Showing posts with label Compile. Show all posts
Showing posts with label Compile. Show all posts

Tuesday, December 06, 2016

Nice Package! (Guru Logi Champ, GameBoy Advance)

While researching and writing my post of #HudsonMonth game recommendations--which includes a brief mention of this unfortunately obscure puzzler--over the weekend, I came to the shocking realization that the only photo I've published of Guru Logi Champ since acquiring a copy of it in early 2010 is of its cartridge. (Here is the post in question, in case you're curious.)

That's a real shame, as not only is Guru Logi Champ one of the best GameBoy Advance titles around, but its box, cartridge and instruction manual sport some of the best cover (or label) art around.

Don't take my word for it. A single glance at the photo below is all you should need to be convinced of the greatness of this Compile-made game's packaging.



If that's not quite enough to sell you on it, check out the following:


Yes, the flaps on Guru Logi Champ's box feature depictions of the game's adorable duck-like characters.


Those same creatures are plastered across the GameBoy Advance puzzler's instruction manual, too, as you can see in the snapshot above.



Guru Logi Champ's cart label is a slight variation of the main cover art. Hey, at least there's a little difference--too many publishers of GBA games used the same designs on both surfaces, in my experience.

If you'd like to learn more about this 2001 release, by the way, you can do so by reading my Guru Logi Champ review. Also, you can ogle the most interesting pages of the game's instruction manual in this "Manual Stimulation" post. And if you'd like to see a few more photos of its box and cartridge, check out this Flickr album of mine.

See also: previous 'Nice Package!' posts

Saturday, June 04, 2016

In honor of the company's 56th anniversary, here are five of my favorite Sega games

Although the company that eventually became Sega first opened its doors 76 years ago (as Standard Games), it didn't change its moniker to the one millions of people around the world know and love until 20 years later--as of yesterday, in fact.

Which means, of course, the renowned game developer and publisher--not to mention former console maker--just celebrated the 56th anniversary of its existence.

To honor that fact, I thought I'd whip up a blog post about some of my all-time favorite Sega titles. Strangely, perhaps, a couple of them weren't actually made by any of the brilliant people employed by the Tokyo-based firm. They were playable on a wide range of its hardware, though, and that's enough for me.


Final Bubble Bobble (Master System)--How could I include a simple home port of Taito's classic, dino-starring quarter-muncher on a list such as this? Well, for starters, this is no simple port. Consider that the Famicom (or NES, if you wish) port of Bubble Bobble, as grand as it is, is a pale imitation of the original in the audio and visual departments. This Sega-published iteration is far truer to the arcade version in both areas. Plus, its box sports an absolutely top-shelf cover illustration. Add to that the fact that Final Bubble Bobble's controls are just as butter-smooth as those found in its counterparts and you've got a cartridge that more than deserves this celebratory nod.


Shining Force (Genesis)--I know many will say this strategy RPG's sequels are better in almost every imaginable way, but the original is the only one that's earned a piece of precious real estate within my heart. As for why that is, one reason is it served as my introduction to the genre. Another is that, even today, its focused, streamlined nature feels like a breath of fresh air when compared to the bulk of the more convoluted SRPGs that came before it and, especially, followed in its footsteps. Finally, there's Yoshitaka Tamaki's gorgeous character and enemy designs and illustrations. I mean it when I say they defined Japanese gaming for me as a youngster.


Madou Monogatari I (Game Gear)--Sega may not have developed this adorable dungeon-crawler (the folks at Compile took care of that task), but the company most certainly published it. Even if that weren't the case, though, I'd include the initial Madou Monogatari game in this write-up simply because it's so damn cute. And fun. And a welcome reprieve for someone--like me--who usually finds this sort of thing mind-numbingly boring. (I prefer the first Madou Monogatari to the other three that were ported to the Game Gear, by the way, due to the fact that--no joke--the sprite of its protagonist, Arle, looks less wonky here than it does in the series' later titles.)


Saturn Bomberman (Saturn)--Singling out one Bomberman title as being better than the others isn't a simple task, as nearly all of the games published between, say, the first PC Engine offering and this 1996 release are well worth playing, in my opinion. Still, there's no question in my mind Saturn Bomberman is the best of the bunch. Its graphics are the most colorful and detailed of all the series' sprite-based entries, and its stages sprawl in a surprisingly satisfying manner. Admittedly, its soundtrack is a bit of a head-scratcher, but I'd hardly describe it as bad. At any rate, this is one of those titles that can suck up a big chunk of your free time without you realizing it--a sure sign of a great game, wouldn't you agree?


Space Channel 5 (Dreamcast)--I've played and loved a lot of Sega-made Dreamcast games over the years, but I come back to this one more than any other. Which is understandable, as its star, the candy-coifed Ulala, is quite a charmer, and its soundtrack is stuffed with tunes that basically force you to tap your foot (if not wiggle your tush). I guess some might say its Simon-esque gameplay is on the simplistic side, but you won't hear me complaining about that aspect of Space Channel 5. After all, I'd rather play a straightforward music game (Nintendo's Rhythm Tengoku is another perfect example) than an overly complicated one any day.

Now that I've had my say on this matter, what are your favorite games that were made by Sega, published by Sega or simply created for Sega hardware?

Saturday, May 10, 2014

The Madou-ness continues

This is my last Madou Monogatari-focused post, I swear.

At least for the foreseeable future.

Regardless, all of you Madou Monogatari haters (if such people exist) should be happy to hear there are no other Madou Monogatari Game Gear ports for me to pick up and photograph.

Sure, there's the PC Engine Arcade Card port of this series' first game, but given both its rarity and eye-popping price tag I'm unlikely to buy it anytime soon.

So, the games I've talked about here, here, here and, yes, here (with this last "here" referring to this particular post) will be the extent of Madou Monogatari collection for some time to come.

I have to admit that this latest acquisition--of the 1994 Game Gear port of Madou Monogatari III--hasn't always appealed to me. For starters, I've long thought of its cover art, below, as being inferior to the cover art produced for Madou Monogatari I, II and A.


I've also never been much of a fan of this entry's older in-game protagonist.

Both of the above-mentioned criticisms should help explain why I held off purchasing this one until recently, when I came across an absurdly cheap copy on eBay that I just couldn't ignore.

Now that I've had a chance to reflect on things a bit, I'd be remiss if I didn't point out that my previously dismissive attitude toward this game has softened quite a bit.



Why? Well, the crazy looking frog that's featured on the box art helped move things in the right direction, oddly enough. 

Madou Monogatari III's wacky and wonderfully colorful instruction manual (see above and below for a couple of particularly awesome examples) hand a hand in my change of heart, too.



In fact, upon closer inspection, pretty much every physical aspect of this portable pick-up is well worth swooning over--in my humble opinion, of course.

Look, even the back of its box showcases adorable illustrations:



Does this mean I'm now going to push aside my current, meandering playthrough of the first Madou Monogatari Game Gear port aside so I can enjoy this iteration? No, I don't think so.

In fact, my current plan is to play the four Game Gear titles in order, with each completed playthrough capped off with a "Great Gaymathon" review.


As such, you probably shouldn't expect to read my impressions of Madou Monogatari III for at least a few months (and that's me being generous).

In the meantime, though, those of you who have any interest in this Compile-developed and Sega-published series may want to keep an eye out for "Manual Stimulation" posts devoted to the crazy instruction manuals that were included with each of these titles. I'll also do my best to chat about my playthroughs in my "Shall We Do It?" posts.

See also: previous Madou Monogatari-focused posts

Thursday, May 01, 2014

Photographic proof that a guy can't own too many Madou Monogatari games

I'll bet some of you thought you were through with having to look at photos of old Madou Monogatari games. Well, you're not!

OK, so I guess you could direct your browser to another site right about now if you're absolutely sick of posts like this one (or this one, or this one), but I hope you won't.

Why? Because I think these games sport some really cool packaging, and manuals and cart art that are well worth perusing.

The Game Gear port of Madou Monogatari II (below) certainly checks all of the above-mentioned boxes, in my humble opinion.


This version of Madou Monogatari was released in 1994, by the way--about a year after the Game Gear port of Madou Monogatari I hit Japanese store shelves. 


As is the case with the other Madou Monogatari Game Gear titles I now own, Madou Monogatari II's manual is full of colorful and crazy illustrations. Even better, it also features a rather nicely drawn comic (a few panels of which can be seen in the photo above).


OK, so the cart label produced for this iteration of Madou Monogatari II isn't what I'd call stellar, but I still find it pretty appealing--thanks in large part to protagonist Arle's flowing mane and excited wink. Plus, I like the soft color palette that's employed here.


If I were to be honest, I'd admit that although I'm fond of Madou Monogatari II's packaging, manual and cart art, I much prefer the packaging, manuals and cart labels that were created for the three other Game Gear-based Madou Monogatari titles. 

I'll let you decide for yourself whether that's true or not in an upcoming post. First, though, I guess I'll have to share photos of Madou Monogatari III's Game Gear port, don't you think?

See also: 'If it were possible, I'd probably marry my copy of Madou Monogatari A (Game Gear)' and 'I don't get mad, I get Madou Monogatari'

Friday, April 25, 2014

If it were possible, I'd probably marry my copy of Madou Monogatari A (Game Gear)

It's a good thing my husband never checks out this blog. If he did, he might be a bit turned off by the header that tops today's post.

I'm pretty sure he'd like the contents of this post, though; I mean, how could he not get the "warm and fuzzies" while looking at the photo below, which showcases the copy of Madou Monogatari A I recently picked up?


This is the fourth and final Madou Monogatari title to be released for Sega's Game Gear, by the way. The first, Madou Monogatari I, was released (in Japan, of course) in 1993, followed by Madou Monogatari II and III in 1994 and Madou Monogatari A in 1995.

All of these games are dungeon-crawling RPGs, by the way, and feature a cast of characters (and creatures) that would later show up in Compile's Puyo Puyo series.



Madou Monogatari A usually serves as the start of a second Madou Monogatari trilogy--with the first trilogy consisting of I, II and III and the second consisting of A, R and S--but for whatever reason A was the only one to get a Game Gear port.


Anyway, a funny little story about this pick-up: I'd had my eye on a particular complete-in-box copy of this game (on eBay, of course) for a couple of years, but its $40 asking price was a bit too rich for my blood. 

A month or so ago, though, the same seller switched the listing to an actual auction that started at a penny. I threw my hat into the ring for it, as the saying goes, and ended up walking away with the copy seen above and below for $4 (not including shipping).



That's a pretty sweet deal on such an adorable game, don't you think? I mean, the first page of this game's instruction manual (above) alone is worth about that much to me.


Speaking of which, I'm planning to devote an upcoming installment of "Manual Stimulation" to this game, so keep an eye out for it if you're at all curious about such things. Also, maybe I'll finally finish Madou Monogatari I soon and then write a "Great Gaymathon" review of it.  

In the meantime, have any of you played any of this games many releases? If so, which ones are your favorites?

See also: 'I don't get mad, I get Madou Monogatari'

Friday, April 18, 2014

I don't get mad, I get Madou Monogatari

I have a feeling the headline above is among the worst--or at least the cheesiest--I've ever written. Sorry about that.

It's hard for me not to get a bit goofy when Compile's Madou Monogatari (Story of Sorcery in English, basically) series is involved, though. For me, these dungeon-crawling titles are like the "perfect storm" of gaming; on the one hand, they're cute as can be, yet on the other, they're tough as nails (or are from time to time, at least).

Given the above, along with the fact that I've been playing the game's fan translation via a patched ROM on and off for some time now, I recently decided to pick up an actual copy of the first Madou Monogatari title that was released for Sega's Game Gear back in 1993.


For whatever reason, I've long been a big fan of this game's flowery logo, which can be seen in the photo above (especially if you zoom in on it--just click on the image to do that).


Madou Monogatari I's cartridge label is pretty nice, too, although it's probably hard to tell that given the rather over-exposed nature of the photo above. (Sorry about that, too; I'm still coming to terms with using a new piece of software to clean up my snapshots.)



Thankfully, the photo above of the first page of this pint-sized dungeon-crawler's instruction manual is clear as day. By the way, the group of kids and other beings in this illustration constitute the bulk (if not the entirety) of the game's cast and crew--in case any of you were wondering. Oh, and if any of them look kind of familiar, well, that's because Compile later put them to use in its Puyo Puyo series of puzzlers.


Those same characters can be found on the back of Madou Monogatari I's box, which I suppose could be considered a bit underwhelming. You've got to love, though, that the box in question features such little text.

I mean, I'm guessing the Madou Monogatari series was pretty well known by Japanese gamers at the time and so most potential buyers didn't need to be told that this game was a dungeon-crawling RPG, but even then you'd think its packaging would include more than five lines of text.

See also: 'It was worth every penny (or, I heart my copy of Lunar: Samposuru Gakuen for the Game Gear)' and 'Manual Stimulation: Lunar Samposuru Gakuen (Game Gear)'

Thursday, February 13, 2014

Manual Stimulation: Nazo Puyo: Aruru no Roux (Game Gear)

Let's be honest here: Aruru no Roux's instruction manual would be worth checking out even if it consisted of nothing more than a single slip of paper bearing the yellow-tinged concoction seen below.



Thankfully, though, there's more to this manual than its striking cover imagery. Much more. Case in point: the following illustration of the titular Aruru (aka Arle).



That's far from the last of this manual's fabulous illustrations. In fact, here are four more:









Should you want to take a closer look at any of this post's many scans, by the way, just click on them.



Anyway, although the next few pages of Nazo Puyo: Aruru no Roux's manual are a bit less awe-inspiriring than the ones seen above, they're still pretty awesome. I mean, how can you not love an illustration that shows the Puyo Puyo series' Carbunkle character cooking Nasu Grave (aka Eggplant Grave)?

Thursday, December 12, 2013

Five favorites: Sega Game Gear titles

You'd think that with the 3DS, DS, GameBoy, Neo Geo Pocket Color and WonderSwan (all of which I've been playing in recent weeks--sometimes using actual hardware and sometimes going the emulation route), my portable gaming bases would be covered for the time being.

Over the weekend, though, I ditched the systems mentioned above and instead spent some quality time with a few Game Gear titles (again, both via real hardware and emulation), an experience that prompted me to contemplate my favorite examples of that handheld's game catalog.

Here's what I came up with, in alphabetical order. (Note: the following games are my personal favorites. I don't necessarily consider them to be the "best" this Sega-made machine has to offer. Also, I have to admit I've yet to play Phantasy Star Gaiden, a title that surely appears on some similar lists.)


The Berlin Wall--Although I've been a fan of the single-screen platformer (think: Bubble Bobble) since I first got into gaming, I wasn't aware of this game's existence until a year or so ago. That's a shame, as The Berlin Wall is a lot of fun. How would I describe it? Don Doko Don blended with Lode Runner is the best I can come up with at the moment, although I doubt that means much to some of you. Regardless, check it out if you've ever gotten a kick out of games like Snow Bros. or Tumblepop.


Bubble Bobble--Those looking for a direct port of Taito's bubble-centric classic will want to steer clear of this version, as it ends up feeling more like Bubble Bobble Mini than a full-fledged port. That's because although each stage has been shrunken down to fit the Game Gear's tiny screen, the title's other elements--Bob, Bub and their many colorful enemies, mainly--were given a reprieve. The game's honestly a bit broken because of that fact, but it's still a lot of fun.


Madou Monogatari I--A first-person dungeon crawler from the makers of Puyo Puyo? Where do I sign up? That was my first thought upon hearing about this series (four of its entries ended up on the Game Gear) some years ago. Imagine my surprise when I discovered it was even more enjoyable--and charming--than I assumed it would be. By the way, if you're too chicken to play through such a game in Japanese, this first one was translated into English courtesy of SSTranslations.


Magical Puzzle Popils--All you really need to know about this one is that it was made by the same guy, Fukio Mitsuji, who brought Bubble Bobble to the world. Like that game, Magical Puzzle Popils features more-adorable-than-they-have-any-right-to-be protagonists and tunes but takes the gameplay in a different direction altogether by tasking players with getting from each level's start to its exit (a trapped princess) in as few steps as possible.


Puzzle Bobble--If you're looking for the best-possible portable version of this classic puzzler, look no further than this old port. Sure, it's far from perfect, but it's miles better than its GameBoy, Neo Geo Pocket Color and WonderSwan counterparts. (I'm especially fond of how Bub and Bob look here.) Plus, this release actually features the original arcade soundtrack, which alone makes it well worth checking out.

Honorable mentions: Galaga '91Ganbare GorbyMagical Taruruuto-kun, MappyShining Force Gaiden

Thursday, June 20, 2013

Say hello to my copy of Nazo Puyo: Arle no Roux (aka a Japanese Game Gear puzzler I won't be playing anytime soon)

For once, I'm not saying that I won't be playing (insert name of random Japanese game here) anytime soon because I don't yet own the system needed to play it. That's because I recently bought a used--"thoroughly used" may be a better way to describe it, sadly--Game Gear from a local shop for just 30 big ones.

So what's keeping me from popping the Nazo Puyo: Arle no Roux cartridge seen in one of the photos below into my newly acquired Game Gear and taking it for a spin?



Animal Crossing: New Leaf, of course. Seriously, the latest iteration of Nintendo's world-conquering "community simulation" has taken over my gaming life--actually, it could be argued that it's taken over my non-gaming life, too--to the extent that the only other title I'm considering playing at the moment is THE "DENPA" MEN 2, and even that's only getting a passing glance from me at the moment.

At some point, though, this whole Animal Crossing: New Leaf front that's clouding up my gaming skies will pass, and when it does Nazo Puyo: Arle no Roux will be there waiting to be enjoyed.


In the meantime, I thought I'd share a few photos of this weird little Puyo Puyo spin-off, which is based on the "puzzle" modes that were included in some of the series' earlier installations.

An interesting note about this particular Nazo Puyo title (two others were released for the Game Gear prior to this one): it includes an RPG-ish mode that's akin to the ones found in Arle no Roux's Super Famicom-based counterparts.



Also worth mentioning: Arle no Roux has a short, but sweet, instruction manual that features a number of completely adorable illustrations (such as the one in the photo above).

Don't worry, I plan on devoting a "Manual Stimulation" post to this sucker soon. Until then, though, you'll just have to imagine how cute Arle and her puzzle-loving compadres look while inhaling copious amounts of curry.

Friday, December 07, 2012

To whomever it may concern: my list of 'to buy' Vita games just grew by one

Oh, and the Vita game is question is the just-announced (by the folks at Compile Heart) Sei Madou Monogatari, a top-down dungeon-crawler a la Shiren the Wanderer that's due out in Japan next March.

Personally, I'd prefer if it the game were a first-person dungeon-crawler like the Madou Monogatari series' first few releases (the MSX, PC88, PC Engine and Game Gear ones, especially), but I'll take what I can get.

Madou Monogatari ARS for the PC88

By the way, the other Vita games on my ever-growing "to buy" list are @field, Dokuro, Gravity RushOrgarhythm and Sound Shapes--with Hatsune Miku: Project DIVA fPersona 4 Golden and Phantasy Star Online 2 included as "extremely possibles."

(Via NeoGAF)

Wednesday, November 09, 2011

Manual Stimulation: Guru Logi Champ (GBA)

In the review I published earlier today of Compile's Guru Logi Champ, a wacky little puzzler released (in Japan only) for the GameBoy Advance in 2001, I described the game as both fun and silly. Unfortunately, its rather long-winded instruction manual is neither of those things.

Actually, I take that back. A select few of its 38 (yes, you read that correctly) pages are well worth shining a spotlight on--such as the manual's front and back covers that can be seen below:


After that, though, you have to flip all the way through to the manual's 30th page to see anything that could even remotely be described as fun or silly.

So, what appears on the 30th page (below)? As far as I can tell, Guru Logi Champ's "good guys." They also appear on the 31st page, by the way.


The Great Gaymathon Review #43: Guru Logi Champ (GameBoy Advance)


Game: Guru Logi Champ
Genre: Puzzle
Developer: Compile
Publisher: Compile
System: GameBoy Advance
Release date: 2001

If you want to know why I bought a copy of this game, check out its cover art (above). OK, so that wasn't the only reason I picked it up, but it was a rather prominent one. A few others: it was developed by the folks at Compile (makers of Aleste, GunheadPuyo Puyo and more) and it has garnered rave reviews over the years. Oh, and it's portable--as is the case with pretty much all of my favorite puzzlers.

So, has it lived up to expectations, despite the fact that I dropped a pretty penny on it? Definitely. That's mainly due to the fact that it differs from just about every other puzzle game I've ever played. If I had to name one it's similar to, I'd go with Picross. Even that isn't the greatest comparison, though, as while the two titles are alike in some ways, they're otherwise quite unique.

For instance, each "stage" in Guru Logi Champ starts with a semi-finished image. The player's job, then, is to complete the image by shooting blocks (from a cannon, using the GBA's A button) up into the play area. That's easier said than done, though, because: 1) you're given just enough blocks to complete a given stage and 2) blocks continue to slide across the play area until they run into another block. The good news: blocks can be sucked back into the aforementioned cannon by pressing the GBA's B button. Also, the play area can be rotated using the system's shoulder buttons.

Anyway, as is often the case with such games, it all begins rather easily before ramping up to a level of difficulty I like to refer to as "brain-breaking." Thankfully, it never crosses the line to "game-breaking"--as in, you get so frustrated you want to yank the cartridge from the system and smash it to smithereens.

In fact, it's nearly always completely enjoyable, due in no small part to Guru Logi Champ's wonderfully silly (and colorful) characters and graphics, which includes (in the game's single-player story mode) a number of hilarious intermissions, and its everything-but-the-kitchen-sink soundtrack, which includes both tropically-inflected and hip-hop-esque tunes.


See also: Previous 'Great Gaymathon' posts

Tuesday, April 19, 2011

The Great Gaymathon Review #22: Alien Crush (PC Engine)



Game: Alien Crush
Genre: Pinball
Developer: Compile
Publisher: Naxat Soft
System: PC Engine (HuCard)
Release date: 1988

Considering the PC Engine is one of my all-time favorite consoles and Aliens is one of my all-time favorite films, is it safe to say that Alien Crush is one of my all-time favorite games? I wouldn't go that far, but I'd definitely say that this H. R. Giger-esque title, which was developed by Compile and Naxat Soft, is one of the better--or at least one of the more enjoyable--pinball games I've ever played. (Controversial aside: I prefer this title to its generally-better-received sequel, Devil Crash.) Chiefly responsible for my love of this game are, of course, the aforementioned Aliens-inspired graphics. (I'm especially fond of the multi-eyed "queen" that takes up a large portion of the lower playfield.) Granted, you'll become well acquainted with those graphics, as the play area in Alien Crush is just two screens high, but at least they're gorgeous. (Thankfully, a bonus round helps break things up a bit.) Also adding to this game's allure: Its throbbing, rock-ish soundtrack. Sadly, said soundtrack consists of just two tunes--a few more if you count the tracks played during the bonus rounds and on the game-over screen. So, what's not to love about Alien Crush? Well, aside from its somewhat-repetitive graphics and music, I'd say the game's biggest negative is one shared by most pinball games of the time: The physics are far from perfect. Oh, and the screen doesn't scroll smoothly from one section of the playfield to the next; rather, it uses what some folks call a "flick-screen mechanism." If you're not anal about such things, though, you should find a lot to like in this release.


See also: Previous 'Great Gaymathon' posts

Wednesday, January 12, 2011

I'm going to miss playing games this way, too

Until the release of the DSi and DSi XL, Nintendo's portable systems were always region-free (i.e., they could play games from any country).

I've taken full advantage of that "feature" over the years by buying a slew of European and Japanese releases--like Compile's Guru Logi Champ (below)--for my trusty GameBoy Advance and DS systems.



Well, if this e-mail from Nintendo of Japan's customer-support staff--which suggests the 3DS will follow in the region-locked footsteps of the DSi and DSi XL--is to be believed, those days will soon be behind me (and you, if you tend to import games from other countries).

I'm sure the brass at Nintendo have their reasons for region-locking the 3DS, but I'm not so sure any of those reasons will keep me from giving them the stink eye whenever they release an awesome game in Europe or Japan and then refuse to bring it to the States.

See also: 'I'm going to miss playing games this way'