Showing posts with label Naxat Soft. Show all posts
Showing posts with label Naxat Soft. Show all posts

Monday, May 15, 2017

Welcome to WonderSwan World: Clock Tower

When it comes to video games, I tend to prefer cute, quirky and whimsical ones to those that are more realistic or serious.

When it comes to movies, though, I tend to prefer those that are tense and scary to almost anything else.

Seriously, I've been a horror-film buff since I rented and watched a VHS tape of the first Nightmare on Elm Street as an early teen.

For whatever reason, my interest in scary movies has rarely translated to me playing scary games. That's not because I think the latter are unappealing, mind you. Actually, I've found a ton of scary games intriguing over the years. Almost every time I start one, however, I quickly become overwhelmed to the point that I have to turn the damn thing off.


A relevant case in point: the original, Super Famicom version of Human Entertainment's Clock Tower.

I've tried to play this point-and-click survival-horror game on multiple occasions. Unfortunately, each one ended rather abruptly--usually around the first time the series' unimaginatively named antagonist, Scissorman, shows his face and grotesquely (some might say comically) massive weapon of choice.

Say what you will about my inability to deal with those scissor-on-girl encounters, but the fact remains that trying to run away from a murderous maniac using a cursor controlled by a directional pad is stressful--or at least it has been for me.

Is that still true with Clock Tower for WonderSwan? (That's the full title of this port, by the way. For whatever reason, a lot of game publishers followed that same naming convention while prepping ports of games for Bandai's oddball handheld.) Yes and no.

Don't get me wrong, this portable version of Clock Tower freaks me out every bit as much as its console counterparts did and continue to do. I've done my best to get over that, though, so I can write the post you're reading right now.


Before I get into my feelings on this WonderSwan cartridge, here are a few tidbits you should know about it:

* This iteration of Clock Tower was made for the original WonderSwan system, so it's in black and white rather than in color like its Super Famicom and PlayStation predecessors.

* A company called Kaga Tech developed it. To be honest, I'd never even heard of Kaga Tech before I started doing research for this write-up. Is or was the company at all related to Kaga Create, which produced titles for everything from the Famicom to the Saturn, or that outfit's parent firm, Kaga Electronics? I believe so, as Naxat (Soft) published this port, and Naxat was the public-facing name of Kaga's gaming devision. Regardless, GameFAQs tells me Kaga Tech at least made a bunch of WonderSwan games as well as a few for the GameBoy, GameBoy Advance and PlayStation during its heyday.

* As far as I can tell, Clock Tower for WonderSwan is a shockingly faithful conversion of the 1995 original. Some concessions were made so the game could run on WonderSwan hardware, of course--such as the aforementioned lack of color, a lower resolution and a minimalist head-up display (more on that last one in a second)--but besides those, everything else seems to be in place.

Don't take that last bullet point to mean this handheld iteration of Human Entertainment's cult classic is near-perfect. It's not.

Although it looks surprisingly great in black and white, and although it controls as well as could be expected of a point-and-click game that requires players to use a d-pad, its protagonist, Jennifer, moves as though she's wading through knee-deep molasses. (To see what I mean, check out this video of Clock Tower for WonderSwan in action. For comparison's sake, here is footage of the Super Famicom version.)


That alone will be a deal-breaker for some, I'm sure. For me, it's mostly been an occasional annoyance. Usually, I'm fine with it; at other times, I daydream about my Clock Tower cart suddenly igniting and melting into a pool of unrecognizable goo.

Regardless, Clock Tower for WonderSwan's slowness is a shame, as every other aspect of the game is captivating. OK, so at first I didn't like that it no longer displays Jennifer's portrait, which in the Super Famicom and PlayStation versions depicts the orphan girl's stamina and stress levels. After a bit of reflection, though, I decided Kaga Tech's (or Naxat's, if you prefer) substitution--three dots along the edge of the screen that appear and disappear depending on how worked up Jennifer is or isn't--is perfectly serviceable.

Other than that and the previously discussed lack of speed? Not much to grouse about, if you ask me. I personally love the moody, low-tech look of this port and I've never really run into any issues with moving Jennifer about via my WonderSwan Color's weird directional pad and A and B buttons. (For the curious: the d-pad controls a cursor, while pressing the A and B buttons allows you to walk or run toward the cursor, examine the environment, pick up or use items and fight off Scissorman.)

I'm also now a big fan of how Clock Tower of WonderSwan progresses. Following a brief intro, you (as Jennifer) are left alone in the titular mansion. Silence surrounds you. The only sounds you hear are those of Jennifer's feet walking along wooden and carpeted floors. That is, until Scissorman makes his first appearance. Then both background music and panic kick in, and the race to find Jennifer's fellow orphans and escape their supposed new home begins.


I've yet to accomplish that last task, and I have a feeling I'll need to refer to a guide to do so, but I'm perfectly OK with that.

In the meantime, I'm getting a kick out of exploring Clock Tower--both the mansion in particular and the game in general--while also trying to avoid or fend off the incessant Scissorman, and I don't see that changing anytime soon.

Are any of you Clock Tower fans? If so, have you experienced this WonderSwan release? Regardless, please share your thoughts and opinions on those topics or anything I've said here in the comments section below.

Also, if you'd like to see photos of Clock Tower for WonderSwan's box and cartridge, you can do so via this Flickr photo album of mine.

See also: my 'Welcome to WonderSwan World' post about Rainbow Islands: Putty's Party

Saturday, March 11, 2017

Manual Stimulation: Snow Bros. Jr. (GameBoy)

I don't know about you, but I really love the instruction manuals that were made for Japanese GameBoy games.

I especially love the ones that utilized two-tone or "spot color" printing. The manual showcased in this post is a good example, with others including the booklets that were packed inside copies of Kitchen Panic, Painter Momopie and Penguin Land.

To achieve this effect, just two ink colors--rather than the more traditional four--are used during the printing process. In most cases, one of the ink colors is black, although that's not always true. Two cases in point: Bubble Bobble Junior's manual features blue and green ink, while The Tower of Druaga's features red and green. (Although I spot some black ink on the cover of the latter as well.)



Intriguingly, the artists at Naxat Soft went with either orange or yellow ink (I honestly can't tell which) when they prepped the instruction booklet that would be sold with their GameBoy port of Toaplan's Snow Bros.



I say intriguingly because most such manuals I've come across to date prefer cooler colors like blue and green and purple.

At any rate, I think the effect here is rather pleasing. Plus, it complements the rest of the game's packaging, which leans heavily on primary colors. (To see what I mean, check out my post from a few years back that highlights Snow Bros. Jr.'s outer box and cartridge.)



There's more to the Snow Bros. Jr. booklet than its use of spot color, of course. For instance, it also provides readers with a bevy of adorable illustrations.



Appropriately, they remind me of the similarly rough drawings that can be found in many of Taito's PC Engine manuals--such as Don Doko Don, Hana Taaka Daka!?, Mizubaku Daibouken and The New Zealand Story.



I'm particularly fond of the sushi and item illustrations that can be seen in the scan above, although the one in the lower-right corner deserves all kinds of kudos for so humorously depicting either Nick or Tom--the names of Snow Bros. Jr.'s "cool" protagonists--being accosted by one of the game's baddies.



Aside from the lovely art, this booklet dutifully explains how to play this pint-sized Snow Bros. port. There's not much to it, really--you hit the GameBoy's A button to jump, and its B button to toss snowballs at baddies. Also, once you've encased an enemy in a fully formed snowball, you can kick it with one more B-button press.

That simplicity helps make Snow Bros. Jr. both easy to play and thoroughly enjoyable. Sure, it lacks the brilliant (sometimes garish) colors of the arcade original and its console counterparts, but that doesn't stop this portable iteration from being just as much fun.



Even if that weren't true, I'd still be glad I own a copy of this Japanese GameBoy title. For starters, its cover art makes me swoon. Also, a four-page manga takes up the final section of its manual.



Unfortunately, I can't translate its story for you. I know the first few panels of the first page introduce Nick and Tom and describe their main methods of attack, but that's it. If any of you have the ability to summarize the tale told in the scans above, by all means do so in the comments section of this post.

UPDATE: a reader named Dave Edwards kindly volunteered to translate the entire Snow Bros. Jr. manual into English. Check out the fruits of his labor here.

Monday, December 08, 2014

'Tis the season for Snow Bros. Jr. (GameBoy)

There was a time--not too long ago, in fact--when I wasn't all that interested in Toaplan's painfully short-lived Snow Bros. series.

Its garish use of color and its nightmarish cast of characters--including the titular Nick and Tom--just didn't sit well with me, I guess.

At any rate, I pretty much ignored the handful of Snow Bros. ports and sequels that were released over the years until I came across the cover art showcased in the photos below. (Check out my Flickr photostream if you'd like to see a few more.)


The game in question is 1991's Snow Bros. Jr., by the way, which was published in Japan by Naxat Soft. (Capcom brought it to North America the following year as Snow Brothers.)



Admittedly, this version of the game lacks the color that abounds in pretty much all of its counterparts, but that doesn't impact the experience as negatively as you might think.



It helps, of course, that the gameplay found in the arcade original seems to have survived the transition from big screen--or at least bigger screen--to small mostly intact. Also, the portable port's soundtrack is just as zippy and energetic as it is in any other Snow Bros. release.



Let's be honest, though: even if I considered every other aspect of this GameBoy title to be a bit crappy, I'd probably still have searched far and wide for a complete-in-box copy.



After all, just look at its box art--and the contents of its instruction manual, too. I mean, it even includes a little comic strip. What's not to like about that? (Sadly, I don't understand a lick of its story.)


Sure, the back of Snow Bros. Jr.'s box is by far the least enticing aspect of this otherwise-precious package, but you can't always have everything, can you?

Have any of you played this portable take on Toaplan's somewhat-sinister, single-screen platformer? If so, what do you think of it?

See also: previous 'Year of the GameBoy' posts

Monday, July 21, 2014

And the winner of The Gay Gamer Giveaway™: Snow Bros. Jr. Edition is ...

... Justin Difazzio.

Congrats, Justin, and condolences to those of you who hoped to win the copy of Snow Bros. Jr. but walked away empty-handed.


I know I said last week that this likely would be the last Gay Gamer Giveaway™ for a while, but I'm actually considering a couple more at the moment. So, keep an eye out for the posts that will be published about them in the near future--assuming you're interested in possibly winning a free game or two, of course.

Aside from that, thanks again to everyone who participated and shared their thoughts (in the comments section of this post) on their favorite single-screen platformers.

Monday, July 14, 2014

The Gay Gamer Giveaway™: Snow Bros. Jr. (GameBoy) Edition

So, here we are: my final Gay Gamer Giveaway™ (for the foreseeable future, at least).

As was the case with the last three such giveaways, this one features a loose copy of a Japanese GameBoy title. Specifically, a loose copy of the Japanese GameBoy port of Toaplan's Snow Bros.

To those of you who've never played--or even heard of--this single-screen platformer, it's an oh-so-capable Bubble Bobble clone that stars a pair of creepily cute snowmen (ignore the cart label art, below--the "official," in-game versions are far less adorable) who toss what I'm assuming are handfuls of snow at even creepier-looking adversaries until they're encased in towering snowballs that can then be rolled into other baddies or into the walls that line each stage.

It's all quite fun, plus it looks and sounds great. (I especially like its soundtrack--with the first level's backing tune being a particularly pleasant little earworm.)


Anyway, should my description of Snow Bros. Jr. make you want to own a copy of it, share the name of your favorite single-screen platformer (again, there are no wrong responses) in the comments section below between now and the morning of Monday, July 21--which is when I'll randomly point to one of those replies and send the person who published it the slightly abused cart seen above.

Speaking of this cart's slightly abused condition, I have to warn all interested parties that I've had a bit of trouble getting this game to boot on my GameBoy Pocket as of late. Sometimes the title screen pops up after I turn on the system, and sometimes it doesn't. Sadly, I don't know if a proper cleaning of the cartridge's contacts will put the kibosh on that little problem or not. So, just know that the cart that arrives on your doorstep--should you win the giveaway--may only work intermittently (or may not work at all).

See also: previous Gay Gamer Giveaway™ posts

Saturday, August 31, 2013

The return of the PC Engine

Sadly, the header above doesn't refer to the return of NEC's PC Engine--quite possibly my all-time favorite console--to Japanese store shelves. Rather, it refers to the return of that system's relevance to my far-too-regular eBay excursions.

That's noteworthy because it's been many months since I last purchased a PC Engine game. In fact, I can't remember the last one I bought. Is it possible that it was Gokuraku! Chuka Taisen (read about it here), which I picked up last November? I think it is.

Anyway, that's neither here nor there, is it? Much more relevant to this particular discussion is the pair of PC Engine games I acquired a few weeks ago: Naxat Soft's Star Mobile and NEC Avenue's Splash Lake, both of which can be seen in the photos below.



Star Mobile, a CD-ROM2 game originally released in 1992, has intrigued me for ages thanks to the fact that it's a Zodiac-themed puzzle game that challenges players to stack stars of different weights on a gilded scale without dumping them into the intergalactic void.



Splash Lake, on the other hand, is an action-puzzler that puts players in the shoes of a legless ostrich (wait a second...) that's tasked with destroying various bridge planks--by pecking them--and sending each stage's baddies into the titular body of water.

I actually owned the North American version of this game, which hit the streets in Japan in 1991 and jumped the pond a year later, way back when, but I stupidly sold it along with the rest of my TurboGrafx-16 collection so I could buy a Japanese Sega Saturn at launch.



I really like the simple-but-cute label that's affixed to Splash Lake's CD, by the way. You can see it in the not-so-stellar photo above, or you can see an appealingly clear scan of it here.

Splash Lake's instruction manual is pretty nice, too--not to mention short--so look for a "Manual Stimulation" post devoted to it to be published sooner rather than later.

Tuesday, April 19, 2011

The Great Gaymathon Review #22: Alien Crush (PC Engine)



Game: Alien Crush
Genre: Pinball
Developer: Compile
Publisher: Naxat Soft
System: PC Engine (HuCard)
Release date: 1988

Considering the PC Engine is one of my all-time favorite consoles and Aliens is one of my all-time favorite films, is it safe to say that Alien Crush is one of my all-time favorite games? I wouldn't go that far, but I'd definitely say that this H. R. Giger-esque title, which was developed by Compile and Naxat Soft, is one of the better--or at least one of the more enjoyable--pinball games I've ever played. (Controversial aside: I prefer this title to its generally-better-received sequel, Devil Crash.) Chiefly responsible for my love of this game are, of course, the aforementioned Aliens-inspired graphics. (I'm especially fond of the multi-eyed "queen" that takes up a large portion of the lower playfield.) Granted, you'll become well acquainted with those graphics, as the play area in Alien Crush is just two screens high, but at least they're gorgeous. (Thankfully, a bonus round helps break things up a bit.) Also adding to this game's allure: Its throbbing, rock-ish soundtrack. Sadly, said soundtrack consists of just two tunes--a few more if you count the tracks played during the bonus rounds and on the game-over screen. So, what's not to love about Alien Crush? Well, aside from its somewhat-repetitive graphics and music, I'd say the game's biggest negative is one shared by most pinball games of the time: The physics are far from perfect. Oh, and the screen doesn't scroll smoothly from one section of the playfield to the next; rather, it uses what some folks call a "flick-screen mechanism." If you're not anal about such things, though, you should find a lot to like in this release.


See also: Previous 'Great Gaymathon' posts