Showing posts with label Cyclone Sytem. Show all posts
Showing posts with label Cyclone Sytem. Show all posts

Wednesday, June 14, 2017

Manual Stimulation: Astro Rabby (GameBoy)

I haven't been shy about declaring my love for the Japan-only GameBoy title known as Astro Rabby lately.

Late last year, I included it in a post about five overlooked Japanese GameBoy games I thought people should play as soon as possible. And a couple of months ago, I mentioned it again in a write-up celebrating the 28th anniversary of GameBoy's Japanese release.



Granted, I haven't always felt so positively about this Cyclone System-made and IGS-published game. When I first played it a few years back, I was far from impressed by it. That said, I changed my tune after returning to it some months later and giving it a second chance. (The second set of impressions can be found in this "Shall We Do It Again?" post.)

If this is the first you're hearing of Astro Rabby, the gist is it's an overhead action game that's unlike anything else I've ever played. For starters, each space-based level (viewed from an overhead perspective) scrolls forward automatically. Your goal, as the titular "rabby," is to not only keep up with that forced movement, but to leap into the air to avoid the baddies and to smash into the Super Mario Bros.-esque question-mark blocks that dot the planetary terrain.



The latter are an especially important aspect of Astro Rabby, as hidden within one of those blocks is a "power-up part" that not only bolsters the abilities of the game's big-eared protagonist but also allows him (and you) to move on to the next level.

Except for the game's disastrously annoying bonus stages, all of the above is surprisingly exhilarating and enjoyable.

Also enjoyable, of course, is Astro Rabby's instruction manual. Its front and back covers, showcased in the first scan (above), are especially so, if you ask me, although I also love the character illustrations included in the second scan, which details the game's story. (Sorry, my Japanese skills aren't yet advanced enough for me to translate it for you.)



Actually, cute illustrations are par for the course in the Astro Rabby manual, with the ones above being my favorites.



Admittedly, IGS' artists could have included many more of them in this booklet. Instead, they filled the majority of its pages with low-quality images (photos?) of in-game sprites.



Even they provide some charming moments, though--like the "enemy" sprites highlighted on the left-hand page of the spread above.

The "panel" sprites seen on pages nine and 10 of the Astro Rabby instruction manual (below) are less thrilling, perhaps, but at least they're educational. In particular, they let you know you should avoid the one on the right-hand page that looks like a cracked brick.



You see, if you jump on a single panel too many times, it crumbles away. Step or jump into the resulting hole, and you lose a life.

Page 11 of this game's manual describes its handful of collectible items. As far as I can tell, the "S" one improves Rabby's speed, the "J" one enhances his ability to jump and the "B" one either increases his bullet stock or makes his bullets more powerful. Oh, and the last item is a 1-up.



Don't be fooled by the adorable illustration that takes up half of the Astro Rabby manual's second-to-last page (below). It relates to the game's previously maligned bonus stages, which means it's evil.

Thankfully, failing to successfully complete said bonus stages (and believe me, you will fail to successfully complete them) won't keep you from progressing to the next proper level. Still, they're so infuriating that any reference to them gets my blood boiling.



With all that out of the way, if you're up for learning more about this oddly endearing GameBoy import, I'd highly recommend reading my Astro Rabby review. Also, photos of the game's stellar box and cartridge label can be ogled in this "Year of the GameBoy" post.

See also: previous 'Manual Stimulation' posts about Taiyou no Tenshi Marlowe, Totsugeki! Ponkotsu Tank and Snow Bros. Jr.

Saturday, October 10, 2015

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

Friday, August 21, 2015

Another Year of the GameBoy: Astro Rabby

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

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


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

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


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


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



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


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


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


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

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

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