Showing posts with label Adventures of Lolo. Show all posts
Showing posts with label Adventures of Lolo. Show all posts

Tuesday, March 27, 2018

Manual Stimulation: Lolo no Daibouken (GameBoy)

It pains me to admit this, but as much as I've always loved the idea of HAL Laboratory's Adventures of Lolo (or Eggerland) games, I've never been very good at them.

In fact, no matter which one I play, I only ever seem to get a handful of levels in before I bail because I become hopelessly stuck.

That includes, of course, the game that's the focus of this blog post, 1994's Lolo no Daibouken (Lolo's Great Adventure, basically).



Thankfully, I was pretty sure that would be the case when I bought the copy that provided me with the instruction manual you see here.

Speaking of this manual, it was one of the main reasons I picked up Lolo no Daibouken. So many Japanese GameBoy instruction booklets have blown me away in recent years; surely this one would continue that trend, right?



Sadly, I can't say it does. The Lolo no Daibouken manual is by no means a dud, but it's also not as fabulous as I expected it to be.



It certainly gets off to a good start, with the beautiful cover that can be seen in the first scan above.



After that, though, there's nary an illustration of Lolo or Lala to be found--other than the one that appears in the upper-left corner of nearly every page.



That's quite a missed opportunity on the part of publisher Imagineer, if you ask me. I can't help but wonder if the manual that accompanied the game's European release, which was published by Nintendo in 1995, is better in this regard or if it's similarly disappointing.



Oh, well, at least readers get to ogle a bunch of rose-tinged screenshots, right?



I say that somewhat facetiously, although I've also got to admit some of the screen grabs that are used near the end of the Lolo no Daibouken manual are pretty darn nice.



Unsurprisingly, perhaps, I like the ones of the game's enemies the best. Still, I would've preferred seeing those baddies depicted using good old pen and ink.

Now that you've had a chance to take it all in, what do you think of the Lolo no Daibouken instruction manual? And what do you think of the game itself--if you've ever played it?

See also: previous 'Manual Stimulation' posts about Bubble Bobble Junior, Penguin LandSnow Bros. Jr., and Tumblepop

Monday, November 26, 2012

The Great Gaymathon Review #62: Banana (Famicom)


Game: Banana
Genre: Puzzle
Developer: Victor Interactive Software
Publisher: Victor Interactive Software
System: Famicom
Release date: 1986

I have kind of a funny history (well, it's funny to me anyway) with Banana. For the longest time, I thought it and Takara's rather lackluster-looking platformer, Banana Prince, were one and the same. Then I came across (on Famicomblog) a photo of this game's packaging that made it clear the two titles were unique entities.

As for what prompted me to give this oddly named Famicom game a go: Well, the aforementioned packaging, which features an adorable mole wearing white gloves and what appears to be a pair of blue jeans, certainly got the proverbial ball rolling, but what kept it moving along was this YouTube video.

Admittedly, said video makes Banana look more than a little rough, but that's rarely deterred me in the past. Also, I'm one of those weirdos who actually likes the aesthetics of severely retro games.

Anyway, it wasn't just the colorfully chunky graphics that attracted me to Victor Interactive Software's maiden Famicom release. I also liked the looks of its gameplay, which at first called to mind such classics as Adventures of Lolo, Dig Dug, Magical Puzzle Popils and Wrecking Crew.

In the end, those comparisons aren't completely apt. A better one, I quickly came to learn, would be to compare it to First Star Software's Boulder Dash. That 1984 release is a cakewalk compared to Banana, though, thanks to the latter's devilish, "you'd better make the right moves in the right order--or else!" mentality.

Speaking of which, you'd probably like an explanation of how this pixelated puzzler plays, wouldn't you? The gist: You control the strangely dressed mole I mentioned earlier. He's plopped into each stage for some reason or other (sorry, I don't know the game's backstory--assuming there is one) and is tasked with gathering all of the fruit that's been deposited throughout each level (again, for some reason or another), retrieving the blue-haired lady mole who seems to be his girlfriend or wife and then somehow making it to the exit door.

That's harder than it sounds, of course, thanks in large part to the game's sense of gravity--which means that whenever you dig or fall or otherwise move in a downward direction, the only way you can move up again is to find a ladder and climb it. And if you can't? Hit the reset button and start over, because you basically got yourself stuck.

Oh, and most stages include boulders that, should you walk beneath them (and you will), fall into your path and make life even more challenging for you and your mole-y friends.

The good news among all of this doom and gloom: Banana is a lot of fun despite its sometimes brain-melting difficulty. Partially responsible for that are the game's cheerful (if basic) visuals, although the appealingly blippy background music, which calls to mind both Donkey Kong and Mario Bros., deserves a quite a bit of credit, too.