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.

Sunday, June 25, 2017

Shall We Do It? (Ever Oasis demo, Kid Icarus: Of Myths and Monsters, Metroid II and Miitopia demo)

Sorry it's been so long (over a week!) since I last published a post. I can't even give you an explanation--or at least I can't give you a good one.

Of course, I was on the road for three days early in the week (my husband, cat and I made our way from Austin, Texas, to Madison, Wisconsin), but I've hardly run myself ragged in the last four or five.

Something I've managed to fit into my currently far-from-busy schedule: a bit of quality time with my trusty 3DS. Specifically, I've put a good number of minutes, if not hours, into the following demos and games:


Ever Oasis demo (3DS)--Of the four 3DS demos and games I'll discuss here, this is the one I've enjoyed the least. Which is a shame, as every aspect of the Ever Oasis demo is at least "nice."

I especially like the art style, although the character-switching gameplay is pretty appealing, too. The thing is, I didn't find the latter to be as appealing as I expected it to be before I started my way through the (disappointingly short) demo.

If I were forced to describe Ever Oasis' gameplay with a single word or phrase, I'd probably go with "by the numbers" as far as Secret of Mana-ish titles are concerned. Which is too bad, as I thought that component of the game would help set it apart from other action RPGs that've been released for the 3DS.

On a more positive note, I've read that after a slow start, Ever Oasis eventually hits its stride in impressive fashion, so my current plan is to find a way to pick up a copy of it by the end of the year.


Kid Icarus: Of Myths and Monsters (GameBoy)--Although I've been a fan of the original Kid Icarus since it was first released in North America back in 1987 (I even included it in my "10 Most Influential Games" series of blog posts), I've long avoided this 1991 sequel.

Why? The main reason is that it never looked very appealing to me. Playing a Kid Icarus game in black and white just seemed wrong to me after basking in the beautifully colorful--and weird--landscapes of the NES title. Plus, Pit's sprite here has always looked a little off to me.

After a Twitter friend recently heaped praise on Of Myths and Monsters, though, I decided to finally give it a go. And you know what? I've had a blast with it so far. I can't say I prefer this GameBoy game's sprawling stages to the comparably straightforward ones found in the NES offering, but I'm enjoying them all the same. A similar comment could be made about Of Myths and Monsters' soundtrack, which is acceptable but never approaches the brilliance of the Hirokazu Tanaka tracks that fill the original.

Still, I'm loving this handheld Kid Icarus overall--to the point where I'm now hitting myself for giving it the cold shoulder for so long.


Metroid II (GameBoy)--Here's another portable sequel to a console classic I'm only now playing for the first time. Again, that fact boggles my mind as much as it probably does yours. After all, I was obsessed with both the original Metroid and Super Metroid for the SNES as a youngster (beating both multiple times, I should add).

Unlike Kid Icarus: Of Myths and Monsters, I can't say I've avoided Metroid II because of what I considered to be below-par graphics. In fact, I've always thought Metroid II looked pretty awesome. Regardless, I dragged my feet on playing it until late last week.

So far, I think it's a better game than Of Myths and Monsters. Although Metroid II is a black-and-white affair, it still feels like a visual upgrade to its NES-based predecessor--something that can't be said of Kid Icarus' GameBoy follow-up. Also, I love the way Metroid II twists the gameplay of the first Metroid and Super Metroid just enough to make it feel unique. (I'm talking about this game's "track down and kill X number of Metroids" focus, of course.)

Despite the above, I'm not entirely convinced I'll stick with Metroid II until its end credits, but I'll certainly do my best to finish it.


Miitopia demo (3DS)--After reading a few impressions of the Japanese version of Miitopia, I fully expected to dislike this Tomodachi Life-esque RPG--to the point that I canceled my pre-order for the North American release. After putting nearly three hours into the demo that just hit my region's eShop, though, I'm back aboard the Miitopia hype train.

Chiefly responsible for that change of heart: the aspects I thought I'd hate--no real overworld to explore, battles that are mostly hands-off--don't bother me at all. Hell, I actually find these tweaks refreshing after playing a number of overly traditional RPGs in the last year or so. On top of that, Miitopia sports a surprisingly bold art style, a soundtrack that's more charming than it has any right to be and a gloriously subtle sense of humor. I've heard the full game isn't overly long, but that's OK with me--especially if it ends up being a short-but-sweet experience.

Have you played any of these games or demos? If so, share your thoughts on them in the comments section below.

See also: previous 'Shall We Do It?' posts

Friday, June 16, 2017

I'm stoked about the unveiling of Sushi Striker (3DS), and not simply because some of its characters are beefy studs

What's Sushi Striker, you ask? A sushi-themed puzzler that's being developed for the 3DS by indieszero (of Electroplankton, Retro Game Challenge and Theatrhythm: Final Fantasy fame).

Nintendo revealed it a couple of days ago during E3 2017 and at the same time mentioned it will release sometime in 2018.

Unfortunately, it's not yet known if Sushi Striker (full title--Sushi Striker: The Way of Sushido) will be sold via retail or if it'll be relegated to the 3DS eShop.

What is known, beyond the aforementioned facts, about this "conveyor belt sushi puzzle action" game (that's Nintendo's official description of it) is that it's stuffed to the gills with musclebound studs.

Don't believe me? Feast your thirsty eyes on the following:




I don't know about you, but the last guy is the most visually appealing to yours truly.

Not into men? No worries. The game also features a bevy of attractive women--as is made abundantly clear in Sushi Striker's first trailer.

Does any of the above have you salivating over the 2018 release of this yummy-looking (in more ways than one) puzzle game? Chat about it with me and others in the comments section of this post.

See also: 'The best 3DS eShop games you've never played (or, 10 overlooked 3DS eShop games you need to try as soon as possible)'

Wednesday, June 14, 2017

Manual Stimulation: Astro Rabby (GameBoy)

I haven't been shy about declaring my love for the Japan-only GameBoy title known as Astro Rabby lately.

Late last year, I included it in a post about five overlooked Japanese GameBoy games I thought people should play as soon as possible. And a couple of months ago, I mentioned it again in a write-up celebrating the 28th anniversary of GameBoy's Japanese release.



Granted, I haven't always felt so positively about this Cyclone System-made and IGS-published game. When I first played it a few years back, I was far from impressed by it. That said, I changed my tune after returning to it some months later and giving it a second chance. (The second set of impressions can be found in this "Shall We Do It Again?" post.)

If this is the first you're hearing of Astro Rabby, the gist is it's an overhead action game that's unlike anything else I've ever played. For starters, each space-based level (viewed from an overhead perspective) scrolls forward automatically. Your goal, as the titular "rabby," is to not only keep up with that forced movement, but to leap into the air to avoid the baddies and to smash into the Super Mario Bros.-esque question-mark blocks that dot the planetary terrain.



The latter are an especially important aspect of Astro Rabby, as hidden within one of those blocks is a "power-up part" that not only bolsters the abilities of the game's big-eared protagonist but also allows him (and you) to move on to the next level.

Except for the game's disastrously annoying bonus stages, all of the above is surprisingly exhilarating and enjoyable.

Also enjoyable, of course, is Astro Rabby's instruction manual. Its front and back covers, showcased in the first scan (above), are especially so, if you ask me, although I also love the character illustrations included in the second scan, which details the game's story. (Sorry, my Japanese skills aren't yet advanced enough for me to translate it for you.)



Actually, cute illustrations are par for the course in the Astro Rabby manual, with the ones above being my favorites.



Admittedly, IGS' artists could have included many more of them in this booklet. Instead, they filled the majority of its pages with low-quality images (photos?) of in-game sprites.



Even they provide some charming moments, though--like the "enemy" sprites highlighted on the left-hand page of the spread above.

The "panel" sprites seen on pages nine and 10 of the Astro Rabby instruction manual (below) are less thrilling, perhaps, but at least they're educational. In particular, they let you know you should avoid the one on the right-hand page that looks like a cracked brick.



You see, if you jump on a single panel too many times, it crumbles away. Step or jump into the resulting hole, and you lose a life.

Page 11 of this game's manual describes its handful of collectible items. As far as I can tell, the "S" one improves Rabby's speed, the "J" one enhances his ability to jump and the "B" one either increases his bullet stock or makes his bullets more powerful. Oh, and the last item is a 1-up.



Don't be fooled by the adorable illustration that takes up half of the Astro Rabby manual's second-to-last page (below). It relates to the game's previously maligned bonus stages, which means it's evil.

Thankfully, failing to successfully complete said bonus stages (and believe me, you will fail to successfully complete them) won't keep you from progressing to the next proper level. Still, they're so infuriating that any reference to them gets my blood boiling.



With all that out of the way, if you're up for learning more about this oddly endearing GameBoy import, I'd highly recommend reading my Astro Rabby review. Also, photos of the game's stellar box and cartridge label can be ogled in this "Year of the GameBoy" post.

See also: previous 'Manual Stimulation' posts about Taiyou no Tenshi Marlowe, Totsugeki! Ponkotsu Tank and Snow Bros. Jr.

Sunday, June 11, 2017

Nice Package! (Mizzurna Falls, PlayStation)

I've been obsessed with Mizzurna Falls since I first read an article about it on the now-defunct Eastern Mind blog a number of years ago.

You might think it piqued my interest because it's often described as being something of a precursor to the 2010 cult classic, Deadly Premonition. In reality, the thing that initially attracted me to Mizzurna Falls, which released in Japan (and only in Japan) in 1998, was its captivating cover art.



There's just something about its wintry landscape, and the illuminated town that's nestled among its shadowy mountains and trees, that made me want to own and play this game.

I also was drawn to its odd title and even odder subtitle (the latter being "Country of the Woods and Repose"). And then, of course, I couldn't help but find the Twin Peaks-esque story--that focuses on the mystery of a missing girl--and open-world gameplay alluring.

Another intriguing aspect of Mizzurna Falls: it was developed and published by Human Entertainment, the same company that gave the world the classic survival-horror title, Clock Tower.



Not that the two games are at all alike. Oh, Mizzurna Falls has an unsettling air about it, but I wouldn't say it ever even approaches the terrifying heights of Clock Tower.

Given the above, it shouldn't be too surprising to hear this game's instruction manual is a bit quirky. My favorite spread is the one highlighted above, which details the titular town's map.

I also like the pages near the end of Mizzurna Falls' manual, which offer up English and Japanese lyrics to the title's theme song.


For some dumb reason, I failed to take a photo of the Mizzurna Falls game disc when I snapped the others showcased here. I'd take one now, but I didn't bring the CD with me when I left Seattle early this year. (It's currently in storage--and won't be reunited with me until sometime this summer.)

I can tell you that you're not missing a whole lot. The disc basically depicts the same scene printed on the Mizzurna Falls manual cover--only in black and white rather than in color.

Oh, well, the gameplay embedded on that disc is what's important, right? And Mizzurna Falls' exploration-heavy gameplay is--or at least seems to be, I've only played a small portion of it so far--pretty special.



I'll try to share some more detailed impressions of Mizzurna Falls once I get my hands on its CD again in a month or two. At that time, I'll also scan its instruction manual and share the resulting images in a future installment of my "Manual Stimulation" series.

In the meantime, I'd highly recommend reading the Eastern Mind blog post I linked to earlier. It's more than a review; it offers up all sorts of background information and in-depth analysis that help explain why Mizzurna Falls is so impressive--especially for a 19-year-old game.

See also: previous 'Nice Package!' posts about The Adventure of Puppet PrincessMoon: Remix RPG Adventure, Ore no Shikabane o Koete Yuke and PoPoLoCrois Monogatari.