Showing posts with label Balloon Kid. Show all posts
Showing posts with label Balloon Kid. Show all posts

Tuesday, March 24, 2020

Manual Stimulation: Hello Kitty World (Famicom)

I've been a huge fan of Hello Kitty World ever since I first became aware of it well over a decade ago.

This isn't because I adore Hello Kitty, mind you. Although I think she's cute enough, I'm hardly obsessed with her or anything of the sort.



I am slightly obsessed with the Character Soft-published Famicom game that stars Kitty-chan (as well as her sister, Mimmy), however; or at least I've been obsessed with it at various points in the last 10 or so years.

The reason: it's basically a re-skin of one of my all-time favorite GameBoy games, Balloon Kid.



OK, so this Japan-only release from 1992 is more than just Balloon Kid with Alice's sprite swapped out for one that resembles the iconic Sanrio character. It's not a whole lot more than that, though.

For example, the playfield in Hello Kitty World is, or appears to be, much larger than the one in Balloon Kid. Also, the former seems a tad slower than the latter, though that, too, may just be an illusion.



Sadly, I can't tell you how Hello Kitty World's story, which is shared with readers of the game's instruction manual via the pages that precede this sentence, differs from that of Balloon Kid, or even if the two differ at all.



Speaking of the Hello Kitty World's manual, the spreads above and below explain this game's controls, start screen, and more.



And the next two pages of this instruction booklet discuss Hello Kitty World's dearth of collectible items.



I believe the following spread further educates players about how Hello Kitty World works, but feel free to correct me if I'm wrong.

Friday, April 05, 2019

Don't miss your chance to own one of the best GameBoy games around: Tobu Tobu Girl Deluxe

I haven’t said much (if anything?) about it here, on Twitter, or on Facebook, but I absolutely love Tobu Tobu Girl.

If this is the first you’re hearing of it, Tobu Tobu Girl a homebrew GameBoy title that was made by Tangram Games--though potato-tan produced its brilliant soundtrack--and released back in late 2017.

In a nutshell, Tobu Tobu Girl is an old-school arcade-action game. I like to think of it as Nintendo’s Balloon Kid turned on its side, although that description isn’t entirely accurate. Still, hopefully it puts a pleasant picture in your head.

Why am I bringing up all of this now? Because the guys at Tangram just launched, with the help of with First Press Games, a Kickstarter for Tobu Tobu Girl DeluxeTobu Tobu Girl Deluxe basically is a GameBoy Color-esque reworking of the original title--though like any GBC game, it’ll play on original GB hardware, too.



Anyway, between now and May 4, people can pledge money toward physical copies of Tobu Tobu Girl Deluxe via the Kickstarter in question.

For $55 or more, you can secure a “Regular Edition” copy of the game, which includes a cartridge, a cartridge case, an outer box, an inlay that holds the cartridge and case, an instruction manual, and a collector’s coin.

For $70 or more, you can secure a “Limited Edition” copy of Tobu Tobu Girl Deluxe. This version includes all of the above plus a double-sided poster and potato-tan’s marvelous soundtrack pressed onto a pair of mini-CDs.

Not quite ready to drop that kind of cash on a game you’ve yet to play? Go try the original release of Tobu Tobu Girl. The ROM is free and should be playable on any GameBoy emulator.

Thursday, October 26, 2017

Dear Nintendo, please greenlight Switch sequels to these games

Now that the Switch is not only a reality but a runaway success, I can't help but daydream about all the games Nintendo could greenlight for it.

I say greenlight here rather than make, by the way, because I know Nintendo doesn't develop all of the games it publishes. The Kirby series, made by HAL Laboratory, is a good example. Game Freak's Pokémon series is another.

We already know new Kirby and Pokémon games are being prepped for Switch, of course, so no need to beg for them here. New Animal Crossing, Fire Emblem, Metroid, and Yoshi Switch game are in the works, too.

What more could a Nintendo fan and Switch owner want? Plenty. Personally, I'd like to see sequels to all the following games come to the hybrid console at some point in its lifetime.


Balloon Kid--Nintendo can be so weird sometimes. How else would you describe the company's decision to follow up 1985's classic Balloon Fight with 1990's great-but-should-have-been-even-greater Balloon Kid--and then never again return to the helium-supported series? Given that, I can't imagine Nintendo's prepping another Balloon Fight--or, better yet, another Balloon Kid--game for Switch, but I'd sure love it if that were the case.

Drill Dozer--Here's another surprise. I mean, I doubt this Game Freak-made platformer set the sales charts on fire in the months following its 2005 release (in Japan; it came out a year later in North America), but it's become a bit of a cult classic in the ensuing years. As such, I could see a good number of Switch owners welcoming a new Drill Dozer with open arms. The question is: does anyone want to make such a game? (Note: I'll accept a "no" answer if it's because Game Freak's busy producing another Pocket Card Jockey title.)



Endless Ocean--One of the great tragedies of the Wii era (in my personal opinion, of course) was that Endless Ocean didn't become even a tenth of the worldwide hit Wii Sports and Wii Fit became. Considering the console's casual-leaning ownership base, I really thought a game that tossed players into the ocean and then set them free to explore to their heart's content was a million-plus-seller in the making. Well, not only didn't Endless Ocean sell millions, but it sold so poorly Nintendo decided against paying developer Arika to produce a sequel for the Wii U. Here's hoping the company's bigwigs come to their senses and give the thumbs for Switch title.

F-Zero--Now that Nintendo seems interested in Metroid again, could it similarly revitalize its long-ignored F-Zero series? I have my doubts. Still, I can't help but hold out hope the Switch is home to the first F-Zero title since GP Legend and Climax hit the GameBoy Advance in 2003 and 2004.



Hotel Dusk--What's less likely than an F-Zero Switch game? A new Hotel Dusk for the hybrid system. That's mainly because CiNG--the developer behind that 2007 point-and-click adventure (read some of my thoughts on it here) and its 2010 sequel, Last Window--filed for bankruptcy seven years ago. Still, some of that company's former employees recently came together to make Chase: Cold Case Investigations ~Distant Memories~ for the 3DS. Although most who played that eShop title considered it a disappointment (myself included), I'd give its devs another shot if they could rope Rika Suzuki (Hotel Dusk's and Last Window's writer) into the project.

Ice Climber--I may very well be the only living soul who'd like to see Nintendo release an update to this masochistic Famicom and NES game. Sadly, I think an Ice Climber sequel would've fared best on the dual-screened DS (imagine it: pixel-based graphics, a jumping mechanism that doesn't make you want to yank out all your hair, and mountains that go on for days), but since that failed to happen, I'll ask for it to be made for Switch. To be honest, I'm not even sure how such a game would play out, although one thing's a must: Nana and Popo would have to be easier to control this time around.


Kid Icarus--I've wanted a "real" Kid Icarus sequel since I first played the original NES game as a kid. Uprising was nice and all (not that I've played it), but what I'm talking about here is a two-dimensional side-scroller that takes the 8-bit title's blueprint and expands upon it. Sure, a SNES sequel à la Super Metroid would've been perfect, but the same could be accomplished on the Switch, so that's what I'll wish for here. (For more on why I love Kid Icarus, read my "10 Most Influential Games" post devoted to it.)

Luigi's Mansion--Considering 2013's Dark Moon seemingly met with sales success all around the globe, I have to imagine Nintendo's already hard at work on a follow-up for Switch. If not, I hope they get on it soon, as I thoroughly enjoyed what I've played of the series' first two titles.


Mole Mania--Nintendo's failure to give this GameBoy classic a second chance is right up there with its failure to properly follow up Balloon Kid and Drill Dozer, in my humble opinion. Of course, the original release was met with disinterest around the globe, so I guess I can't criticize the hesitation too harshly. Still, Mole Mania's now widely considered an overlooked gem, so why not throw its many fans a bone by giving them a Switch sequel? Even an eShop-only effort would suffice, if you ask me.

Panel de Pon--For some dumb reason, the powers that be at Nintendo think the masses--outside of Japan, especially--would rather play Tetris Attack or Puzzle League than the syrupy sweet Panel de Pon. Is the assumption here that Westerners hate games that are slathered in pastels and star adorable fairies? If so, I respectfully disagree. I'll forgive the company its trespasses, however, if it offers up a new Panel de Pon for Switch that harkens back to the Super Famicom original.

BONUS ROUND: Tomato Adventure--Now that nearly everyone is burned out on the Mario & Luigi series, Nintendo should give developer AlphaDream a break and have it produce another Tomato Adventure. This time, though, they'd better release the game outside of Japan.

Saturday, October 14, 2017

If Nintendo put me in charge of a GameBoy Classic Edition, here are the 30 games it would include

Word on the street is Nintendo may be prepping a GameBoy Classic Edition--or "GameBoy mini," as many on the Internet like to call it--to complement its recent NES and SNES plug-and-play consoles.

Given the success the company found with those miniaturized systems, a similarly compact re-envisioning of its first handheld wouldn't exactly be a surprise.

What would be a surprise (or at least it would be to me): if Nintendo filled the memory of this as-of-now-imaginary GameBoy Classic Edition with worthwhile games.

After all, while the NES-inspired product featured a number of veritable classics, it also included some head-scratchers like Pac-Man. More surprising were the titles its omitted, like the first Dragon Quest (or Dragon Warrior, for old folks like me), Duck Tales and Bionic Commando.

Would I do a better job of cramming a GameBoy Classic Edition or GameBoy mini full of must-play games? I'd like to think so.

Admittedly, the brass at Nintendo probably would put the kibosh on a number of the carts I'd push for, but I won't let that keep me from discussing them in this post.


Alleyway--Most people pooh-pooh this "launch window" release as an antiquated bore, but I've always enjoyed it. Plus, even with its issues, I think it would be a perfect pick-up-and-play-when-you-only-have-a-few-spare-minutes title for a product like this.

Amazing Penguin--I have to imagine a lot of folks who owned a GameBoy in the late 1980s and early 1990s aren't aware of this game's existence. That's too bad, as Amazing Penguin's gameplay--equal portions Pac-ManPengo and Qix--sets it apart from all the humdrum puzzlers and platformers that flooded store shelves during the system's reign.

Balloon Kid--This Balloon Fight spinoff is a tough cookie and a painfully short experience, but it deserves a spot here due to its unique gameplay (it's a side-scrolling platformer in which its main character is nearly always floating beneath a balloon) and its female protagonist.

Bubble Bobble Part 2--None of Taito's handheld Bubble Bobble titles hold a candle to the arcade original, but that doesn't mean they're all stinkers. Part 2 (Bubble Bobble Junior in Japan) is the best of the bunch by far, with adorable sprites and sprawling stages.


BurgerTime Deluxe--I've long loved the original BurgerTime game, but there's no question it's often brutal. Thankfully, this GameBoy sequel is miles more accessible. It also looks great and features a surprisingly ear-pleasing soundtrack. Bonus: the Japanese BurgerTime Deluxe packaging and instruction manual are splendid, too.

Catrap--Yet another often-overlooked game that really should be played by everyone who comes within a foot of a GameBoy system. Not only are its cat-eared protagonists (you can switch between the girl or boy at the beginning of every stage) cute as can be, but the time-bending, brain-melting, puzzler-platformer action at its core is completely brilliant, too.

Dig Dug--You just know that should a GameBoy Classic Edition ever be made, Nintendo's more likely to include Namco's portable, black-and-white Pac-Man port instead of this one. Which would be a shame, as the puzzle-heavy "New Dig Dug" mode included here (and not found anywhere else) is a breath of fresh air.

Donkey Kong--This may well be the best game ever made for Nintendo's first portable console. If you've never played it, it takes the arcade original's straightforward barrel-jumping action and transforms it into the puzzler-platformer to beat all puzzler-platformers--and that includes the many Mario vs. Donkey Kong titles that followed in this 1994 release's footsteps.


Dr. Mario--Truth be told, I've never been a huge Dr. Mario fan. I know a lot of folks like it, though, so that's why I'm including it here. I also think it's a good counterpoint to the far less flashy Tetris.

Final Fantasy Adventure--It would be easy to give this game's slot to another thanks to the presence of Link's Awakening (see below), but I'd campaign against that tactic for a couple of reasons. For starters, not everyone loves Link or Zelda. Also, Final Fantasy Adventure's ARPG gameplay is different enough from its aforementioned competitor's to be worth a go even if you're a Zelda veteran.

Final Fantasy Legend II--Purists probably would prefer to include the first Final Fantasy Legend title here, but I think its sequel is the better, more interesting, game. Either title should be seen as a welcome addition to this line-up, though, as it's decidedly lacking in traditional RPGs.

Gargoyle's Quest--This was one of my most-cherished cartridges back when I first owned a GameBoy thanks to how it combines exploring an RPG-ish overworld with conquering side-scrolling action stages. And it was among the hardest to let go of when I stupidly sold my system and collection of GameBoy cartridges a number of years after I bought them.

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'

Saturday, March 18, 2017

Shall We Do It? (Balloon Kid, Dragon Quest Builders, Yomawari: Night Alone and more)

After beating Dragon Quest VII, Kirby: Planet Robobot and Poochy & Yoshi's Woolly World in recent weeks, I decided to ignore my ever-growing pile of 3DS games and focus on some other handheld titles in my backlog for a bit.

If you'd like to read my thoughts on my Dragon Quest VII playthrough, by the way, you can do so here. This post, on the other hand, focuses on my experiences with Kirby: Planet Robobot and Poochy & Yoshi's Woolly World.

As for the games that are currently monopolizing my time, here are a handful of impressions that'll hopefully give you an idea as to what they're like and whether or not I'm enjoying them so far.

Balloon Kid (GameBoy)--Although I play the first few stages of the GameBoy Color version of this title fairly regularly (on my Japanese 3DS), I haven't played the black-and-green original for quite a while. In the wake of my "most influential games" write-up about it, though, I thought I should boot up the latter again. So I did. Two hours (spread over about four days) later, I beat its final boss and grinned from ear to ear as its end credits scrolled by.

This latest Balloon Kid playthrough made me ponder the game in a way I hadn't previously. For instance, it didn't hit me until this most recent jaunt through Pax Softonica's title that the difficulty of its stages leaps rather than progresses. I guess that shouldn't have come as a surprise to me, as I played the game a ton when it first came out in 1990. The thing is, I was in my early teens then, and at that point in my life it took a lot for a side-scroller of any sort to shake me. My reflexes have slowed a tad in the ensuing years, so the transition from Balloon Kid's fifth to sixth stage this time around was tough.

Something else that struck me over the last couple of days was that, in many ways, Balloon Kid is half-baked--and this obviously is coming from someone who loves and respects the game in its current "unfinished" state. I say that for a few reasons. One, it features just eight levels. (The whole she-bang can be wrapped up in less than two hours if you've got the skills.) Two, its level design is all over the place. On the positive side, you've got the first stage and its pencil-shaped buildings as well as the fourth stage, which takes place in the bowels of a whale. On the negative side, the rest of its stages are disappointingly clichéd in terms of their themes.

Still, the overall journey through Balloon Kid is so charming and so different from pretty much every other side-scrolling game in existence that it's easy enough to overlook those niggles and focus on the fun at hand. Which is just what I did earlier this week--even when I found myself dying over and over and over again in the game's final three stages.



Dragon Quest Builders (Vita)--Of all the games discussed here, this is the one I've put the most time into over the last couple of weeks. In fact, I've already devoted around 12 hours to this portable Minecraft clone. That number would be a good bit higher if I hadn't dedicated myself to finishing Balloon Kid or starting (at long last) Link's Awakening, but don't expect me to complain about that.

Anyway, back to Dragon Quest Builders. Before we move on, you should know I've never played any version of Minecraft. I put many more hours than I should've into the Minecraft-esque Harvest Moon: The Lost Valley, but that's hardly the same thing. I guess what I'm trying to say here is that I can't comment on how good or bad Dragon Quest Builders is as a Minecraft clone. Which may be just as well.

At any rate, I love Builders so far. I love its rather languid pace and "do whatever you want" attitude. I love its aesthetic. Surprisingly, I love its town-building component. (I'm usually not a huge fan of such things.)

More than anything, though, I'm loving just running around its world, battling iconic Dragon Quest baddies and gathering materials from the earth around me. I probably should have accomplished more by this point in my playthrough (I'm still in the first chapter, though I've leveled up my town a number of times and it currently has four inhabitants besides myself), but I'm in no particular hurry to finish this game, so I'm fine with slowly savoring the experience for now.

The Legend of Zelda: Link's Awakening (GameBoy)--I have a feeling a lot of people will be shocked to hear I've never played this portable Zelda adventure before now. Hell, it even surprises me. As for why I've ignored it for so long, I wish I could tell you. My assumption is that I'd recently played A Link to the Past and assumed Link's Awakening would be too similar to it to be worthwhile. Or maybe I'd moved on from the GameBoy by the time of this cart's release? That was 1993, after all. Whatever the case, I passed on buying it then, and I continued to do so until I purchased a digital copy from the 3DS eShop earlier this year.

As of now, I'm about three hours into its adventure. My verdict thus far: I think it's great. It looks and feels to me like a portable cousin to A Link to the Past at the moment, although that's not to suggest Link's Awakening is a carbon copy of its 16-bit counterpart. It actually offers up a number of unique quirks that help it stand out not only from A Link to the Past but other top-down Zelda games as well. Some of my favorites: the Super Mario Bros.-inspired enemies, the side-scrolling segues and the intriguing abilities (Link can jump!) and accoutrements (the BowWow that accompanies Link for a time early on) players acquire.

Obviously I'm still at the beginning of this Zelda title, so it's hard to say if I'll still adore it after I finish it (or even if I'll finish it), but right now I'm finding it thoroughly engrossing, and I look forward to seeing what's in store for me and Link as I continue to explore its dungeons and overworld.



Yomawari: Night Alone (Vita)--No one ever said I was the brightest bulb on the tree when it comes to how I spend my hard-earned cash. Case in point: although I've had a boxed Japanese copy of this Nippon Ichi Software-made game (see photos of its case and cartridge here) since it first hit the streets in late 2015, I just bought a digital copy of its North American release--despite the fact that I've yet to even boot up the aforementioned import cart.

Hey, whatever gets me to finally play the game, right? And play it I have--for about two hours, I'd say. That may not sound like a lot, but it's definitely been enough for me to get a good feel for what it has to offer.

Speaking of which, Yomawari is a conundrum--or at least a curiosity--so far. On the one hand, it's surprisingly cute. Some may say it looks kind of cheap and "mobile-like," too. I wouldn't argue with those folks, but I also wouldn't agree with them. For me, Yomawari looks great, especially since the adorable aspects of its aesthetic help make its more hideous aspects as shocking as possible.

"Shocking" is a key word here, because you will be shocked while playing Yomawari. In general, Yomawari is about exploration. Your dog runs away, your older sister goes missing (while trying to find the previously discussed pup) and you head out after both of them in the dark of night. Unfortunately, you're not alone as you stalk the town that serves as this game's setting. Filling the streets and alleys and parks and other locales alongside you are ghosts and ghoulies that are more nightmarishly designed that you'd probably assume based on the rest of Yomawari's visuals.

These spooks and specters aren't just apparitions, though. Once they see you, they give chase. Fail to avoid or get away from them (they can't be fought) and they'll kill you--represented by blood that splashes across the screen. Such deaths are pretty common, if my experience is anything to go by. I'd say I died about five times within the first hour of my Yomawari playthrough. Granted, some of that was due to me not fully understanding the game's rules. (Very little is explained at this title's outset, so you have to figure out almost everything on your own.) Some of it, though, was due to the game not being a pushover.

As much as I'm enjoying Yomawari right now, I can't help but feel it may eventually wear out its welcome and grow tiring. Regardless, I'll keep plugging away at it and let you know as soon as possible whether that's the case or not.

In the meantime, have you played any of the games mentioned in this post? If so, what are your thoughts on them? Also, what are you playing now? Let me (and others) know in the comments section below.

Wednesday, March 08, 2017

My 10 Most Influential Games: Balloon Kid (GameBoy)

Nintendo's Balloon Fight and I didn't exactly get off on the right foot.

After renting this early "black box" NES cartridge from my local grocery store (yes, you read that correctly), I played it for a few minutes, decided it was little more than a subpar Joust ripoff and then promptly and thoroughly ignored it until it was time to return it.

Yes, that means I overlooked Balloon Fight's superior "Balloon Trip" mode during my initial experience with the game.


I eventually pulled my head out of my ass, of course, and not only checked out the mode in question but fell head over heels in love with it. Unfortunately, that didn't happen until a good number of years after the aforementioned rental debacle.

Why am I airing this dirty laundry here? Because I want everyone reading to know I wasn't a Balloon Fight fan when I first became aware of 1990's GameBoy spinoff, Balloon Kid.

Despite my lack of love for the NES game that clearly inspired it, Balloon Kid immediately caught my attention. There were a number of reasons for that. One was that I was desperately obsessed with my GameBoy at the time. Nintendo's first portable gaming system was only a year old when Balloon Kid hit the streets in my neck of the woods, so I immediately zeroed in on any even semi-interesting title that was announced at that point--especially if it was being made or was going to be published by Nintendo.


Another reason Balloon Kid grabbed me by the short and curlies in the lead up to its North American release: its eye-popping logo and bright cover illustration.

I also quickly found myself enamored with its look. You may not be aware, but a number of Nintendo-published GameBoy titles featured character sprites that were stylistically similar. To see what I mean, compare these screenshots from Balloon Kid, Golf, Tennis and even Kaeru no Tame ni Kane wa Naru. Anyway, this aesthetic really made me swoon back in the day (still does now, to be perfectly honest) and it definitely helped solidify my interest in Balloon Kid.

The main reason I couldn't get enough of Balloon Kid around the time of its release nearly three decades ago, though, and the main reason I consider it influential in terms of shaping my current taste in video games, was that it boldly turned the platformer genre on its head.


At the time, especially, platformers were at the top of my "favorite game types" list. I devoured every side-scrolling run-and-jump title that pinged my radar. Adventure Island, Duck Tales, Mickey Mousecapade, Monster Party, Ninja Kid, Panic Restaurant--you name it, I almost assuredly played (and enjoyed) it as a teen, assuming the "it" was an 8-bit platform game.

Most of those platformers stuck pretty close to the template created by Nintendo's own Super Mario Bros. series, however. Which is why I was so intrigued that Balloon Kid seemed to throw most of the "rules" associated with the genre out the window. For starters, its levels scrolled the "wrong way"--from right to left. Also, its protagonist, Alice, was a girl rather than a boy or man. And not only that, but Alice relied on more than her legs to make her way through the game's eight stages. In fact, her preferred mode of transportation was catching a ride on a helium balloon or two--which were then "controlled" in a way that'd be instantly familiar to anyone who'd played Balloon Fight.


All three of those aspects thoroughly impressed my younger self. Previously, I assumed that for a game to be a "real" platformer, it had to scroll from left to right and its primary action had to be jumping or leaping. I didn't necessarily think its protagonist had to be male, but that was so often the case that it was thrilling to finally encounter a release that dared to buck that trend.

I still have a complete-in-box copy of Balloon Kid, by the way. I've also bought and downloaded digital versions of it to both my Japanese and North American 3DS systems. That's the kind of impact this game had on me early on in my gaming life.

Have any of you played this Pax Softonica-developed (but Nintendo-published) GameBoy adventure? If so, what sort of experience did you have with it? Share your memories in the comments section of this post.

See also: my '10 Most Influential Games' post about The 7th Guest

Tuesday, November 29, 2016

Five favorites: North American GameBoy box art

A couple of years ago, I published a post that highlighted five of my favorite pieces of Japanese GameBoy box art.

This post, of course, focuses on five of my favorite pieces of North American GameBoy box art.


Balloon Kid--I know some of you will look at Balloon Kid's cover art and declare it to be an abomination. And I can understand that--to an extent. Its depiction of the game's pigtailed protagonist is a bit odd, to say the least. The illustration of the giant, bug-eyed fish that's attempting to eat Alice (the aforementioned heroine) is even worse. Still, I like the overall image, thanks in large part to its liberal and adept use of color. I'm also a big fan of the game's bold and subtly creative logo. (Bonus: the entirety of Balloon Kid's instruction manual can be seen here.)


BurgerTime Deluxe--This is one of the few instances where I prefer a GameBoy title's North American box art to its Japanese counterpart. (You can see the Japanese BurgerTime Deluxe's cover in this old post.) Not only that, but I think this particular example of packaging design may be my favorite of all the ones included in this post. I want to say the logo is the star here, but the illustrations of Peter Pepper (he's the guy in the funny-looking white hat) and BurgerTime Deluxe's angry, anthropomorphic ingredients are pretty stellar, too. I even like the purple backdrop that supports the whole she-bang.


Dig Dug--This selection will raise a few eyebrows, I'm sure. It's quite a bit darker than and nowhere near as cute as what most people would expect to see splashed across the cover of a GameBoy port of this Namco arcade classic. That's probably a big part of why I like it so much, to be honest. There's more to it than that, though. I also appreciate the skewed perspective that puts one of the game's iconic Pooka enemies front and center. Admittedly, the protagonist's mouth-tongue-whatever-it-is freaks me out a tad, but I'm willing to overlook it for the rest of what's on offer here.


Mole Mania--This piece of box art really looks like something the designers at Nintendo would cook up, doesn't it? It's stuffed to the gills with cute characters, it's positively doused with pastels and it's got an adorable logo plastered across its top half. Could the artists who created it have removed the main mole's unibrow? No doubt. Still, Mole Mania's cover is a keeper even with the little guy's questionable grooming habits on display. By the way, if you'd like to see how this game's North American packaging stacks up to its Japanese packaging, check out this post.


Wario Land--Full disclosure: I've barely played any of the first four Wario Land games. I can't even tell you why that's the case. I guess I've just always gotten my fill from Nintendo's Mario-centric platformers. Anyway, the Wario Land series' covers certainly aren't responsible for me ignoring its games. The one made for this first entry is a knockout, wouldn't you agree? Some may say it's busy, and I can't (completely) argue against that, but I personally think such a bombastic design works in this particular context.

So, what do you think of these examples of North American GameBoy box art? Do you like them, too--or do you hate them?

If it's the latter and if you can think of pieces of North American GameBoy box art you prefer, let me know about them in the comments section of this post.

Tuesday, August 12, 2014

Manual Stimulation: Balloon Kid (GameBoy)

You know how a lot of folks--including myself, from time to time--whine about how game manuals used to be so much better than they are today?

Although that's true for the most part, it's obviously not true for all old game manuals--with the one made for the North American release of Nintendo's Balloon Kid being a notable case in point.

In fact, Balloon Kid's 14-pager includes a grand total of two things that make it at all interesting as far as game manuals go, and only one of those things could be considered a positive addition to the proceedings.





What do I mean? Click on the scan below, read through Balloon Kid's story and then you should be well aware of this manual's lone interesting-yet-negative (as opposed to interesting-yet-positive) feature.



Now, I don't want to be too harsh toward the people who were responsible for writing and editing this manual, but there are a surprising number of grammar errors in the "game story" above.







As for the other interesting element included in Balloon Kid's rather flimsy instruction manual, that would be the following pair of illustration-filled pages.



Granted, there are a few awkward spellings to be found here, too--Buzzy Bee's?--but at least the drawings are cute (if kind of small).



And there you have it--another thrilling edition of "Manual Stimulation." OK, so maybe that's not entirely true in the case of Balloon Kid's manual, but at least it showcases some giggle-worthy writing and a couple of nice illustrations, right?

See also: previous 'Manual Stimulation' posts

Tuesday, June 24, 2014

Let's chat about (and check out a few photos of) two great Miyamoto-made GameBoy titles: Mogurānya and Donkey Kong

I know I've filled a lot of posts with words about (and photos of) some of the more obscure additions to the Japanese GameBoy catalog as of late, but I'm also interested in this iconic handheld's more common titles, too.

Two cases in point can be found in this very post.

The first is the once-little-known game known as Mogurānya in Japan and Mole Mania elsewhere.

In case you're among those who've still yet to hear about it, it's a cute little action game that was made by Nintendo EAD--led by the legendary Shigeru Miyamoto--and Pax Softnica, a for-hire development house that also helped produce Balloon Kid, Mother and Mother 2 (aka EarthBound), among other classic titles.

Anyway, I've been meaning to pick up a copy of the Japanese version of this game, which was first released in that region in 1996 and elsewhere the following year, for some time now, but I only got around to it a month ago.


I actually prefer this game's North American box art to the Japanese box art seen in the photo above, but I went with the latter option anyway because, as I'm sure you've guessed, I'm on a bit of a Japanese GameBoy kick at the moment.


The back of Mogurānya's box is even less interesting than its front, if you ask me, although I do like this odd little illustration that's found in its upper-right corner.


The game's cart label, on the other hand, is a completely different story. Just look at that adorable piece of art--how can you not love it?

As for the second "case in point" that I alluded to earlier, Donkey Kong, well, what else can be said about it? After all, most folks consider it a classic, must-have GameBoy title--and, personally, I consider it one of my all-time favorite portable games.


I also consider its box art, above, to be among the cream of the crop when it comes to Nintendo's first handheld system. 

Speaking of which, I've always wondered if this release's official name is GameBoy Donkey Kong. I mean, isn't that kind of what the cover art implies? Or did the designers at Nintendo of Japan just decide to slap a big GameBoy logo above the Donkey Kong logo for some added oomph--even though a smaller version of the same logo appears in the box's upper-right corner?


I didn't snap and share any photos of this game's cartridge, by the way, because the label art's just a cropped version of the cover art.

So, I nabbed a shot of one of the manual's pages instead, as some of them feature a nice mixture of illustrations and sprites, like the example above.

I've always had a soft spot for that ladybug "enemy," by the way. How about you? Do you have any favorite enemies--or other aspects--when it comes to the GameBoy version of Donkey Kong, or even when it comes to the aforementioned Mole Mania?

See also: 'Lucky Monkey? More like lucky me ...'

Tuesday, April 22, 2014

My favorite GameBoy photos (so far)

While prepping yesterday's post about the GameBoy's 25th anniversary, I spent some time wading through all of the photos I've taken of my GameBoy "acquisitions" over the last few years.

Although I think the shots I've snapped of, say, my DS, Game Gear and even WonderSwan games are more appealing (in general) than the ones I've snapped of my GameBoy titles, I like enough of the latter to share a smattering of them here--you know, so we can keep the GameBoy anniversary train rolling for at least a few more hours.

Dragon Quest Monsters: Terry's Wonderland

Kitchen Panic

Japanese Tetris box, cartridge and manual

Wario Land II + GameBoy Pocket

Balloon Kid cartridge and case

BurgerTime Deluxe's Japanese packaging

Top flap of Painter Momopie's box

Pokémon Red

If you'd like to see a couple (OK, a lot) more photos of GameBoy and other handheld carts and systems, head over to this Flickr album of mine at your earliest convenience.