even use the experience as an excuse to re-start my Japanese studies?

Monday, July 16, 2012

I can't think of a better way to start the week ...

... than with a new issue of PC Engine Gamer magazine.

OK, so I can think of a few things that would kick off the week in a better way than this, but this is pretty good one all the same.

I say that in part because this issue of PC Engine Gamer contains write-ups of two of the cutest PC Engine games around: Be Ball and Star Parodier.

(Silly aside: I'm sure a few hardcore PC Engine fans will want to smack me for saying this, but I actually prefer Be Ball to Star Parodier by a pretty wide margin. I guess I just have a soft spot for chibi Chun-Li-esque protagonists who can't keep their hands off of giant balls.)

That isn't all the seventh issue of PC Engine Gamer has to offer, of course. It also features a fascinating interview with Hudson Soft's Tadayuki Kawada (who worked on the aforementioned Star Parodier) and a surprisingly lengthy Legendary Axe comic.

Anyway, I'd highly recommend checking it out here at your earliest convenience--whether or not you consider yourself to be a PC Engine fan. The articles in this little ezine are witty, well-written and, if you're anything like me, sure to put a smile on your face.

Tuesday, June 12, 2012

Manual Stimulation: PC Genjin 3 (PC Engine)

Despite my undying love of the first PC Genjin (Bonk's Adventure to all of you TurboGrafx-16 fans) and the second (aka Bonk's Revenge), my heart's never skipped a beat for the series' third release, known in Japan as PC Genjin 3 and in North America as Bonk 3: Bonk's Big Adventure.

The main reason I've long given this Red Company-made platformer the cold shoulder: In current verbiage, it's because PC Genjin 3 feels a little to much like an "expansion pack" for PC Genjin 2.

PC Genjin 3 tries to differentiate itself from its predecessors in at least one area, thankfully: Its instruction manual (the cover of which can be seen in the scan below).



How so? Well, for starters, PC Genjin 3's manual is about twice as long as PC Genjin 2's. Also, PC Genjin 3's manual features a comic that runs across the bottom of pretty much every page. Because I don't understand a word of Japanese, I can't say if it's a good comic or not. Regardless, it features a number of nice drawings, so at least there's that.



The rest of this manual's many pages, though, are filled with your usual assortment of instructions ("here's what the I and II buttons do," "here's what happens when you eat a giant hunk of meat," etc.) and illustrations.

Thursday, May 17, 2012

Manual Stimulation: PC Genjin (PC Engine)

Like many folks, PC Genjin (aka Bonk's Adventure, if you're a North American like I am) was the game that prompted me to pick up a PC Engine (or, rather, a TurboGrafx-16) back in the day.

I liked everything about it: The big-headed protagonist, the prehistoric setting (and the dinosaur-based baddies that populated it), the punchy, synth-heavy soundtrack. Oh, and I even liked the North American version's box art.

That said, I like the Japanese version's box art even more. And, of course, since the instruction manual of pretty much every PC Engine game serves as its box art (this system's HuCards are housed in fairly typical CD cases), I'm quite fond of the cover of PC Genjin's manual, too.



How does the inside of this platformer's instruction manual compare to its outside? Pretty darn well, if you ask me.



The colorful illustration above is nice enough, of course, but I much prefer the map that takes up the booklet's next two pages.

Tuesday, April 03, 2012

You've never looked more beautiful, Binary Land

If you ask me, it's a crying shame that one of Hudson Soft's earliest Famicom games, the rather romantic Binary Land, was never released outside of Japan.

That's because Binary Land is one of the cutest, not to mention one of the most unique, titles to hit the console that was called the Nintendo Entertainment System everywhere else in the world.

Sure, it's more than a bit archaic in terms of graphics--although the main characters, Gurin (the blue penguin in this video of Binary Land's first level) and Malon (the pink penguin), were crafted with a good bit of care and skill--but the boring-ish visuals never detract from the gameplay, which calls on players to lead Gurin and Malon through each maze-like stage until they meet at the caged heart in the middle. (This is more challenging than it sounds, as players control both players at the same time.)



Anyway, I'm guessing that even if Binary Land had been released in Australia, Europe or North (or South) America, its cartridge label likely wouldn't have been half as cute as the one seen in the photo above.

Said label was made by the proprietor (or proprietress) of "the laboratory" tumblog, by the way. If you like his/her style (and you should), you'll probably like these Famicom label mockups and these mockups of a make-believe series of games called Wander World, too.

(Via the comments section of this famicomblog post)

Monday, October 31, 2011

Manual Stimulation: PC Denjin (PC Engine)

Let's get this second installment of "Manual Stimulation" off to a colorful start by looking at the front and back covers of this crazy shmup (which was renamed Air Zonk when it was released in North America in 1992):



Sadly, there isn't much to see on the manual's first two pages--well, other than the info someone scribbled in the lower-right corner of the second page. I wonder what it says?



On the next two pages, though, we're formally introduced to the game's protagonist. Random aside: I especially like that little "Haw" illustration in the lower-right corner of the first page. (You can click on any of these scans to take a closer look at them, by the way.)