Showing posts with label Chack'n Pop. Show all posts
Showing posts with label Chack'n Pop. Show all posts

Sunday, December 18, 2022

My favorite games of 2022 that weren't released in 2022

I wasn't planning on publishing a post about my favorite games of 2022 that weren't actually released in 2022 (hence the little bonus note at the end of my last write-up), but then I got to thinking about it and decided I had a few things to say about these not-quite-current games after all. So, here we are again.


Chack'n Pop (Arcade, PS4, Switch)

OK, so I'm starting things off on a rather questionable note. I say that because technically the version of Chack'n Pop I played and enjoyed this year (Hamster's Arcade Archives port for the Nintendo Switch) was released during 2022. Calling it a 2022 release seems disingenuous at best, though, considering it was introduced to the world as an arcade game all the way back in 1983.

At any rate, Chack'n Pop is a wonder. It's often called a precursor to Bubble Bubble, and while that's true (Bubble Bobble didn't come out until 1986), it's only true in terms of release dates and a small amount of character overlap. In terms of gameplay, the two titles couldn't be more dissimilar. Chack'n Pop is slow and methodical, to the point it often feels like a puzzle game. Also, whereas even people who are terrible at Bubble Bobble can make it through a multitude of stages, especially if they use continues, those who find Chack'n Pop challenging will struggle to make it through more than a couple. I could be said to be included in this bunch, by the way, but that hasn't kept me from continuing to plug away at and thoroughly enjoy the game.


The Fairyland Story (Arcade, PS4, Switch)

Oh, look, another game often described as a Bubble Bobble precursor. This one more strongly resembles that 1986 classic, though, especially as far as its gameplay is concerned. That said, only those who don't quite know what they're doing will play The Fairyland Story in a similar fashion to how they play Bubble Bobble -- as in, spamming the attack button (which here causes protagonist Ptolemy to shoot magic from her wand) to turn each level's enemy creatures into mouth-watering hunks of cake. Clued-in players tackle The Fairyland Story in a far more deliberate manner.

If this is news to you, the gist is that dropping a piece of cake onto two or more enemies at once nets you a medal that, once grabbed, adds a multiplier to your score as long as you stay alive. Along with this, The Fairyland Story's enemies are highly manipulatable, and combining this aspect of the game with the aforementioned one can result in scores that make your eyes roll back and your head spin.

As is true of most such things, pulling off the above at all, let alone consistently, is easier to suggest than it is to accomplish. I myself am still a rough work in progress here. Knowing what is possible is a hell of a motivator, though, as are the rest of this game's components, like its adorable sprite art and charming backing tunes.


The House in Fata Morgana (PC, PS4, Switch, Vita)

This is one of those "games" (in quotes because it's not really a game, but rather a Visual Novel) that various people whose opinions I respect told me I needed to play (experience?) for years before I finally dove into it earlier this year. Did I share their high praise of The House in Fata Morgana in the end? Yes... and no. Don't get me wrong, this VN does many things well. The story is entrancing, haunting, and surprising. The art is gorgeous, as is the exotic, ethereal soundtrack.

I struggled with some other aspects of The House in Fata Morgana, though. At times, its story is too haunting, verging on tortuous. I also thought it overstayed its welcome by a good bit.

In the end, I appreciated The House in Fata Morgana's positive attributes more than I abhorred its negative ones. Its story went places I didn't expect -- at all -- and for that alone it earns the exalted position it has among VN fans. I'm not sure I ever see myself going through it again, mind you, but I'm glad I reached its credit roll at least once.


Pocket Card Jockey (3DS)

I could probably include Pocket Card Jockey in every post like this I ever publish, or at least I could over a period of 10 or so years. Which is a long way of saying this digital 3DS offering, made by the folks at Game Freak (you might know them from a little series called Pokémon), worms its way back into my heart on a regular basis. A case in point: 2022 was the sixth year I put more than 20 hours into Pocket Card Jockey since its Japanese release in 2013. (I put just under 35 hours into it this year, for the record.)

Pocket Card Jockey is one of those Nintendo games like Endless Ocean that I just don't understand how they didn't blow up with the masses. I'm guessing the fact that it's a 3DS game and not a DS one, and that the only way to buy it is to venture onto the eShop (as opposed to walking into a retail store or logging onto Amazon), is chiefly responsible for holding it back. The horse-racing theme probably didn't do it any favors either. Regardless, it's a crying shame, as Pocket Card Jockey is a blast. How the wizards at Game Freak turned the typically sedate game of solitaire into such a nail-biting, just-one-more-try electronic experience is beyond me. Thankfully, I don't need to understand how they conceived of Pocket Card Jockey or brought to life; I only need to sit down and enjoy the spoils of their hard work.

(Related aside: if you're struggling with this game, read my guide on how to play and succeed at Pocket Card Jockey.)


Rainbow Islands (PC Engine)

I swear I didn't intend to make this write-up so Bubble Bobble-centric. I guess that's just what happens when you start playing a game that's related to Bubble Bobble, and that leads to you playing another and then another. At any rate, Rainbow Islands is my favorite of the bunch. And by that I don't simply mean my favorite of the Bubble Bobble-adjacent games I played in 2022, or even of all the Bubble Bobble-adjacent games in existence. Honestly, I think I like Rainbow Islands even more than the great Bubble Bobble itself at this point.

Now you're going to want to know why. I'm not sure I know myself. I guess the main thing I prefer about Rainbow Islands to its brethren (sistren?) is that it is, or it can be, a more exhilarating experience. Once you're powered up to a certain degree, you can practically (and sometimes literally) fly through its vertical-oriented stages, quickly hopping here and there and wiping out the game's adorable, big-eyed baddies with rapidly slung rainbows along the way. If you're anything like me, such runs will inevitably come to a crashing halt because of one dumb decision or another. I always dust myself off and get back up again, though, ready to give it another shot while bopping my head to its main "Not Somewhere Over the Rainbow (No, Really)" backing tune. 


Rusty's Real Deal Baseball (3DS)

Rusty's Real Deal Baseball is another victim of the 3DS eShop curse. As in, it's a great -- brilliant, really -- game that was mostly and sadly overlooked by millions upon millions of Nintendo 3DS owners because it wasn't a DS game and/or wasn't given a physical (boxed) release. Also, much like Pocket Card Jockey may have been hurt by its horse-racing and -breeding theme, Rusty's may have been hurt by its focus on baseball.

All you and anyone else need to know is that I love Rusty's to death -- and I hate baseball. OK, so hate may be too strong of a word here, but I'm certainly no fan of the sport. The reason I adore Rusty's Real Deal Baseball despite its unfortunate theme: it often feels like an offshoot of Nintendo's just-as-bonkers Rhythm Tengoku series. That's right, it feels like a rhythm game. Add to that the game's ugly-cute anthropomorphic dog characters and its head-scratchingly dark story, and you've got yourself a must-play 3DS game -- even for folks who have no love for the so-called American pastime.

Thursday, September 11, 2014

Manual Stimulation: Parasol Stars (PC Engine)

I've held off on publishing a "Manual Stimulation" post devoted to this popular single-screen platformer until now for one simple reason: it's nowhere near as impressive as it should be given how charming and colorful the on-screen action is.



Sadly, the cover of Parasol Stars' manual is both of those things (charming and colorful) and then some. All of that is washed away, though, as soon as you flip it open.



That said, I guess you could say the bubble-inspired header that tops every interior page of this PC Engine manual is a nice, although hardly stellar, addition to the proceedings.



Other aspects of its layout are similarly appealing, such as the scroll that shares the game's story and the stars that call attention to descriptions of its many stages.



Aside from the above, though, it seems kind of wrong for a manual like this one to feature black-and-white screenshots, don't you think?





It does feature a few illustrations, at least, although they pale in comparison to the ones found in similar Taito efforts, such as the manuals the company produced for some of its other arcade-to-PC-Engine ports like Don Doko Don, The New Zealand Story and Mizubaku Daibouken.

Friday, January 04, 2013

Manual Stimulation: Chack'n Pop (Famicom)

Given its beautiful cover art, you might think Chack'n Pop's instructional manual would be similarly bold and colorful.

Had it been released a few years later than it was (1985), that likely would have been the case. As it is, though, the manual for this Taito-made Famicom game is a nearly monochromatic affair.

That's not to suggest it's not worth your time or attention. In fact, I'd say the complete opposite--thanks in large part to the handful of adorable illustrations that are packed into the manual's few pages. The first of which can be seen on the manual's front cover, unsurprisingly enough:



Sadly, the next few pages of Chack'n Pop's manual are the definition of "ho-hum."





Things perk up again on the manual's sixth and seventh pages, thankfully--with the adorable drawing that anchors page seven being my favorite of the whole she-bang.



That's the high point of this particular illustration manual, to tell you the truth, although a few more cute illustrations can be found on its remaining four pages.





A little note for those of you who enjoy these "Manual Stimulation" posts (more of which can be found here): this is the first of four such posts that will be published here this month. The next--another Famicom game; can you guess which one?--will appear a week from today.

See also: '12 import games I bought in 2012 but didn't tell you about until now: Chack'n Pop (Famicom)'

Thursday, December 20, 2012

12 import games I bought in 2012 but didn't tell you about until now: Chack'n Pop (Famicom)

Let's start this series off with a bang, shall we?

Actually, "bang" is a good word to use in relation to this particular pick-up, as the titular Chack'n (the yellow thingamabob with blue wings and pink legs that can be seen on the box cover below) is all about dropping bombs as he meanders his way through the series of maze-like levels that make up this Taito-developed title.



As you may remember from this "Second Chances" post, I haven't always been a fan of this Bubble Bobble precursor. Once I had the little change of heart that I expounded upon in the aforementioned post, though, I knew I had to own the game's Famicom port.



Looking at this version's packaging, it's probably easy to understand why I decided to go with a "complete in box" copy of Chack'n Pop. I'm especially enamored with the cover art, of course--although I think the illustration that appears on the game's cartridge label (above) is nearly as nice.



How's Chack'n Pop's instruction manual? Funny you should ask. This copy of the game came with one, of course, but I can't remember whether it's good or bad. I'll have to dig it out of my stash after the holiday frenzy has died down and let you know either way, OK?

See also: Previous '12 games I bought in 2012 but didn't tell you about until now' posts

Monday, May 21, 2012

Bubble Bobble + Chack'n Pop + Parasol Stars = single-screen platformer perfection

Consider my mind blown.

What blew it, you ask? The video below, which showcases the "secret" levels in Parasol Stars that only can be accessed after meeting certain conditions (i.e., grabbing three star icons in world eight) before defeating the almost-final boss, who I believe answers to "Dark Shadow."



I didn't know about these extra stages until recently because, well, I've yet to beat this über-saccharine PC Engine game. I've made great strides toward doing just that in the last week, though, due in large part to discovering--finally!--how beneficial it can be to match the "miracle icons" that pop up in pretty much every level. (Before, I grabbed them willy-nilly.)

Anyway, back to why Parasol Star's bonus worlds blew me away (well, besides the fact that they exist): For starters, world nine pays homage to this game's forebear, Bubble Bobble--with stage 9-1's layout aping that of Bubble Bobble's first level. Along the same lines, world 10 harkens back to another of Taito's classic quarter-munchers, Chack'n Pop. (Unsurprisingly, stage 10-1 is a dead ringer for Chack'n Pop's opening salvo.)

Also partially responsible for blowing me away: The new background tunes--one bright and boppy, the other rather haunting--that accompany players through the aforementioned stages and the surprise appearance, at the business end of world nine, of Hyper Drunk.



Sadly, despite my improved Parasol Stars performance--I now routinely get to the sixth world before using up all of my continues, whereas I used to flame out in the third--I doubt I'll be racing through these extra levels anytime soon. Hell, at this point I'd be ecstatic if I could experience this game's "bad ending"--shown in the video above--which actually looks pretty darn good to these eyes. (Granted, I'm a sucker for end credits that spotlight a game's cast.)

Related aside: Those of you who are now as enamored with Parasol Stars as I am may enjoy watching this complete playthrough of the game many consider to be Taito's greatest PC Engine release.

Friday, January 06, 2012

Five retro games and systems I'm looking forward to playing in 2012

Last week, I wrote about the 10 soon-to-be-released games that I'm looking forward to playing this year. (Check out this post and then this post if you'd like to see which games made the cut.)

Anyone who has been coming to this blog for any period of time knows that old games are just as likely, if not more likely, to appear on my "now playing" list, so it only makes sense for me to write about the retro games (and systems) I'm looking forward to buying (if need be) and playing this year, too, right?

Five such games and systems are detailed below. Look for five more games and systems to discussed in a similarly titled post that will be published tomorrow.

1. bit Generations series--I've had my eye on these indie-esque GameBoy Advance titles, developed by Skip/Q-Games and published by Nintendo of Japan, for a while now, but I've yet to pick up any of them because ... well, I can't tell you why. I'm sure, though, that my procrastination has some- thing to do with it costing me a pretty penny to buy all seven of them at once. Maybe I'll satisfy my craving for this series by acquiring them slowly but surely (beginning with, say, Dotstream or Orbital).


2. Chack'n Pop--Like Ice Climber and numerous other games before it (hello, Fantasy Zone!), this Famicom port of Taito's arcade should-have-been-a-classic has gone from being one that I hated to being one that I quite honestly adore--despite its overt difficulty. As such, one of my main goals for 2012 is to obtain a complete-in-box copy of this Bubble Bobble precursor. (The box is necessary because the art splashed across it is completely adorable.)

Saturday, November 26, 2011

Which games are you playing this weekend?

Before this holiday weekend began, my plan was to play a trio of games I've been meaning to finish for quite some time: Deadly PremonitionFinal Fantasy: The 4 Heroes of Light and Pokemon Black.

Instead, I've been playing a pair of old Famicom games, Chack'n Pop and Door Door (below), via emulation, as well as one other game I can't tell you about at the moment.

Door Door has some disgustingly adorable box art, doesn't it?

Actually, I could tell you about it, but I don't want to, as I'm saving its unveiling for a to-be-published-at-a-later-date post.

Anyway, those are the games I'm playing this holiday weekend. What are all of you playing (assuming, of course, you're playing games at all)?

Friday, November 18, 2011

Second Chances: Chack'n Pop

Until a few months ago, I didn't know a game called Chack'n Pop existed. Actually, I'd still be ignorant of this Taito-made quarter-muncher (released in 1983) today if I hadn't decided to write yet another post about Bubble Bobble however many weeks ago. How so? Well, while writing that post I discovered (via Wikipedia) that Chack'n Pop is considered an ancestor to the aforementioned, Fukio Mitsuji-designed classic.

I don't know if you're aware, but there are times I love Bubble Bobble more than life itself. (On other days, I love it just a bit less than that.) So, it shouldn't be all that surprising to hear that after learning of Chack'n Pop's pedigree, I ran to my computer, downloaded a ROM of the Famicom version of the game and then proceeded to play it ... for about five minutes.


I stopped after such a short time because, honestly, I thought the game stunk more than my cat's litter box after a weekend getaway. It looked boring and, worse, it felt boring--thanks in large part to the plodding pace of its protagonist. Also, it was hard as hell. I'm pretty sure I failed to make it through Chack'n Pop's first stage during that initial, perfunctory playthrough.

After that execrable experience, I deleted the ROM from my computer--hey, why keep it around if I'm never going to play it again?--and decided to erase the game's existence from my memory, too.

How'd the game weasel its way back into my brain and earn another shot at my affections (this is a "Second Chances" post, after all)? Late last week, Simon Lethbridge published a rather positive review of arcade version of Chack'n Pop on his blog, Red Parsley, which, in turn, caused me to re-consider my previously snarky stance on this single-screen platformer.


Surprisingly, my second go-around with the game went pretty well. Actually, it went very well. (For proof, take a look at the "Now Playing" box on the right side of this blog.) In fact, it went so well that I made it to the fourth stage. Granted, it took me about 10 tries to conquer the first stage, but now that I've got the hang of things--as much as is possible in this challenging and often clunky game--I regularly get to the third and even fourth stage before losing all of my lives.

As for what prompted my "Chack'n Pop change of heart": Well, I guess you could say that, thanks to Lethbridge's prodding, I finally was able to look past the title's somewhat boring facade and see the quirky gameplay--like the protagonist's ability to stick to the ceiling and his ability to surprise (and blow up) the seemingly brain-dead Monstas by rolling bombs down stairways--that lies beneath.

See also: Previous 'Second Chances' posts