Considering how much I usually love portable puzzle games, I am disappointingly inexperienced with and uneducated about Gunpey.
On the one hand, I can understand it. Gunpey isn't the most interesting looking puzzler around--despite being one that's played with the WonderSwan turned sideways, in so-called "portrait mode."
On the other hand, I can't understand it, as the game was made by the esteemed Gunpei Yokoi.
Not that he made it himself, of course. He made it with a number of former Nintendo colleagues who helped him start a company called Koto.
At any rate, their maiden release hit Japanese store shelves alongside the original WonderSwan model on March 4, 1999.
Unfortunately, Gunpey's status as an early WonderSwan release is reflected in its rather ho-hum instruction manual, scans of which can be seen throughout this post.
This manual also reflects what I said earlier about Gunpey being far from an eye-popping puzzle game.
How so? Well, most of the acreage here is covered in text. The rest is covered in black-and-white screenshots. A pop of color can be seen now and then, but that's about it.
Which is strange, as Gunpey stars a small handful of mascot-y characters that could've livened things up a little--or a lot.
Instead, the designers who worked on the Gunpey manual ignored them almost completely.
Oh, well. At least a number of screenshots included here showcase them. (Click on and zoom in on the scans immediately above and below to see what I mean.)
What else is there to say about the Gunpey instruction booklet? Not much, if you ask me.
A bit more can be said about Gunpey the game, though. For example, although it began life on the WonderSwan, it eventually made its way to the WonderSwan Color, the original PlayStation, the PlayStation Portable, and the Nintendo DS as well.
Also, a few months after the original iteration released, a version featuring San-X's Tarepanda character released for the WonderSwan, too.
Finally, some of you might like to hear how Gunpey is played. The gist: you move line fragments vertically along a grid in order to create a single horizontal line that stretches from the left edge of the WonderSwan screen to its right edge.
Like I said earlier, hardly the most thrilling of premises for a puzzle game.
Still, my limited time with it has been enjoyable enough, so if you have a WonderSwan and you're itching to play a puzzler on it, you could do worse than pick up a copy of Gunpey.
See also: 'Manual Stimulation' posts about other WonderSwan games, including Crazy Climber, Lode Runner, and Engacho!
Showing posts with label Gunpei Yokoi. Show all posts
Showing posts with label Gunpei Yokoi. Show all posts
Sunday, July 07, 2019
Monday, May 29, 2017
My 10 Most Influential Games: Kid Icarus (NES)
Although a number of its initial releases lured me and my older brother to the NES in the year following its North American release, none had a more powerful pull on us than the pair of Nintendo-made "Adventure Series" games known in the West as Metroid and Kid Icarus.
I was especially drawn to the latter title, which was made by Gunpei Yokoi, Satoru Okada and Yoshio Sakamoto, among others, and which first hit store shelves here in July of 1987. (Just a month before Metroid and The Legend of Zelda, in fact.)
There are all sorts of reasons for that, of course. A rather stupidly superficial one is that, right off the bat, I was a fan of Kid Icarus' magenta logo. (Hey, I've never been shy about my love of the color pink.)
Also catching my eye early on: the cover art's depiction of Pit. I was keenly interested in Greek mythology back when Kid Icarus was released, so a game that allowed me to play as an angel who has to traverse a world full of crumbling stone pillars, fantastic creatures and even goddesses--Medusa among them--quickly commanded my attention. (Speaking of the creatures that populate this game, you can see illustrations of all of them in the Hikari Shinwa: Parutena no Kagami GameBoy Advance instruction manual.)
And then there were the write-ups in Nintendo Power and elsewhere that showcased Kid Icarus' colorful locales. Purple bricks and stone, red-checkered floors, pink and green clouds--my younger self thought the game looked like a dream.
I know most folks today don't think Kid Icarus plays like a dream, but I thought it did back in the day. (Hell, I still kind of think it now.) After all, Pit controls pretty darn well, if you ask me. Specifically, he's easy to maneuver--except for when you find yourself on one of the icy ledges that pop up in a number of the game's levels--and he reacts quickly to commands. (I can't imagine anyone describing Kid Icarus as floaty or sluggish.)
Is that why I consider it to be influential? Not really. One aspect of Kid Icarus that did help shape my taste in video games, though, is its difficulty. Admittedly, it's sometimes (some may say often) "cheaply" difficult, but in general I think it just asks a lot of those who decide to play it. In some cases, that means perfectly timing jumps and arrow shots; in others, it means memorizing stage layouts (refer to this site if you need help) and enemy placements.
Regardless, Kid Icarus--along with its silver-box, "Adventure Series" sibling, Metroid--made me realize that while I like my games to be at least somewhat cute (or even simply colorful), I also like for them to be at least somewhat challenging.
Kid Icarus also prompted me to realize and embrace that I prefer action-platformers that dare to be a bit different to those that toe the line. Straightforward efforts that ape Super Mario Bros. are all well and good, but this game took that classic's basic components and built upon them tenfold. Rather than having stages scroll almost exclusively from left to right, Kid Icarus offers up ones that scroll up, down and all over the place. It even features maze-like dungeons that sprawl in all directions and need to be conquered at the end of each four-level world before you can move on to the next one.
Another of Kid Icarus' unique quirks that helped set the tone for my love of platform games that veer from the beaten path: the bow and quiver of unlimited arrows Pit uses to dispatch foes. For whatever reason, that's always struck me as far more interesting and thrilling than, say, Mega Man's "Mega Buster" or Simon Belmont's whip.
Unfortunately, despite all of the above, and despite the fact that Kid Icarus was chiefly responsible for shaping my taste in video games (oddball platformers, in particular), I've barely experienced it and its brilliant Hirokazu "Hip" Tanaka soundtrack in the last couple of decades.
Truth be told, that's mostly because I'm now slightly terrified of it. The last time I attempted to work my way through its technicolor worlds, I struggled to complete its third stage.
Still, I've never been one to shrink away from a challenge, so I'll do my best to boot up some version of the game in the coming days and weeks. Here's hoping this playthrough will be more successful than the quickly aborted ones of the not-so-recent past.
See also: previous 'My 10 Most Influential Games' posts about The 7th Guest, Balloon Kid, Bubble Bobble and Final Fantasy V
I was especially drawn to the latter title, which was made by Gunpei Yokoi, Satoru Okada and Yoshio Sakamoto, among others, and which first hit store shelves here in July of 1987. (Just a month before Metroid and The Legend of Zelda, in fact.)
There are all sorts of reasons for that, of course. A rather stupidly superficial one is that, right off the bat, I was a fan of Kid Icarus' magenta logo. (Hey, I've never been shy about my love of the color pink.)
Also catching my eye early on: the cover art's depiction of Pit. I was keenly interested in Greek mythology back when Kid Icarus was released, so a game that allowed me to play as an angel who has to traverse a world full of crumbling stone pillars, fantastic creatures and even goddesses--Medusa among them--quickly commanded my attention. (Speaking of the creatures that populate this game, you can see illustrations of all of them in the Hikari Shinwa: Parutena no Kagami GameBoy Advance instruction manual.)
And then there were the write-ups in Nintendo Power and elsewhere that showcased Kid Icarus' colorful locales. Purple bricks and stone, red-checkered floors, pink and green clouds--my younger self thought the game looked like a dream.
I know most folks today don't think Kid Icarus plays like a dream, but I thought it did back in the day. (Hell, I still kind of think it now.) After all, Pit controls pretty darn well, if you ask me. Specifically, he's easy to maneuver--except for when you find yourself on one of the icy ledges that pop up in a number of the game's levels--and he reacts quickly to commands. (I can't imagine anyone describing Kid Icarus as floaty or sluggish.)
Is that why I consider it to be influential? Not really. One aspect of Kid Icarus that did help shape my taste in video games, though, is its difficulty. Admittedly, it's sometimes (some may say often) "cheaply" difficult, but in general I think it just asks a lot of those who decide to play it. In some cases, that means perfectly timing jumps and arrow shots; in others, it means memorizing stage layouts (refer to this site if you need help) and enemy placements.
Regardless, Kid Icarus--along with its silver-box, "Adventure Series" sibling, Metroid--made me realize that while I like my games to be at least somewhat cute (or even simply colorful), I also like for them to be at least somewhat challenging.
Another of Kid Icarus' unique quirks that helped set the tone for my love of platform games that veer from the beaten path: the bow and quiver of unlimited arrows Pit uses to dispatch foes. For whatever reason, that's always struck me as far more interesting and thrilling than, say, Mega Man's "Mega Buster" or Simon Belmont's whip.
Unfortunately, despite all of the above, and despite the fact that Kid Icarus was chiefly responsible for shaping my taste in video games (oddball platformers, in particular), I've barely experienced it and its brilliant Hirokazu "Hip" Tanaka soundtrack in the last couple of decades.
Still, I've never been one to shrink away from a challenge, so I'll do my best to boot up some version of the game in the coming days and weeks. Here's hoping this playthrough will be more successful than the quickly aborted ones of the not-so-recent past.
See also: previous 'My 10 Most Influential Games' posts about The 7th Guest, Balloon Kid, Bubble Bobble and Final Fantasy V
Monday, April 16, 2012
On how the Bandai WonderSwan wormed its way into my head (and heart)
Those of you who follow me on Twitter likely are aware that the Bandai WonderSwan--aka one of the few handhelds that dared to compete with the GameBoy, GameBoy Color and GameBoy Advance in the late 1990s and early 2000s--has worked its way into my brain as of late.
What prompted this (quite frankly baffling) fascination-bordering-on-obsession? Honestly, I think it was this recent post over at Kimimi's Blog. After I read Kimimi's commentary about the WonderSwan RPG, Namco Super Wars, I recalled being intrigued by a few earlier posts dedicated to games--Flash Koibitokun and Tane wo Maku Tori, especially--that were released for this odd, Japan-only portable.
As much as I'd like to say this is nothing more than a passing fancy, that would be far from the truth. After all, I've already picked up a few WonderSwan games via eBay (don't worry, I'll reveal which ones sooner rather than later), and I've currently got my eye on a rather sweet looking SwanCrystal system.
(Quick aside: The SwanCrystal, released in 2002, was a fairly capable, and comparable, competitor of the GameBoy Advance--what with its screen resolution of 224 by 144 pixels and ability to display 241 colors at once. The WonderSwan Color, released in 2000, was similarly capable, but its screen was quite a bit less desirable than its curiously-named successor, while the original WonderSwan, designed by Gunpei Yokoi and released in 1999, had a monochrome screen à la the first GameBoy.)
Anyway, do any of you have a WonderSwan, or have you ever dreamed of owning one, as I currently am?
What prompted this (quite frankly baffling) fascination-bordering-on-obsession? Honestly, I think it was this recent post over at Kimimi's Blog. After I read Kimimi's commentary about the WonderSwan RPG, Namco Super Wars, I recalled being intrigued by a few earlier posts dedicated to games--Flash Koibitokun and Tane wo Maku Tori, especially--that were released for this odd, Japan-only portable.
The original, monochrome WonderSwan. |
(Quick aside: The SwanCrystal, released in 2002, was a fairly capable, and comparable, competitor of the GameBoy Advance--what with its screen resolution of 224 by 144 pixels and ability to display 241 colors at once. The WonderSwan Color, released in 2000, was similarly capable, but its screen was quite a bit less desirable than its curiously-named successor, while the original WonderSwan, designed by Gunpei Yokoi and released in 1999, had a monochrome screen à la the first GameBoy.)
Anyway, do any of you have a WonderSwan, or have you ever dreamed of owning one, as I currently am?
Thursday, November 03, 2011
Eh, I prefer the pea-soup-green version anyway
The good news: Nintendo of America added the should-have-been-a-classic GameBoy title, Balloon Kid, to the 3DS eShop earlier today.
The bad news: They added the pea-soup-green version of the game rather than the superior, colorized one that hit Japan's eShop a few weeks ago.
Granted, the colorized update of the game, called Balloon Fight GB, was a rather limited, Japan-only release--and we all know how Nintendo of America feels about those (I mean, just look at all of the import-only games that have been added to the Wii's Virtual Console service in the last few years)--but that's not much of an excuse when you realize the bulk of Balloon Fight GB is in English. (The title and map screens are the only ones that feature any Japanese.)
All that said, at least they're giving us access to some version of this pint-sized platformer, which was produced, in part, by Gunpei Yokoi and Yoshio Sakamoto. (Also, the peerless Hirokazu "Hip" Tanaka composed the game's perky soundtrack.)
See also: 'I'll bet you can't guess which game I bought in the place of Xenoblade Chronicles' and 'Speaking of Balloon Kid ...'
The bad news: They added the pea-soup-green version of the game rather than the superior, colorized one that hit Japan's eShop a few weeks ago.
Granted, the colorized update of the game, called Balloon Fight GB, was a rather limited, Japan-only release--and we all know how Nintendo of America feels about those (I mean, just look at all of the import-only games that have been added to the Wii's Virtual Console service in the last few years)--but that's not much of an excuse when you realize the bulk of Balloon Fight GB is in English. (The title and map screens are the only ones that feature any Japanese.)
All that said, at least they're giving us access to some version of this pint-sized platformer, which was produced, in part, by Gunpei Yokoi and Yoshio Sakamoto. (Also, the peerless Hirokazu "Hip" Tanaka composed the game's perky soundtrack.)
See also: 'I'll bet you can't guess which game I bought in the place of Xenoblade Chronicles' and 'Speaking of Balloon Kid ...'
Labels:
3DS,
balloon fight,
Balloon Fight GB,
Balloon Kid,
eShop,
gameboy,
Gunpei Yokoi,
Hip Tanaka,
nintendo,
platformer,
portable,
Yoshio Sakamoto
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