Friday, February 10, 2017

Manual Stimulation: Bubble Bobble (Famicom Disk System, Limited Edition)

A few weeks ago, I published a post about the manual that came with copies of Bubble Bobble bought from Japanese Famicom Disk Writer kiosks back in the late 1980s. (I also published a post filled with photos of that version's packaging.)

The booklet you see here was stuffed inside of an adorable plastic pencil case along with a copy of Bubble Bobble's surprisingly adept Famicom port. I refer to that release as a "limited edition" in the headline above, although I have to admit I'm not entirely sure it actually was limited in quantity.

Regardless, it helps differentiate this Bubble Bobble package from the previously mentioned Famicom Disk Writer one, so I'm sticking with it unless otherwise corrected.


At any rate, this Bubble Bobble Famicom instruction manual is similar to its Disk Writer counterpart with two major exceptions: the former is a lot larger than the latter (in fact, it's probably the biggest Famicom manual I've seen to date) and it's also in full color rather than in just pink and green.


The size of the Bubble Bobble Limited Edition's booklet is to blame for this post featuring single-page scans rather than double-page ones, by the way. My scanner just isn't big enough for me to capture entire spreads, so I was forced to go with what you'll encounter throughout this write-up.


In the end, some of you may consider that to be the preferred option, as it allows you to focus on the beauty that is this particular version of the Bubble Bobble Famicom manual.


And it is pretty darn beautiful, wouldn't you agree? OK, so the first few pages aren't mind-blowingly amazing or anything like that, but they're still packed with both big and small details that make them decidedly appealing--or at least that's how I think of them.


Take the adorable little illustrations that can be seen above and below. If you can't quite make them out, click on the scan in question and you'll be able to take a much closer look.


My favorite components, though, are the more substantial pieces of art, like the massive Super Drunk--or Super-Drunk as the back of this booklet proclaims--situated in the lower-right corner of the following page.


Monday, February 06, 2017

Nice Package! (Cid to Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyuu DS+, DS)

Final Fantasy Fables: Chocobo's Dungeon was one of my favorite Wii games. (You can read my succinct review of that title here, if you're curious.)

As such, I was keenly interested when I heard--some time ago, of course--Square Enix was prepping an enhanced DS port of the game that was known in Japan as Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyuu.

For whatever reason, though, I didn't actually buy this portable roguelike until recently. This despite the fact that it hit Japanese store shelves all the way back in late 2008 (just under a year after the Wii version was released).



How does the DS port, which allows you to play as that old Final Fantasy standby, Cid, as well as the titular Chocobo, compare to the Wii original? I wish I could tell you. Unfortunately, I've yet to even pop the cartridge shown in one of the photos below into any of my DS or 3DS systems.

I brought said cart with me on sabbatical, though, so expect me to at least start my way through its dungeon-crawaling adventure sometime in the next few months.



In the meantime, let's ogle the packaging produced for this surprising DS game (called Cid to Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyuu DS+, in case you missed that earlier).

I'm pretty fond of its cover illustration, I've got say--even with that brown band of text obscuring its bottom fifth.



Does anyone know what it's trying to convey to potential buyers, by the way?

I see the word "dungeon" in there a few times, but that's about it. I know this port doesn't contain 1,000 dungeons, though, so what does that figure refer to--the number of weapons in the game? Enemies? Facial expressions made by Chocobo? Any help here would be greatly appreciated.



As for the instructional manual that accompanies complete copies of Cid to Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyuu DS+, I'm fond of it, too.

That shocks me a bit, if I'm to be honest. Why? Because I find most DS manuals to be disappointing. Sure, they offer up a couple of nice visuals, but other than that they're usually filled with text.



Although that's largely the case here, too, there are enough brilliant illustrations (like the one above) to make the whole shebang appreciably impressive--to my eyes, at least.

Have any of you played this updated version of Final Fantasy Fables: Chocobo's Dungeon? If so, what do you think of it?

Whether or not you've played Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyuu DS+, what do you think of its outer case, cartridge and manual? As always, share your thoughts in this post's comments section.

See also: previous 'Nice Package!' posts

Saturday, February 04, 2017

Five overlooked Nintendo DS games you need to play as soon as possible

Don't worry, I'll publish more than "five overlooked games you need to play as soon as possible" posts this year. In fact, I'm working on a handful of reviews as we speak. I also have a slew of "Manual Stimulation" and "Nice Package!" posts waiting to be written.

The above isn't the full extent of what you can expect to see here in the coming weeks and months, of course; I just want everyone to rest assured that (hopefully) interesting content is on the way.

That's not to suggest the post you're reading right now is a total bore. I mean, unless you harbor an irrational hatred for Nintendo's DS handheld.

For those who are at least somewhat curious about that duel-screened system and its extensive catalog of games, you should get at least a slight kick out of this write-up about five Nintendo DS titles I think have been overlooked by the masses.


Daigasso! Band Brothers--I have a feeling I should include this game's 2008 sequel here instead, especially considering that more recent effort earned an English release (as Jam with the Band, although it only saw the light of day in Europe). I'm sticking with the 2004 original, though, because I've spent more time with it and, well, I prefer its cover art. Plus, if you're going to jump into an unknown game series, you should start at the beginning, don't you think? Anyway, don't fret about the first Daigasso! Band Brothers being in Japanese. You don't need to know a lick of that overwhelming language to enjoy this music game. All you need is a DS or 3DS system with a working d-pad and A, B, X and Y buttons--as they're what you use to play Daigasso! Band Brothers. In that respect, this early DS title is a lot like Namco's long-running (and also well worth trying) Taiko no Tatsujin releases, although in Daigasso! Band Brothers you use all sorts of instruments, rather than just drums, to play a vast selection of tunes.


Loopop Cube: Lup Salad--It blows my mind that none of this adorable game's many versions ever left Japan. Yes, this 2008 release, published by the charmingly named Dimple Entertainment, came out 12 years after the original title, developed by Fupac and published by Datam Polystar, was made available to Japanese PlayStation owners. And two years after the game hit the Nintendo DS, Dimple offered PSP fans a port, too. The different iterations aren't identical, mind you--each one offers up slightly unique puzzles, modes and options--but they all basically look and play the same. Speaking of Loopop Cube's gameplay, think one part Puzznic (or Bejeweled) and one part Sokoban. Although, unlike Hiroyuki Imabayashi's box-moving puzzler, Loopop Cube's stages are depicted from the side. That means some light platforming action is thrown into the mix, too. It's all explained in this wonderfully fashioned write-up, so check it out should you ever pick up a copy of this brilliant brain-teaser.


My World, My Way--I was skeptical when my pal Mollie first mentioned this Atlus-published game during a recording of The Nichiest Podcast Ever. Those skeptical feelings remained even after I watched some video footage of it. Still, Mollie's word means a lot to me, so I dutifully tracked down a used copy and put My World, My Way through its paces as part of my #ADecadeofDS series in early 2015. (Read my impressions here.) I walked away from that experience thrilled I'd followed Mollie's sage advice, as My World, My Way is a delightfully weird RPG that mixes traditional turn-based battles with a thoroughly unique world-building component. Also, its protagonist (a bratty princess who wants to be an adventurer) is about as far from typical as you can get--always a plus in my book. By the way, if you prefer the PSP to the DS, and if you can understand Japanese (or you don't mind playing a game you won't understand), developer Global A published an upgraded version of the game for Sony's first handheld in Japan, as Sekai wa Atashi de Mawatteru: Hikari to Yami no Princess, in 2009.


Pop Cutie! Street Fashion Simulation--Hey, I think the aforementioned Mollie turned me on to this oddity, too. Or was it Anne? Regardless, one of those two wonderful ladies deserve the biggest hug I can give them for making me aware of Pop Cutie! Although I wouldn't put this Koei-made title in the same league as Nintendo's similarly themed Style Savvy series, it's still a lot of fun. Just don't go into a playthrough expecting an overly deep experience. It feels very much like a mobile game before mobile games were a thing. (For an explanation, read my #ADecadeofDS post about Pop Cutie!) Don't take that as a negative, as it allows you to pop into and out of this Street Fashion Simulation without a whole lot of fuss--a big positive for someone like me who no longer has the time or energy to regularly spend multiple hours per day on a game. Bonus: even copies of Pop Cutie! are pretty cheap these days.


Zombie Daisuki--Here's another overlooked Nintendo DS title that gives off strong "mobile game" vibes. As was the case with Pop Cutie!, though, I don't use that term to cast aspersions on Zombie Daisuki. This ChunSoft creation isn't perfect--something I made pretty clear in the last post I published about it a couple of years ago--but if you can nab a cheap cart, I say go for it. There's no question Zombie Daisuki looks great, with pixel art that would've been drooled over during the medium's heyday. It also sports an intriguing premise--one which puts you in control of a horde of blue-skinned zombies and then has you sic them on living, breathing human beings. (It's not as horrific as it sounds, I swear. Everything here is presented in a very comical manner.) On the flip side, you may grow tired of Zombie Daisuki repetitive actions--hence my suggestion that you not blow too much to buy it.

See also: five overlooked Famicom, GameBoy, GameBoy Advance, Game Gear, PC Engine and PlayStation games you need to play as soon as possible

Wednesday, February 01, 2017

Can you believe this is the beginning of The Gay Gamer's 11th year as a blog?

I certainly can't believe it. Regardless, it's true. I published my first post here all the way back on Feb. 1, 2007. I can't say my early write-ups were very good but, hey, you've got to start somewhere, right?

At any rate, I'm glad I launched this blog 11 years ago. I did it, by the way, because I desperately needed a place to geek out about all of the games and systems and related stuff that excited and interested me.

I also wanted to create a space where others would feel safe to do the same. Admittedly, I assumed at the time that the "others" in question would be limited to LGBT folk, so it's been a pleasant surprise to see a lot of "straight" people stop by this blog over the last 10-plus years as well.



Speaking of which, I'd like to thank everyone who has visited, followed or commented on this blog at some point or other between 2007 and now. I appreciate it more than you can imagine.

If you've never left a comment, by the way, why not start now? I respond to each and every one, and if I'm to be honest, I prefer engaging in those conversations to focusing on my own blatherings.

You don't have to limit those conversations to this blog, of course. I'm also active on Facebook, Flickr, Instagram, Tumblr and Twitter, so give me a holler (or whatever) on any or all of those sites if you're up for such social-media shenanigans.

Saturday, January 28, 2017

Five overlooked GameBoy Advance games you need to play as soon as possible

So far, my "five overlooked games you need to play as soon as possible" series has offered up posts about (what I consider to be) unfortunately ignored Famicom, PC Engine, PlayStation, Game Gear and GameBoy gems.

This entry obviously focuses on a handful of disappointingly overlooked GameBoy Advance titles.

I've got at least a few more such posts up my sleeve, by the way--in case any of you are worried the one you're reading right now is this series' last hurrah. In fact, the plan is to publish write-ups about PSP, DS and 3DS games I think you need to play as soon as possible, and I'll also likely publish follow-ups to my earlier GameBoy and Famicom features as well.

In the meantime, here are five GBA games I believe too many people have turned up their noses at (intentionally or not) over the years.


Guru Logi Champ--Do you like Picross? If the answer is yes, you'll undoubtedly like this 2001 title, which was developed by the wizards at Compile. (They gave the world Aleste, Gunhead and Puyo Puyo, among other classics.) Don't worry, Guru Logi Champ is no simple Picross rip-off; it takes the basics of Nintendo's electronic nonogram games and runs with them, injecting a smidge of action and a dash humor into what's usually a rather sedate experience. Add in the fact that Guru Logi Champ's box and cartridge are among the most appealing ever produced for the GameBoy Advance (see photos of both in this "Nice Package!" post) and it's not hard to understand why pretty much anyone who's played this colorful puzzler is sure to recommend it.


Hatena Satena--Here's another wacky GBA game that's similar to Picross. It's quite a departure from Gugu Logi Champ despite this fact, though, and that's likely because Hatena Satena also recalls another classic puzzler, Minesweeper. Although I'd say Guru Logi Champ is more immediately accessible than this Hudson-made game, don't take that to mean I'm suggesting you pick up the former over the latter. If forced to choose between the two from an aesthetic standpoint, I'd go with Hatena Satena, no question. (Of course, Guru Logi Champ is a looker, too.) Also worth noting: copies of this 2001 title should be much cheaper than those of the above-mentioned one. The only problem here is that Hatena Satena may not be easy to find these days, so be patient if you want to add it to your collection.


Hitsuji no Kimochi--This is likely to be the most "controversial" of all the game recommendations I make in this post. Why? Though Capcom both developed and published this 2002 title (released outside of Japan as Sheep), it hasn't received the best of reviews in the years since. Still, I think it's worth checking out if you're open to trying something different. That's what you get with Hitsuji no Kimochi, after all, as it's an action-puzzle game that tasks players with herding--you guessed it--sheep. Admittedly, its graphics could be better, and it's hardly the longest of GameBoy Advance titles (offering just 24 stages), but it's also unique and sports some wickedly cute packaging (see it in all its glory here), so you could do worse than hunt down a copy if you need to fill out your GBA library.


Slime MoriMori Dragon Quest: Shōgeki no Shippo Dan--This 2003, Japan-only release isn't as good as its successors, the first of which is known by many North American fans of the Nintendo DS as Dragon Quest Heroes: Rocket Slime. Still, it's well worth buying and playing if you enjoyed that dual-screened follow-up. Anyone who has experienced Rocket Slime will feel right at home with Slime MoriMori Dragon Quest, as both titles feature the same gameplay--save the latter's frantic tank battles. In other words, you spend a lot of time flinging an adorably vacant blue slime around a vaguely Zelda-like overworld. And you spend nearly as much time picking up and flinging the many enemies and items that litter those same playfields. You also gather resources and rescue slime buddies, activities that should sound familiar to anyone who's at all knowledgable about this title's highly acclaimed DS sequel.


Zooo--If this game's name doesn't ring a bell, how about Zoo Keeper? For whatever reason, developer Buddiez, Inc.--or was it publisher Success?--changed the series' name from Zooo to Zoo Keeper between the release of this title and its 2004 sequel. Thankfully, the gameplay's basically the same no matter what it's called, although of course there are no touch controls in this iteration. That's actually the main reason I like Zooo the most out of all these animal-themed, match-three puzzlers. For me, the Zoo Keeper DS and 3DS games are too easy because of their stylus-focused controls, while being forced to use the GBA's d-pad and face buttons in Zooo creates a kind of tension that makes you feel really good whenever you hit any sort of milestone. Bonus: pretty much any copy of Zooo you come across these days is sure to be bargain-basement cheap.

Are there any GameBoy Advance titles you think are overlooked and thus deserve more love from the masses? Let me and others know about them in the comments section of this post.