Showing posts with label Astro Rabby. Show all posts
Showing posts with label Astro Rabby. Show all posts

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.

Friday, April 21, 2017

In honor of the 28th anniversary of GameBoy's Japanese release, here are a handful of my all-time favorite GB games

A little birdie (OK, so it was this NeoGAF thread) told me this morning that the Nintendo GameBoy launched in Japan 28 years ago today.

If math isn't your forte, that means the Japanese GameBoy was released all the way back on April 21, 1989.

Given my love for Nintendo's first portable game system (see my "Year of the GameBoy" posts for a taste of how I feel about this handheld), I thought I'd publish a post that discusses some of my favorite GameBoy titles in honor of today's milestone.


Astro Rabby--This choice is sure to raise a few eyebrows, as I know folks who think it's a bit of a turd. Still, I really enjoy playing it--flaws (like its hair-pullingly frustrating bonus levels) and all. Some of that enjoyment is derived from the uniqueness of Astro Rabby's gameplay--which puts you in the paws of a robotic rabbit that hops through space via a top-down, auto-scrolling stages in search of "power-up parts"--I have to say, although I also have to say it's simply a lot fun to soar through this 1990 release's levels while its peppy soundtrack plays in the background. For more on why I like this game so much, read my Astro Rabby review. Also, see my "Year of the GameBoy" post about it for photos of its box, cartridge and instruction manual.


Balloon Kid--By now, it should be clear that I not only love this Balloon Fight follow-up (it's actually known as Balloon Fight GB in Japan), but that I've loved it since it was first released in North America 27 years ago. After all, I recently published a post that explained why Balloon Kid helped shape my taste in video games. It's far from perfect, of course--the scrolling is choppy and there are only eight stages to complete--but it's such a nice change of pace from the typical platforming fodder that fills the GameBoy's library that its imperfections are barely worth mentioning. To learn more about this game's pros and cons, check out my Balloon Kid review.


Bitamina Oukoku Monogatari--True story: not only did I not play this Namco-made RPG back when it first hit store shelves in my neck of the woods (as Great Greed), but I wasn't even aware of its existence at that time. Now that I've played through a good chunk of it (you can read some of my thoughts on the experience in these old posts), I'd actually go so far as to call Bitamina Oukoku Monogatari one of my favorite role-playing games from that era. It's beyond antiquated, and the text in the North American version (I can't comment on the text in the Japanese original) is so stilted and simple it's often difficult to decipher what's being said, but its breezy, one-on-one battles are such a blast and its soundtrack is so blissful that these missteps are easy to overlook.


Burning Paper--How this game has flown under the radar for so long--it first hit Japanese store shelves in early 1993--is beyond me. I guess its pedigree (for lack of a better word) could have something to do with it. A company called Pixel developed Burning Paper, while LOZC G. Amusements published it--and neither had even slightly pinged my radar before I first became aware of this game. Regardless, I think it deserves a spot on every write-up ever published about GameBoy games you need to play thanks to its arcade-y, Patchwork Heroes-esque action and its shimmering background music. Also worth noting: Burning Paper's beautiful packaging.


Donkey Kong--I have to imagine a lot of GameBoy owners passed on buying and playing this title back in the day because they assumed it was just a black-and-white port of Nintendo's classic quarter-muncher of the same name. That describes the cart's first few levels, but after that this portable entry in the Donkey Kong series reveals its true colors as a puzzler-platformer of nearly unrivaled quality. Although I'd of course recommend picking up a physical copy of Donkey Kong for GameBoy (due in part to its pretty packaging) as a result, a digital copy (available via the 3DS eShop) will only set you back $3.99 at the moment, so go that route if you're no longer in the market for actual GB carts.


Osawagase! Penguin Boy--Much like Burning Paper, above, this Natsume-developed title features gameplay that appears to have been inspired by Qix. Don't worry if you find that Taito product to be a bore; Osawagase! Penguin Boy (Amazing Penguin outside of Japan) is a far zippier affair. It's also far cuter, thanks to the beret-wearing penguin that serves as its protagonist. In the end, if you're looking for a GameBoy cartridge that'll entertain you whenever you've got a couple of free minutes, or if you're any kind of Pac-Man or Pengo fan (both of are represented here, along with the aforementioned Qix), you'll want to give Osawagase! Penguin Boy a try as soon as you're able.


Painter Momopie--Speaking of Pac-Man, this Sigma Entertainment effort easily could be described as a clone of that world-conquering Namco classic. In fact, I did just that in a recent post about my five favorite Pac-Man clones. Painter Momopie sets itself apart from everybody's favorite dot-chomper, however, by basically inverting its predecessor's gameplay (your goal is to fill each screen--with paint--rather than empty them) and by being set in what looks to be a witch's home or academy. (Do you know Japanese? You'd help me immensely if you checked out the first page of the Painter Momopie instruction manual and then educated me on its backstory.) Curious to learn more about this Japan-only release from 1990? Read my Painter Momopie review. Also, ogle the game's packaging here.


Pitman--This may well be the best game Asmik ever developed or published. Even more impressive: Pitman (Catrap in the West) is one of the best, most interesting titles released for the GameBoy during the system's 14-year reign. If you've never played it, it's an action-puzzler that sports adorable graphics and animation as well as brain-busting gameplay. Bonus: Pitman's box, cartridge and instruction manual are every bit as precious as its in-game visuals.


Shippo de Bun--The good news about Shippo de Bun, which was called Tail 'Gator when it was released in North America: it's yet another top-shelf GameBoy title that is unlike pretty much every other game made for Nintendo's first handheld. The bad news: even loose cartridges go for a pretty penny these days. (Don't even think about buying a complete-in-box copy unless you're a serious collector or you're willing to part with a good amount of money.) So, your best bet, should you want to become acquainted with the single-screen platformer-esque action of Tail 'Gator or Shippo de Bun, is to play it using an emulator. I know that won't be the most appealing option for many of you, but I'd recommend it anyway given the compelling nature of this Natsume GB cart.

Do you have any favorite GameBoy games (Japanese or otherwise)? If so, share your thoughts about them in the comments section of this post.

See also: 'Some of my favorite SNES games in honor of the system's 25th anniversary' and 'Seven ways you can celebrate the 27th anniversary of the PC Engine's release'

Thursday, December 01, 2016

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

Of all the "five overlooked games you need to play as soon as possible" posts I've already published here and will publish in the coming weeks and months, this is sure to be the easiest to write.

After all, as much as I love the FamicomPC Engine and PlayStation, and as much as I know about their extensive game libraries, I know quite a bit more about the GameBoy's catalog at this point--especially when it comes to that portable's more obscure titles.

Speaking of which, the following five carts are among the GameBoy's most painfully ignored, in the opinion of yours truly. All are Japanese, but don't let that keep you from giving them a try. You don't need to know a lick of the language to beat any of them.


Astro Rabby--Before I say anything else, I have to warn you that one small aspect of this Cyclone System-developed game will make you want to rip out your hair. Thankfully, it can be ignored. Also, the rest of what's on offer in Astro Rabby--forced-scrolling, overhead action that puts players in the shoes (paws?) of a robotic bunny who hops through space in search of the stolen parts that'll allow him to fly--is enjoyable enough that it more than compensates for the bitter taste left by the above-mentioned bonus rounds. Still not convinced its worth your while? Boot up Astro Rabby simply because its interstellar stages are littered with Super Mario Bros.-esque question blocks.


Burning Paper--Of all the games discussed here, I consider this one to be the most disappointingly overlooked. That's mainly because Burning Paper's gameplay is unlike that of any other GameBoy title I've played. Hell, it's unlike that of any other game I've played, period. Imagine an inverted Space Invaders mixed with a dash of Qix (or even Patchwork Heroes) and you'll be close to understanding what it's like to play Burning Paper. Unfortunately, whatever image you conjure up won't let you hear this old LOZC G. Amusements-published cart's far-better-than-it-has-any-right-to-be soundtrack, so you really have to buy a copy of the game (or boot up a ROM) to get the full experience.


Noobow--This slow-paced puzzler-platformer is the perfect pick-up for someone who wants a unique portable title that won't tax their reflexes. In fact, you're never even forced to time a jump à la Mario while playing Noobow. Here, all you do is move the titular character left and right using your GameBoy's d-pad. As you do that to work your way through each of this Irem-made title's stages, you encounter various obstacles and objects. A single press of the system's A or B buttons generally prompts Noobow to pick up whatever object is in front of him, and another press prompts him to set it down or use it in some fashion. Successfully reaching the end of each level is more challenging than you probably thinking, especially when you consider this game was aimed at kids.


Painter Momopie--As far as Pac-Man clones go, Painter Momopie is neither the best nor the worst in the world. Still, I recommend checking out this Sigma Entertainment-developed release because: a) its cast of characters is surprisingly appealing for such an under-the-radar title (especially the titular Momopie--I mean, what's not to love about a broom-toting witch?), b) its soundtrack is wistful in a way most game music isn't and c) its gameplay tweaks the aforementioned quarter-muncher's just enough to make things seem fresh and interesting. I'm also pretty fond of the quaint cottage-like environs that double as Painter Momopie's stages.


Taiyou no Tenshi Marlowe: Ohanabatake wa Dai-Panic--Just like Astro Rabby and Burning Paper, it's not easy to explain Taiyou no Tenshi Marlowe's gameplay in a quippy sentence or two. Actually, I'm not sure I can explain it in an entire paragraph. Thankfully, Hardcore Gaming 101 devoted an entire page to this Technos-made head-scratcher. All you really need to know, though, is it's a unique experience that's well suited to the GameBoy hardware and screen. Also, its angelic protagonist and cadre of baddies (if they can be called that) are beyond cute.

Enjoy this post? Keep your eyes peeled for a similar one in the coming weeks that'll shine a light on five overlooked North American GameBoy games I think you should play as soon as possible.

See also: five favorite pieces of Japanese GameBoy box art and five favorite pieces of North American GameBoy box art

Saturday, January 02, 2016

My favorite games of 2015 (that were released before 2015)

In the last post I published, I admitted I didn't play too many games in 2015 that actually were released between Jan. 1 and Dec. 31 of that year.

I did, however, play quite a few games that were released before 2015. Here are some words about the ones I enjoyed the most.

999 (DS)--Everyone seems to love this Chunsoft-crafted visual novel. So why did it take me so long to play more than a couple of hours of it (I've owned a copy for years now)? I wish I could tell you. What I can tell you is I'm thrilled I broke through that self-imposed barrier earlier this year. This time around, not only did I finally get past 999's opening chapter, but I finished each and every one of them--multiple times over. In fact, I eventually encountered all of this tense title's many endings and devoted more than 20 hours to doing so. Hopefully I'll find Virtue's Last Reward, the Vita version of which I just acquired, just as compelling.


Alien Syndrome (Game Gear)--I turned up my nose at this arcade port for years due to what I considered (at the time) to be its subpar visuals. Truth be told, I also wasn't all that interested in its seemingly brainless gameplay. For whatever reason, I put those initially negative (not to mention ill-informed) impressions behind me and gave this iteration of Alien Syndrome another shot a month or so ago and ended up having a blast. I'm still not a big fan of its boss battles, which are more than a bit claustrophobic on the Game Gear's tiny screen, but the rest of it this creepy run-and-gunner's content is surprisingly enjoyable when you give it a chance.


Astro Rabby (GameBoy)--Here's another old title that rubbed me the wrong way the first few times I booted it up. Once I wrapped my head around its gameplay, though, I really dug it. Sure, the bonus stages that pop up now and then are beyond aggravating, but they're easily ignored after you come to terms with the fact that you'll never, ever "beat" one of them. Also, the rest of what Astro Rabby--which aesthetically, at least, brings to mind that old PlayStation launch release, Jumping Flash!--has to offer is such a rush that they're quickly erased from memory.


Chrono Trigger (DS)--Stop me if you've heard me tell this story before: my big brother and I bought a copy of this groundbreaking RPG back when it first hit store shelves in our neck of the woods. Despite my love for the company-previously-known-as-Squaresoft and pretty much every game it pushed onto the market during the 16-bit and 32-bit eras, I never played through the SNES version of Chrono Trigger myself. (I did watch my brother play through a good portion of it--not that I can remember much of the experience now.) So, what do I think of this enhanced DS re-release after putting nearly six hours into it? I absolutely love it. The soundtrack is, as expected, a revelation, and the time-traveling story and relaxed Final Fantasy-esque battles are similarly first-rate.


Saturday, October 10, 2015

The Great Gaymathon Review #72: Astro Rabby (GameBoy)


Game: Astro Rabby
Genre: Platformer
Developer: Cyclone System
Publisher: IGS
System: GameBoy
Release date: 1990

It's no secret that Nintendo's GameBoy wasn't a technological marvel. Sure, its hardware was comparable to that of the Famicom (or the NES, if that's your cup of tea), but that doesn't mean a whole lot when you consider the latter was six years old when the former first hit the streets.

Also, as everyone should know by now, the GameBoy's screen wasn't the greatest. In fact, it's far more responsible for holding back this handheld's titles than the amount of sprites it could handle or the size of its onboard RAM.

I bring up all of these details because they prompted a lot of developers to put a cap on their creativity while producing games for Nintendo's first portable system. That's most evident in the shocking number of puzzlers and other simple, single-screen affairs that found their way onto store shelves during the GameBoy's reign.

The same criticism can't be laid at the feet of the folks at Cyclone System, makers of Astro Rabby. After all, not only is this Japan-only 1990 release a platformer, but it's a top-down platformer that in a really weird way calls to mind an early PlayStation effort that so many people seem to love, Jumping Flash!

Admittedly, Jumping Flash! offers players a whole lot more freedom than Astro Rabby does, but the point still stands: this is a GameBoy title that shouldn't exist given the bulk of the system's often-creatively-barren catalog.

Which begs the question: what makes Astro Rabby so great? Or, at least, what makes stand out from the system's sea of Tetris wannabes?

To that, the first thing I'd point out is the top-down, pseudo-3D platforming action that serves as this game's backbone. It's weird and kind of floaty at first, but give it time and it'll not only grow on you but it'll probably start to feel pretty darn good. I'd even go so far as to describe it as "exhilarating" after you become accustomed to it.

Mind you, Astro Rabby isn't some sort of freeform platformer that lets you wander about as you like. Actually, it's presented almost like an overhead shmup. Each space-based level scrolls forward at a rather languid pace (thankfully!). If you reach a particular level's end point without picking up the "power-up part" that's hidden within one of its many Super Mario-esque question blocks--here you bounce on them rather than hit them from below to reveal what's inside--you loop back to the beginning and continue in that vein until you finally nab it.

In the meantime, you hop around and do your best to avoid the out-of-place baddies--extraterrestrial frogs, moles, octopi and the like--as well as bottomless pits that populate the remainder of each stage.

Something that makes all of this space-hopping, parts-grabbing action a little more enjoyable than it would be otherwise is the blippy, boppy soundtrack that percolates in the background.

If only the best of those tunes played during Astro Rabby's woeful bonus rounds. They're based on that old-fashioned game known as Concentration--only in this case you're tasked with matching bell chimes rather than images. If that sounds at all appealing, well, let me assure you that it isn't.

Actually, I'm sure it would be at least acceptable if it were easy to tell the difference between the sounds. As it stands, it's hard--really hard--to tell one from another. Combine that with the fact that you have to wrap things up in 30 seconds or less, and you've got yourself a miserable experience.

Thankfully, you're allowed to continue on with your pixelated adventure even if you fail to complete these extra stages. There's no question, though, that it would be a lot more fun if Astro Rabby's developers had it so you could beat them now and then. (Full disclosure: I've yet to get close to clearing a single one.)

My suggestion: pretend these bonus rounds don't exist and instead focus your attention on the rest of what this quirky import has to offer. Do that and you should have a surprisingly good time--especially if you generally use your GameBoy to play one of the system's many puzzlers.


See also: previous 'Great Gaymathon' reviews plus 'Another Year of the GameBoy: Astro Rabby'

Friday, August 21, 2015

Another Year of the GameBoy: Astro Rabby

A couple of weeks ago, I included a few paragraphs about this weird, Japan-only GameBoy release in my latest "Shall We Do It?" post.

Those of you who read that write-up probably got the feeling that I'm sort of "on the fence" when it comes to Astro Rabby, which was developed by a company called Cyclone System and published by another known as IGS.


Actually, that's not completely accurate, as I definitely like Astro Rabby more than I hate it. In fact, the only part of this overhead action game is its between-worlds bonus rounds, which are hair-pullingly confounding.

Other than those few misfires, though, Astro Rabby's actually pretty fun--although I'm sure some will find it a bit archaic.


That I mostly enjoy this Jumping Flash-esque effort is a very good thing, of course, as if I didn't, I probably wouldn't own a copy of it--which would be a crying shame, as its outer box (pictured above) is pretty darn great, don't you think?


(Full disclosure: I actually bought Astro Rabby before I played it for even a single moment--and mainly because of its awesome box art.)



The rest of Astro Rabby's packaging is worth noting, too, if you ask me. OK, so its cartridge label (above) is only so-so, but its instruction manual more than makes up for it, as you'll see in a second.


Don't worry, the cover of Astro Rabby's manual isn't its high point--although I personally think its use of dark gray, white and various shades of pink is surprisingly appealing.


Now we're getting somewhere, right? Yes, the back of Astro Rabby's instruction booklet definitely is a looker--or at least the illustration that's featured on it is one.


The inside pages of this manual are no different, with a number of nice drawings included throughout (some of which are highlighted in the "Story" page photo above).

I'll scan the entirety of this sucker soon and share all of them in an upcoming installment of my long-lived "Manual Stimulation" series. In the meantime, though, have any of you played Astro Rabby--even via emulation? If so, what do you think of it?

See also: previous 'Another Year of the GameBoy' posts

Friday, August 07, 2015

Shall We Do It Again? (Astro Rabby, Crush Roller, Mappy, Pac-Man, Puzzle Bobble and Tumble Pop)

If you were on Twitter last weekend, you may have noticed my mention that I spent a rather obscene amount of time playing old GameBoy and Game Gear titles on Saturday.

I also spent some time playing a couple of Neo Geo Pocket Color games--a fact I didn't mention on Twitter because, well, I ran out of characters.

Anyway, because I played so many of these "golden oldies," and because I so thoroughly enjoyed the time I spent with them (two of them in particular), I thought I'd write up a second "Shall We Do It?" post for the week that focuses on those experiences.

Before I get to all of that, though, I want to make one thing clear: I played all of these retro games via emulation (thanks to my soft-modded Wii).

Yes, I own a couple of GameBoys, and I own a Game Gear, too. (No Neo Geo Pocket Color, though--at least not yet.) I also own copies of four of the six titles mentioned here. I was too lazy to get them out of their hiding places, though; plus, I didn't want to deal with the battery drama--so, I took the easy route and emulated them.

With all of that out of the way, here are a few, random thoughts on the GameBoy, Game Gear and Neo Geo Pocket Color carts--er, ROMs--that ruthlessly captured my attention this past weekend.


Astro Rabby (GameBoy)--Would you believe I've owned this Japan-only release from 1990 for some time now (over a year, if I were to guess), yet I'd only put a small handful of minutes into it before I fully acquainted myself with it a few days ago?

Er, yeah, I guess some of you would believe that based on my propensity to buy and then sit on games. (Not literally sit on them, of course.)

Whatever. That's not supposed to be the point here; what is supposed to be the point is that I'm now slapping myself across the face for taking so long to properly give this game a shot. It's actually quite a bit of fun--if you can overlook the totally lame "bonus rounds" that pop up every few stages.

As for why that is, well, try to imagine if someone had attempted to make something similar to Jumping Flash! for the GameBoy before the folks at Exact Co., Ltd. and Ultra Co., Ltd produced the beauty that launched shortly after the original PlayStation hit store shelves in Japan.

That's basically the gist of Astro Rabby, which puts you in the shoes (paws?) of a cyborg rabbit who, for some reason or other, is forced to hop through space in search of "power-up parts" while staying clear of evil frogs and bad octopi as well as keeping from plummeting into seemingly bottomless holes. This hopping-through-space action is depicted in a top-down fashion, by the way, which can make the titular hare's leaps kind of dicey from time to time, but after a few minutes it not only feels pretty natural but also feels pretty exhilarating.

Thankfully, it's OK to fail at the aforementioned bonus rounds, which boil down to a musical game of Concentration and are far more frustrating than my abbreviated description probably makes them sound. Still, I wish they were a bit more ... traditional in nature so I could enjoy the entirety of Astro Rabby and not just a good portion of it.


Crush Roller (Neo Geo Pocket Color)--I wrote about this colorful, portable take on the Pac-Man formula all the way back in 2013 (in a post titled, "It's Just a Little Crush Roller"), but haven't said a thing about it since.

That's a real shame, as Crush Roller is a treat. A tough, pull-your-hair-out-in-giant-clumps "treat" at times, but a treat nonetheless.

Unfortunately, although I became pretty skillful at playing this ADK-developed game the first time I gave it a go (I even made it all the way to the end credits, after some effort), this time around I found things quite a bit more trying.

Oh, well. Its paint-roads-while-desperarely-avoiding-Dragon-Quest-slime-like-enemies action still put a smile on my face--when it wasn't causing me to cuss at it under my breath, of course.


Mappy (Game Gear)--Here's another Japan-only handheld title that I've chatted about previously.

What prompted me to pick it up again this past weekend? I don't know, to tell you the truth. I guess I was just in the mood for a little classic, arcade-style, cat-and-mouse action.

Just in case I've never mentioned this before: the Game Gear port of Mappy--originally a Namco quarter-muncher--is top-notch. Everything about it is "correct," as the reviewer at Video Game Den used to like to say; plus, it's simply a blast to play.

So, if you've got a Game Gear and a wad of batteries (or an AC adapter, I guess), you could do far worse than buy a copy of this 1991 release and stick it in your system when you've got a couple of minutes to burn.