Friday, July 14, 2017

Pardon the interruption

Hello, everyone. Some of you likely have noticed that I haven't updated this blog since July 8. Rest assured all is OK with me, my husband, my family--even my cat.

As for why it's been a whole week since I last published a post here, the answer is pretty straightforward: I've spent that time driving across the country (from Wisconsin to Texas) and moving into the cute little home my husband and I bought about a month ago.


The house in question is showcased in the photo above. Actually, so is my rather handsome (if I do say so myself) husband.

Want to see some more snapshots of my house, my husband, my cat, myself and some of the amazing things we've seen this year while living in various parts of the southern and southwestern US? Check out the photos I've shared on Instagram.

Don't worry, I'll return to publishing two or three blog posts a week shortly. In fact, things should get back to normal on Monday or Tuesday--as soon as we gain access to the Internet at our new abode.

Saturday, July 08, 2017

Introducing: the Singing Mountain podcast

I've been a fan of Drew Mackie's Back of the Cereal Box blog ever since I first came across it--which was shortly after it made its debut in early 2003, if memory serves.

If this is the first you're hearing of Back of the Cereal Box, boiled down, it's a pop-culture blog. Or, as Mackie himself puts it, it's a "record of the weird ways pop culture intersects with [his] life."

Often, it's a record of how pop culture intersects with his life as a gay man who has long loved video games.

Considering all of the above, it shouldn't surprise that Mackie piqued my interest when he revealed his plans to launch a podcast about video game music.


Singing Mountain is the result of those plans. In the four podcasts he's published so far, Mackie's discussed Super Mario RPG, the Mega Man series, The Great Giana Sisters and EarthBound.

That's not the full extent of what's covered in Singing Mountain's initial batch of episodes, mind you. The latest ("Ric Ocasek in Moonside"), for instance, focuses on EarthBound while also bringing Mackie's childhood, The Cars, Salvador Dali’s “The Persistence of Memory,” the litigiousness of Beatles and even Janet Jackson into the mix.

Hell, Mackie may even introduce you to a new word or two if you keep your ears peeled. He certainly expanded my vocabulary a bit when he dropped the word diegetic into his commentary on Onett's arcade theme.

See also: posts about The Nichiest Podcast Ever

Wednesday, July 05, 2017

Nice Package! (Bikkuriman World, PC Engine)

Over the years, I've "come around" to loads of games I initially found underwhelming (or worse).

A few examples I've written about as part of my on-again, off-again "Second Chances" series: Bubble Bobble Junior for the GameBoy, Don Doko Don for FamicomMagical Taruruuto-kun for Game Gear and Valkyrie no Densetsu for PC Engine.



Why I've yet to publish a "Second Chances" entry on Hudson Soft's Bikkuriman World is beyond me. After all, while my first experiences with this PC Engine reimagining of Sega's Wonder Boy in Monster Land left me feeling unimpressed, my opinion of it improved substantially following subsequent playthroughs.

That's not to say my negative early impressions of Bikkuriman World weren't warranted. The game features tiny character sprites, a rather intrusive HUD (status bar, basically) and controls that are equal parts slippery and stiff.


Later jaunts through its adorable environments were far less annoying. The complaints I just leveled at the game remained true, of course, but some of them slowly, but surely, morphed into aspects I either accepted (its controls) or appreciated (its graphics).

A few things I didn't have to come around to regarding Bikkuriman World are its HuCard label and manual cover.


Both are showcased in the photos above. Even when I wasn't a fan of the game, I still liked the chibi character illustrations that are the focus of its cover and cart-label art. I've always long loved the bubbly Bikkuriman logo, too.

Sadly, the instruction manual packed inside copies of this side-scrolling platformer isn't quite as visually impressive as that booklet's cover imagery. To see what I mean, check out my "Manual Stimulation" post about Bikkuriman World.



Also, if you're a PC Engine fan in general, keep an eye out in the coming weeks and months for more "Nice Package!" posts devoted to games made for NEC's console.

In the meantime, enjoy the ones I've already published about Dungeon Explorer, Pac-Land, Parodius Da! and Son Son II.

Saturday, July 01, 2017

Manual Stimulation: Tumblepop (GameBoy)

Given my nearly lifelong love of Taito's Bubble Bobble and its many copycats and clones, it might strike some of you as strange that it took me a couple of decades to come across and check out Data East's Tumblepop.

What can I say? It completely bypassed my radar between its arcade release in 1991 and when I finally became aware of the GameBoy port discussed here a few years back.



Speaking of which, you know what prompted me to take notice of this portable single-screen platformer? The brilliantly colorful art that's splashed across the cover of the Japanese version. (See it in all its glory in my "Yet Another Year of the GameBoy" post about Tumblepop.)

Admittedly, it's a bit of a bummer that the Japanese GameBoy port's manual cover isn't as vibrant as its box cover, but it's also not exactly shocking.



I say that because most Japanese GameBoy manuals were printed using just one or two colors of ink. Here, Data East's artists went with blue and green.

HAL Laboratory's, on the other hand, went with red and blue while producing Ghostbuster 2's Japanese GameBoy manual, and Asmik's designers went with blue and orange while making the Pitman manual.



At any rate, the pops of green and blue that are found throughout the Tumblepop booklet's interior are far more impressive than the cover art seen above, if you ask me.



I also really like the unique style that was employed to craft the many character illustrations that accompany those pops of color. The clown showcased on the scan below is a good example.



Thank goodness Data East allowed its designers to create these pieces of art, as the Japanese Tumblepop instruction manual is surprisingly meaty. Without an illustration here and there, flipping through it would be a lot less interesting.



Wednesday, June 28, 2017

Five more overlooked Japanese GameBoy games you need to play as soon as possible

Late last year, I published a post about five overlooked Japanese GameBoy games I thought all interested parties should play as soon as humanly possible.

The titles highlighted in the write-up were Astro Rabby, Burning Paper, Noobow, Painter Momopie and Taiyou no Tenshi Marlowe: Ohanabatake wa Dai-Panic, in case anyone would like a refresher.

At the time, I had no intention of following up that article. A couple of weeks ago, though, it struck me that I'd left more than a few sadly ignored GameBoy cartridges out of my original offering.

Will I ever publish a third? I'm not planning to, but who knows. There's no question there are more Japanese GameBoy carts that deserve to have the spotlight turned their way, so if I can corral five of them I may just push forward with yet another "overlooked Japanese GameBoy games" post.

In the meantime, I'd highly recommend you do whatever you need to do to check out the following:


Banishing Racer--I'm not so sure this game can be called "overlooked" at this point, especially among collectors. Still, I have a feeling your average Joe or Jane who only has a passing interest in Nintendo's first handheld system is completely unaware of Banishing Racer's existence, so I'd say it's as deserving of a mention here as any other Japanese GameBoy cartridge.

As for why I think those Janes and Joes should play this Jaleco-made offering, my main reason is it's a side-scrolling platformer that stars an adorable anthropomorphic car. Also, it sports a breezy soundtrack that's surprisingly easy on the ears.

Unfortunately, Banishing Racer is short (just five worlds with three stages in each) and tends toward being cheaply difficult, but controlling a car with googly eyes--which may or may not be "related" to the vehicle at the heart of another great Jaleco game, City Connection--far outweighs both of those negatives in my humble opinion.

Before you run off and try to hunt down a copy of Banishing Racer thanks to all the gushing I've done here, know that even loose carts can go for astronomical amounts these days.


Cave Noire--Oh, Konami. Once upon a time, you produced some absolutely wonderful games--like this one, in fact. Not that you bothered to bring Cave Noire to Australia, Europe, North America or any other region outside of Japan.

Of course, it's hard to blame the powers that be at Konami for giving the thumbs down to a localization of this portable roguelike. After all, the genre wasn't all that popular among console gamers in the early 1990s. (Cave Noire hit Japanese store shelves in 1991.) Thankfully, GameBoy systems were and continue to be region-free, so anyone who wants to put this curious title through its paces is free to do so.

As for what they'll encounter after booting it up: that would be a dungeon-crawling RPG that takes some interesting liberties with the pattern laid down by genre-maker Rogue. You see, Cave Noire is divided into four distinct dungeons. Each of these claustrophobic chambers focuses on a different victory condition: one tasks you with collecting a certain amount of money, one demands you save a certain number of trapped fairies and so on and so forth.

That combined with the bite-sized nature of the game's dungeons as well as its eye-pleasing visuals (which remind of Final Fantasy Adventure, aka Seiken Densetsu) and similarly adroit audio propels Cave Noire into must-play territory even if you don't know a lick of the language.


Kitchen Panic--Full disclosure: this Coconuts Japan-published (in 1991) game is the least impressive of all the ones highlighted in this post. Thankfully, you also should be able to pick up a copy of Kitchen Panic for less money than you'd have to pay to buy any of the other titles mentioned here.

As for why Kitchen Panic fails to thrill as much as, say, Cave Noire or Peetan, that would be because it's basically an arcade-y action game that doesn't provide a whole lot of depth. That's not to say it's not fun. If you're in the mood for a nice little Mario Bros.-esque score-attack game that sports cute backdrops and sprites (mostly of various insects), Kitchen Panic is as good an option as any that were produced for the GameBoy during its long life.

One last comment before I shut my trap and move on to the next overlooked Japanese GameBoy title: if you suffer from entomophobia you'll want to treat Kitchen Panic like the plague, as killing creepy-crawlies is the focus of this Bits Laboratory-made cartridge.