I pretty much ignored first-person dungeon-crawlers until I tackled the original Etrian Odyssey back in 2007 or so.
Given my love of RPGs, that probably seems a bit odd. So what's the deal? I'm not sure, to tell you the truth. I've never really thought about why I tend to avoid (even today) first-person dungeon-crawlers. The only reason I can come up with at the moment is I like seeing my party members.
Did all of that change after I played and loved Etrian Odyssey? Not exactly--which is to say I still vastly prefer more traditional (Japanese) RPGs to these labyrinth-obsessed offshoots.
What prompted me to pick up Double Dungeons, a 1989 release that's about as "labyrinth obsessed" as you can get?
The main reason is I was on a real PC Engine kick when I picked up the copy that gave me access to the manual you see here. Also, it was dirt cheap, which always helps.
It's a good thing this HuCard can be picked up on the cheap, too, as it's not exactly the most stunning dungeon-crawler around.
Sure, Double Dungeons offers up an intriguing gimmick--two people can explore a level simultaneously (although not side by side, sadly)--but most who try it won't find it thrilling enough to overcome the title's otherwise-dull gameplay and graphics.
Still, you've got to give developer Masaya credit for attempting something unique with this typically staid genre.
You've also got to give credit to the artists and designers who worked on Double Dungeons' instruction manual.
It makes buying a complete copy of this game well worth the price of admission, as you're likely now aware.
I'm especially fond of the backdrop that frames Double Dungeons' story on the manual's second page. I also like the strangely sweet illustrations that sit in the corners of pages four and seven.
Line drawings of the title's enemies would've made the package even more appealing than it already is, in my opinion, but that ship sailed long ago.
Plus, the folks who pieced together the Double Dungeons how-to booklet included the requisite--for me, at least--depictions of the game's items and accessories (see pages 14 and 15, above), so you won't hear me complaining too loudly about it being a stinker.
What do you think of this edition of "Manual Stimulation"? Is it the most delicious thing you've ever seen, or is it a total dud?
See also: 'the best PC Engine game manuals (I've seen)'
Showing posts with label HuCards. Show all posts
Showing posts with label HuCards. Show all posts
Friday, August 17, 2018
Wednesday, October 18, 2017
Nice Package! (Daichi-kun Crisis: Do Natural, PC Engine)
I have a bit of a roller-coaster relationship with this HuCard, a bizarre PC Engine strategy game that was made and published by a company called Salio in late 1989.
After seeing its cover imagery for the first time a number of years ago, I quickly added it to my "buy this game as soon as possible" list.
Why? I guess I'm just a sucker for game box art that features anthropomorphic cows and exploding volcanos. Also, the "Do Natural" portion of this game's title intrigued me.
Daichi-kun Crisis' spot on my aforementioned wish list came into question after I encountered a few screenshots, however. Video footage of the game in action made me feel even less certain I'd enjoy playing it.
As for what caused me to change my mind once again--to the point that I picked up the copy showcased in this post--that would be this extensive YouTube tutorial of the game.
If you don't have the interest or time to watch it, the gist is that it shows Daichi-kun Crisis: Do Natural to be an oddly compelling mix of arcade-y action, life simulation and tower defense.
Oh, and you control a cow--the eponymous Daichi-kun--during all of the above.
Those other cows shown on the front and back covers of the game's manual? They're Daichi-kun's family members and they help clean up volcanic ash (one of your tasks while playing this HuCard) as well as defeat the monsters that rise out of it.
Two other creatures aid in Daichi-kun's battle to secure "Moo Cow Island," too--a crow named Alice and a bear named Goro.
I don't know all of this because I've played the game, mind you. Some of the details were gleaned from the YouTube video I linked to earlier, while I learned others thanks to this intriguing Daichi-kun Crisis FAQ.
I hope to experience the game for myself soon enough. In the meantime, though, I thought some of you might enjoy checking out its colorful packaging.
You also might enjoy checking out the Daichi-kun Crisis: Do Natural instruction manual, the entirety of which can be seen in this "Manual Stimulation" post.
See also: previous 'Nice Package!' posts about Bikkuriman World, Dungeon Explorer, Parodius Da! and Son Son II
After seeing its cover imagery for the first time a number of years ago, I quickly added it to my "buy this game as soon as possible" list.
Why? I guess I'm just a sucker for game box art that features anthropomorphic cows and exploding volcanos. Also, the "Do Natural" portion of this game's title intrigued me.
Daichi-kun Crisis' spot on my aforementioned wish list came into question after I encountered a few screenshots, however. Video footage of the game in action made me feel even less certain I'd enjoy playing it.
As for what caused me to change my mind once again--to the point that I picked up the copy showcased in this post--that would be this extensive YouTube tutorial of the game.
If you don't have the interest or time to watch it, the gist is that it shows Daichi-kun Crisis: Do Natural to be an oddly compelling mix of arcade-y action, life simulation and tower defense.
Oh, and you control a cow--the eponymous Daichi-kun--during all of the above.
Those other cows shown on the front and back covers of the game's manual? They're Daichi-kun's family members and they help clean up volcanic ash (one of your tasks while playing this HuCard) as well as defeat the monsters that rise out of it.
Two other creatures aid in Daichi-kun's battle to secure "Moo Cow Island," too--a crow named Alice and a bear named Goro.
I don't know all of this because I've played the game, mind you. Some of the details were gleaned from the YouTube video I linked to earlier, while I learned others thanks to this intriguing Daichi-kun Crisis FAQ.
I hope to experience the game for myself soon enough. In the meantime, though, I thought some of you might enjoy checking out its colorful packaging.
You also might enjoy checking out the Daichi-kun Crisis: Do Natural instruction manual, the entirety of which can be seen in this "Manual Stimulation" post.
See also: previous 'Nice Package!' posts about Bikkuriman World, Dungeon Explorer, Parodius Da! and Son Son II
Saturday, August 12, 2017
Photographic proof I may be more obsessed with the PC Engine than I am with the Wii at this point
And that's saying something, as I'm really into the Wii right now thanks to all the fun I'm having with Opoona and Tabemon. (Here are some Opoona impressions, for the curious.)
So what do I mean when I say I'm obsessed with NEC's little white wonder, aka the PC Engine? Well, I mean that beyond playing the many PC Engine games I've owned for years now, I've been buying new ones over the last month or two.
In fact, I've bought at least 12 PC Engine games in that time. All are HuCards. Most are RPGs.
Their titles aren't completely visible in the snapshots included to the right, so I'll spell them out for you (in order, from top to bottom) while also sharing little descriptions for those who aren't so versed in PC Engine HuCards.
War of the Dead--A post-apocalyptic RPG from 1989 that features battles focused on side-scrolling action rather than selecting options from drop-down menus. Oh, and War of the Dead's badass protagonist--a woman, amazingly--uses guns, grenade launchers and the like rather than swords and magic to mow down the ghoulies that get in her way. Given all of that, is it any wonder I've wanted to play this since I first pinged my radar?
Necros no Yōsai--I told you early I was really into HuCard RPGs right now. Well, here's another. This one was released in 1990 and offers players slightly more traditional battles than War of the Dead. I say slightly because they're (said to be) far more cinematic than what's typical for the genre and for the time. Not that I've played it yet, mind you. The Brothers Duomazov have, though, and I always trust their judgment.
Susano Oh Densetsu--Surprise! Another chip-based role-playing game. This one is based on the Japanese manga, Susano Oh, created by Go Nagai. Again, word on the street is Susano Oh Densetu isn't your typical RPG. Enemies are visible on the overworld screen and the fights they pick with you via your avatar seem to be pretty strategic. Toss into the mix the ability to use everything from axes to rocket launchers against your opponents, and you've got a game I'm very much itching to play.
Double Dungeons--I can't say I've been itching to play this HuCard dungeon crawler, but I have long thought it looked interesting, so I went ahead and purchased a copy when I came across a cheap one while perusing eBay recently. The differentiator here is two people can tackle a dungeon at the same time. I'll likely never have the opportunity to experience Double Dungeons that way, of course, but hopefully I'll enjoy my eventual playthrough all the same.
R-Type I and II--The R-Type II shown and discussed here isn't the arcade sequel (to the original R-Type, naturally) Irem released in 1989. Bizarrely, the company split the first R-Type into two parts while porting it to the PC Engine. Yes, that meant the game was released on two HuCards. Ridiculous, right? Still, I have fond memories of playing the North American version (on my beloved TurboGrafx-16) back in the day, so I picked up both Japanese chips during one of my impromptu eBay shopping sprees.
Gomola Speed--I've had my eyes on this strange, Snake-inspired PC Engine title for ages now, but it wasn't until I had a Twitter chat about it with Snow Kitten that I finally bit the bullet and bought a copy. It sports some great cover art, plus its gameplay looks like good, breezy fun, so I'll definitely give it a go sooner rather than later.
Daichi-kun Crisis: Do Natural--Here's a HuCard with which I've had an on-again, off-again relationship since I first became aware of it. My interest in it should be easy enough to understand once you glimpse its cover art, which shows an erupting volcano surrounded by a bunch of adorable cows. As for why it took me so long to add Daichi-kun Crisis to my ever-growing collection of PC Engine games: its gameplay looks, well, bonkers--and not necessarily in a good way. That's rarely stopped me from trying something, so here's hoping it pays off this time around.
Nazo no Masquerade--This is the kind of game I would've avoided like the plague before I started learning Japanese. (Read about my progress in this recent post.) Now, though, I use such titles as inspiration to keep me going. Not that I see myself successfully completing an adventure game like this one anytime soon. Still, I may boot up Nazo no Masquerade in the coming weeks just to see what I'm able to suss out, as I'm attracted to its "1920s mansion" setting.
Momotarō Katsugeki--No need to know Japanese for this game, which is a side-scrolling platformer starring that country's popular "Peach Boy." (Momotarō often is translated to Peach Boy.) Momotarō Katsugeki looks quite PC Genjin-esque to me, and seeing as though I've loved every PC Genjin (or Bonk) title I've played, I have a feeling I'll love this Hudson Soft-published effort, too--once I finally pop it into my trusty PC Engine Core Grafx II.
Momotarō Densetsu Turbo and Momotarō Densetsu Gaiden--These games also were made and published by Hudson Soft, and they also star the above-mentioned Peach Boy. They differ from Katsugeki in terms of gameplay, though. Both are Dragon Quest-esque RPGs full of turn-based battles and travels across exotic landscapes. The latter's supposed to be miles better than the former, so most would say I should start with Gaiden, but I'll probably do the opposite.
Have you played any of these PC Engine games? If so, let me (and others) know what you think of them in the comments section below.
So what do I mean when I say I'm obsessed with NEC's little white wonder, aka the PC Engine? Well, I mean that beyond playing the many PC Engine games I've owned for years now, I've been buying new ones over the last month or two.
In fact, I've bought at least 12 PC Engine games in that time. All are HuCards. Most are RPGs.
Their titles aren't completely visible in the snapshots included to the right, so I'll spell them out for you (in order, from top to bottom) while also sharing little descriptions for those who aren't so versed in PC Engine HuCards.
War of the Dead--A post-apocalyptic RPG from 1989 that features battles focused on side-scrolling action rather than selecting options from drop-down menus. Oh, and War of the Dead's badass protagonist--a woman, amazingly--uses guns, grenade launchers and the like rather than swords and magic to mow down the ghoulies that get in her way. Given all of that, is it any wonder I've wanted to play this since I first pinged my radar?
Necros no Yōsai--I told you early I was really into HuCard RPGs right now. Well, here's another. This one was released in 1990 and offers players slightly more traditional battles than War of the Dead. I say slightly because they're (said to be) far more cinematic than what's typical for the genre and for the time. Not that I've played it yet, mind you. The Brothers Duomazov have, though, and I always trust their judgment.
Susano Oh Densetsu--Surprise! Another chip-based role-playing game. This one is based on the Japanese manga, Susano Oh, created by Go Nagai. Again, word on the street is Susano Oh Densetu isn't your typical RPG. Enemies are visible on the overworld screen and the fights they pick with you via your avatar seem to be pretty strategic. Toss into the mix the ability to use everything from axes to rocket launchers against your opponents, and you've got a game I'm very much itching to play.
Double Dungeons--I can't say I've been itching to play this HuCard dungeon crawler, but I have long thought it looked interesting, so I went ahead and purchased a copy when I came across a cheap one while perusing eBay recently. The differentiator here is two people can tackle a dungeon at the same time. I'll likely never have the opportunity to experience Double Dungeons that way, of course, but hopefully I'll enjoy my eventual playthrough all the same.
R-Type I and II--The R-Type II shown and discussed here isn't the arcade sequel (to the original R-Type, naturally) Irem released in 1989. Bizarrely, the company split the first R-Type into two parts while porting it to the PC Engine. Yes, that meant the game was released on two HuCards. Ridiculous, right? Still, I have fond memories of playing the North American version (on my beloved TurboGrafx-16) back in the day, so I picked up both Japanese chips during one of my impromptu eBay shopping sprees.
Gomola Speed--I've had my eyes on this strange, Snake-inspired PC Engine title for ages now, but it wasn't until I had a Twitter chat about it with Snow Kitten that I finally bit the bullet and bought a copy. It sports some great cover art, plus its gameplay looks like good, breezy fun, so I'll definitely give it a go sooner rather than later.
Daichi-kun Crisis: Do Natural--Here's a HuCard with which I've had an on-again, off-again relationship since I first became aware of it. My interest in it should be easy enough to understand once you glimpse its cover art, which shows an erupting volcano surrounded by a bunch of adorable cows. As for why it took me so long to add Daichi-kun Crisis to my ever-growing collection of PC Engine games: its gameplay looks, well, bonkers--and not necessarily in a good way. That's rarely stopped me from trying something, so here's hoping it pays off this time around.
Nazo no Masquerade--This is the kind of game I would've avoided like the plague before I started learning Japanese. (Read about my progress in this recent post.) Now, though, I use such titles as inspiration to keep me going. Not that I see myself successfully completing an adventure game like this one anytime soon. Still, I may boot up Nazo no Masquerade in the coming weeks just to see what I'm able to suss out, as I'm attracted to its "1920s mansion" setting.
Momotarō Katsugeki--No need to know Japanese for this game, which is a side-scrolling platformer starring that country's popular "Peach Boy." (Momotarō often is translated to Peach Boy.) Momotarō Katsugeki looks quite PC Genjin-esque to me, and seeing as though I've loved every PC Genjin (or Bonk) title I've played, I have a feeling I'll love this Hudson Soft-published effort, too--once I finally pop it into my trusty PC Engine Core Grafx II.
Momotarō Densetsu Turbo and Momotarō Densetsu Gaiden--These games also were made and published by Hudson Soft, and they also star the above-mentioned Peach Boy. They differ from Katsugeki in terms of gameplay, though. Both are Dragon Quest-esque RPGs full of turn-based battles and travels across exotic landscapes. The latter's supposed to be miles better than the former, so most would say I should start with Gaiden, but I'll probably do the opposite.
Have you played any of these PC Engine games? If so, let me (and others) know what you think of them in the comments section below.
Wednesday, July 05, 2017
Nice Package! (Bikkuriman World, PC Engine)
Over the years, I've "come around" to loads of games I initially found underwhelming (or worse).
A few examples I've written about as part of my on-again, off-again "Second Chances" series: Bubble Bobble Junior for the GameBoy, Don Doko Don for Famicom, Magical Taruruuto-kun for Game Gear and Valkyrie no Densetsu for PC Engine.
Why I've yet to publish a "Second Chances" entry on Hudson Soft's Bikkuriman World is beyond me. After all, while my first experiences with this PC Engine reimagining of Sega's Wonder Boy in Monster Land left me feeling unimpressed, my opinion of it improved substantially following subsequent playthroughs.
That's not to say my negative early impressions of Bikkuriman World weren't warranted. The game features tiny character sprites, a rather intrusive HUD (status bar, basically) and controls that are equal parts slippery and stiff.
Later jaunts through its adorable environments were far less annoying. The complaints I just leveled at the game remained true, of course, but some of them slowly, but surely, morphed into aspects I either accepted (its controls) or appreciated (its graphics).
A few things I didn't have to come around to regarding Bikkuriman World are its HuCard label and manual cover.
Both are showcased in the photos above. Even when I wasn't a fan of the game, I still liked the chibi character illustrations that are the focus of its cover and cart-label art. I've always long loved the bubbly Bikkuriman logo, too.
Sadly, the instruction manual packed inside copies of this side-scrolling platformer isn't quite as visually impressive as that booklet's cover imagery. To see what I mean, check out my "Manual Stimulation" post about Bikkuriman World.
Also, if you're a PC Engine fan in general, keep an eye out in the coming weeks and months for more "Nice Package!" posts devoted to games made for NEC's console.
In the meantime, enjoy the ones I've already published about Dungeon Explorer, Pac-Land, Parodius Da! and Son Son II.
A few examples I've written about as part of my on-again, off-again "Second Chances" series: Bubble Bobble Junior for the GameBoy, Don Doko Don for Famicom, Magical Taruruuto-kun for Game Gear and Valkyrie no Densetsu for PC Engine.
Why I've yet to publish a "Second Chances" entry on Hudson Soft's Bikkuriman World is beyond me. After all, while my first experiences with this PC Engine reimagining of Sega's Wonder Boy in Monster Land left me feeling unimpressed, my opinion of it improved substantially following subsequent playthroughs.
That's not to say my negative early impressions of Bikkuriman World weren't warranted. The game features tiny character sprites, a rather intrusive HUD (status bar, basically) and controls that are equal parts slippery and stiff.
Later jaunts through its adorable environments were far less annoying. The complaints I just leveled at the game remained true, of course, but some of them slowly, but surely, morphed into aspects I either accepted (its controls) or appreciated (its graphics).
A few things I didn't have to come around to regarding Bikkuriman World are its HuCard label and manual cover.
Both are showcased in the photos above. Even when I wasn't a fan of the game, I still liked the chibi character illustrations that are the focus of its cover and cart-label art. I've always long loved the bubbly Bikkuriman logo, too.
Sadly, the instruction manual packed inside copies of this side-scrolling platformer isn't quite as visually impressive as that booklet's cover imagery. To see what I mean, check out my "Manual Stimulation" post about Bikkuriman World.
Also, if you're a PC Engine fan in general, keep an eye out in the coming weeks and months for more "Nice Package!" posts devoted to games made for NEC's console.
In the meantime, enjoy the ones I've already published about Dungeon Explorer, Pac-Land, Parodius Da! and Son Son II.
Monday, March 20, 2017
Five more overlooked PC Engine games you need to play as soon as possible
First, my apologies for pretty much only including HuCards rather than CDs in my two "overlooked PC Engine games" posts. (Here's the first one, in case you missed it earlier.)
The fact is, these days I have far more experience with PC Engine HuCards than I do with CDs--especially when it comes to ones the masses have largely ignored. (This is quite the turnaround from when I was a teen and owned a TurboGrafx-16. At that point in my life, I much preferred the system's disc-based games to its cards.)
With that out of the way, here are five additional PC Engine games I think deserve a lot more attention than they currently receive.
Dragon Egg!--Before I get to why you should play this NCS-published HuCard, please understand it's probably the "worst" of the five games discussed in this post. It's also likely to provide the most limited thrills--thanks to the fact it can be breezed through in an hour or less if you're properly skilled. Still, I've had a soft spot for it ever since I first played it a few years ago. Why? Its female protagonist and her dragon companion (who doubles as both a weapon and a form of transportation, depending on how much he's powered up) are the main reasons, although its "early Mega Drive" graphics and gameplay aren't far behind.
Final Match Tennis--It probably seems strange that I would include a tennis game here. And, really, if you loathe the sport this HuCard depicts (in an arcade-y way), you're unlikely to get much enjoyment from it. Everyone else, though, should give Final Match Tennis a chance. It's easily one of the most accessible--not to mention fun--tennis games around, in my opinion, with only Super Tennis for the SNES (Super Tennis World Circuit for the Super Famicom) topping it. One area where this Human Entertainment-made card bests that TOSE-made cart: its snappier gameplay, which helps keep points, games and matches from becoming boring.
Genji Tsushin Agedama--At first glance, Genji Tsushin Agedama appears to be your standard 16-bit side-scroller. That assessment goes out the window as soon as you advance past the game's title screen. To begin with, almost all of its stages are of the auto-scrolling sort. Also, its power-up system is more like something you'd experience in a shoot 'em up (think Gradius or R-Type). Add to this backdrops that are as bright and colorful as can be plus some nicely drawn and animated enemy sprites, and you've got a PC Engine title that should have a far higher profile than does right now.
Makai Prince Dorabocchan--I turned up my nose for a long time at this platformer because I assumed it was nothing more than a poor man's version of Konami's Akumajō Special: Boku Dracula-kun. And, in a way, that's basically what it is. That doesn't mean it's a stinker that should be avoided like rabid skunk, though. It's not as graphically appealing as the aforementioned Famicom (and GameBoy) title, but it makes up for its comparably basic visuals with stages that provide players with an ample number of surprises and boss battles that are fun as they are thrilling.
Mesopotamia--Of all the PC Engine games highlighted here, Mesopotamia likely is the least ignored of the bunch. That's because Atlus both developed and published it (in North America, it's name was changed to Somer Assault). Also, this HuCard is as wacky as any to be made for NEC's Japan-conquering console thanks to its odd protagonist (if it can be called such a thing), which looks like a pink Slinky that can shoot bullets. To make your way through its many maze-like environments, you crawl end-over-end along their walls, floors and ceilings. One bummer: enjoying the scenery isn't an option due to the unfriendly (meaning tight) time limit that's imposed on each and every stage.
See also: previous posts about overlooked Famicom, PlayStation, Game Gear, GameBoy, GameBoy Advance and DS games
The fact is, these days I have far more experience with PC Engine HuCards than I do with CDs--especially when it comes to ones the masses have largely ignored. (This is quite the turnaround from when I was a teen and owned a TurboGrafx-16. At that point in my life, I much preferred the system's disc-based games to its cards.)
With that out of the way, here are five additional PC Engine games I think deserve a lot more attention than they currently receive.
Dragon Egg!--Before I get to why you should play this NCS-published HuCard, please understand it's probably the "worst" of the five games discussed in this post. It's also likely to provide the most limited thrills--thanks to the fact it can be breezed through in an hour or less if you're properly skilled. Still, I've had a soft spot for it ever since I first played it a few years ago. Why? Its female protagonist and her dragon companion (who doubles as both a weapon and a form of transportation, depending on how much he's powered up) are the main reasons, although its "early Mega Drive" graphics and gameplay aren't far behind.
Final Match Tennis--It probably seems strange that I would include a tennis game here. And, really, if you loathe the sport this HuCard depicts (in an arcade-y way), you're unlikely to get much enjoyment from it. Everyone else, though, should give Final Match Tennis a chance. It's easily one of the most accessible--not to mention fun--tennis games around, in my opinion, with only Super Tennis for the SNES (Super Tennis World Circuit for the Super Famicom) topping it. One area where this Human Entertainment-made card bests that TOSE-made cart: its snappier gameplay, which helps keep points, games and matches from becoming boring.
Genji Tsushin Agedama--At first glance, Genji Tsushin Agedama appears to be your standard 16-bit side-scroller. That assessment goes out the window as soon as you advance past the game's title screen. To begin with, almost all of its stages are of the auto-scrolling sort. Also, its power-up system is more like something you'd experience in a shoot 'em up (think Gradius or R-Type). Add to this backdrops that are as bright and colorful as can be plus some nicely drawn and animated enemy sprites, and you've got a PC Engine title that should have a far higher profile than does right now.
Makai Prince Dorabocchan--I turned up my nose for a long time at this platformer because I assumed it was nothing more than a poor man's version of Konami's Akumajō Special: Boku Dracula-kun. And, in a way, that's basically what it is. That doesn't mean it's a stinker that should be avoided like rabid skunk, though. It's not as graphically appealing as the aforementioned Famicom (and GameBoy) title, but it makes up for its comparably basic visuals with stages that provide players with an ample number of surprises and boss battles that are fun as they are thrilling.
Mesopotamia--Of all the PC Engine games highlighted here, Mesopotamia likely is the least ignored of the bunch. That's because Atlus both developed and published it (in North America, it's name was changed to Somer Assault). Also, this HuCard is as wacky as any to be made for NEC's Japan-conquering console thanks to its odd protagonist (if it can be called such a thing), which looks like a pink Slinky that can shoot bullets. To make your way through its many maze-like environments, you crawl end-over-end along their walls, floors and ceilings. One bummer: enjoying the scenery isn't an option due to the unfriendly (meaning tight) time limit that's imposed on each and every stage.
See also: previous posts about overlooked Famicom, PlayStation, Game Gear, GameBoy, GameBoy Advance and DS games
Wednesday, October 26, 2016
Manual Stimulation: Dungeon Explorer (PC Engine)
Dungeon Explorer is one of those PC Engine (or TurboGrafx-16, if that's how you swing) games I've always wanted to own, always thought I should own, but only recently picked up.
Why the long wait? The main reason, I guess, is that I've long thought of this Hudson-made Gauntlet clone as one that's only enjoyable when multiple people are playing it at the same time. (Dungeon Explorer famously allows five people to play through it together--assuming they have a multi-tap accessory and five PC Engine or TG-16 controllers.)
I still feel that way, actually, but a month or so ago I plopped down a few dollars on a used complete-in-box copy of Dungeon Explorer anyway because I went on a bit of an eBay binge and couldn't resist this game's top-tier cover art (see above) when I came across it.
It has to be said, by the way, that I didn't realize the content of Dungeon Explorer's instruction manual was on par with--or even better than--its cover illustration.
I especially like the grittiness of the art sprinkled throughout this HuCard's manual. Most manuals from this era featured art that was decidedly cute. Here, though, it's almost gruesome--or at least it's not as polished as what's on offer in the manuals that accompanied similar titles.
That the imagery showcased in Dungeon Explorer's instruction booklet is in black and white adds to its appeal, in my mind. That's not to say I would've minded if its designers had added a bit of color here and there, but I'm also not about to complain about its current look.
If you're looking for my favorite of this manual's many drawings, by the way, check out the squished, chibi-esque character illustrations seen in the spread below.
That said, I find the following illustrations of some of the game's enemies pretty thrilling, too.
Will all of this prompt me to get off my lazy butt and finally spend some real quality time with Dungeon Explorer? That's the current plan.
Of course, I have quite a few other games begging for my attention right now--like the 3DS remake of Dragon Quest VII, the just-released 3DS eShop title Chase: Cold Case Investigations, the Pokémon Sun/Moon demo and even Great Greed for GameBoy--so fitting it in this week or weekend may be tough. Still, I'll do my best to play at least a bit of it in the next seven days or so.
In the meantime, have any of you played either the Japanese or North American version of Dungeon Explorer? If so, what do you think about it?
See also: previous 'Manual Stimulation' posts
Why the long wait? The main reason, I guess, is that I've long thought of this Hudson-made Gauntlet clone as one that's only enjoyable when multiple people are playing it at the same time. (Dungeon Explorer famously allows five people to play through it together--assuming they have a multi-tap accessory and five PC Engine or TG-16 controllers.)
I still feel that way, actually, but a month or so ago I plopped down a few dollars on a used complete-in-box copy of Dungeon Explorer anyway because I went on a bit of an eBay binge and couldn't resist this game's top-tier cover art (see above) when I came across it.
It has to be said, by the way, that I didn't realize the content of Dungeon Explorer's instruction manual was on par with--or even better than--its cover illustration.
I especially like the grittiness of the art sprinkled throughout this HuCard's manual. Most manuals from this era featured art that was decidedly cute. Here, though, it's almost gruesome--or at least it's not as polished as what's on offer in the manuals that accompanied similar titles.
That the imagery showcased in Dungeon Explorer's instruction booklet is in black and white adds to its appeal, in my mind. That's not to say I would've minded if its designers had added a bit of color here and there, but I'm also not about to complain about its current look.
If you're looking for my favorite of this manual's many drawings, by the way, check out the squished, chibi-esque character illustrations seen in the spread below.
That said, I find the following illustrations of some of the game's enemies pretty thrilling, too.
Will all of this prompt me to get off my lazy butt and finally spend some real quality time with Dungeon Explorer? That's the current plan.
Of course, I have quite a few other games begging for my attention right now--like the 3DS remake of Dragon Quest VII, the just-released 3DS eShop title Chase: Cold Case Investigations, the Pokémon Sun/Moon demo and even Great Greed for GameBoy--so fitting it in this week or weekend may be tough. Still, I'll do my best to play at least a bit of it in the next seven days or so.
In the meantime, have any of you played either the Japanese or North American version of Dungeon Explorer? If so, what do you think about it?
See also: previous 'Manual Stimulation' posts
Monday, October 24, 2016
Nice Package! (Dungeon Explorer, PC Engine)
If you're one of the many millions of non-Japanese gamers who ignored the PC Engine or TurboGrafx-16 back in the late 1980s and early 1990s--or, you know, you're young enough that this is the first you're hearing of either of those NEC-made consoles--you may not know much, if anything, about Dungeon Explorer.
The best way to describe it, I think, is to say it's a clone of Atari's Gauntlet, itself a product of the 1980s. That's not an entirely accurate comparison, mind you, as Dungeon Explorer takes that classic quarter-mucher's overhead hack-and-slash gameplay and builds on it greatly. Still, there's little doubt the team behind Dungeon Explorer looked toward Gauntlet while developing their title, so I'm comfortable leaving my description as is.
Gameplay isn't the only area in which Dungeon Explorer bests Gauntlet, by the way. It also beats it in the graphics department.
Now, that's not to say the PC Engine title's the looker of the 16-bit generation, but it's definitely atmospheric. To see what I mean, check out the screenshots found in videogameden.com's and thebrothersduomazov.com's write-ups on this five-player game.
Of course, you expect an atmospheric experience when you play at Atlus-developed game, right? Wait, you didn't know the company behind Shin Megami Tensei and Persona made Dungeon Explorer? Well, it did.
And then Hudson Soft--the now-defunct company that brought the world the Adventure Island, Bomberman and a number of other series--published it. (In 1989, to be exact.)
As for Dungeon Explorer's lovely packaging, which is supposed to be the focus of this post, I've got to say its cover (and HuCard) illustration is my favorite part of the whole she-bang. In fact, I'd go so far as to say it's among the best the PC Engine has to offer when it comes to box art.
That's not to say other components aren't ogle-worthy, too. For instance, Dungeon Explorer's instruction manual is filled to the brim with fabulous illustrations like the ones--of the game's cast of characters--showcased in the photo above. (For scans of the entire Dungeon Explorer manual, check out my latest "Manual Stimulation" post.)
With all that said, have any of you played Dungeon Explorer--or even Gauntlet? If so, share your thoughts on those titles in the comments section that follows. (Fair warning: I could talk about the latter for hours.)
See also: 'five PC Engine games you've overlooked and need to play ASAP'
The best way to describe it, I think, is to say it's a clone of Atari's Gauntlet, itself a product of the 1980s. That's not an entirely accurate comparison, mind you, as Dungeon Explorer takes that classic quarter-mucher's overhead hack-and-slash gameplay and builds on it greatly. Still, there's little doubt the team behind Dungeon Explorer looked toward Gauntlet while developing their title, so I'm comfortable leaving my description as is.
Gameplay isn't the only area in which Dungeon Explorer bests Gauntlet, by the way. It also beats it in the graphics department.
Now, that's not to say the PC Engine title's the looker of the 16-bit generation, but it's definitely atmospheric. To see what I mean, check out the screenshots found in videogameden.com's and thebrothersduomazov.com's write-ups on this five-player game.
Of course, you expect an atmospheric experience when you play at Atlus-developed game, right? Wait, you didn't know the company behind Shin Megami Tensei and Persona made Dungeon Explorer? Well, it did.
And then Hudson Soft--the now-defunct company that brought the world the Adventure Island, Bomberman and a number of other series--published it. (In 1989, to be exact.)
As for Dungeon Explorer's lovely packaging, which is supposed to be the focus of this post, I've got to say its cover (and HuCard) illustration is my favorite part of the whole she-bang. In fact, I'd go so far as to say it's among the best the PC Engine has to offer when it comes to box art.
That's not to say other components aren't ogle-worthy, too. For instance, Dungeon Explorer's instruction manual is filled to the brim with fabulous illustrations like the ones--of the game's cast of characters--showcased in the photo above. (For scans of the entire Dungeon Explorer manual, check out my latest "Manual Stimulation" post.)
With all that said, have any of you played Dungeon Explorer--or even Gauntlet? If so, share your thoughts on those titles in the comments section that follows. (Fair warning: I could talk about the latter for hours.)
See also: 'five PC Engine games you've overlooked and need to play ASAP'
Wednesday, October 19, 2016
Five overlooked PC Engine games you need to play as soon as possible
Of all the old systems I still spend time playing (and still spend money on), the PC Engine probably is the one with the most picked-over game catalog.
What I mean by that is there aren't many "hidden gems" in its library. Very few of the lesser-known or oft-ignored HuCards and CDs released for the console are must-buy or must-try titles, in my opinion.
Still, I'd say the handful below fit that bill. So if you're looking for a new PC Engine game or two (or five) to pick up and play, you could do worse than try the following. (And if you're looking for five Japanese PlayStation games you've overlooked and need to play ASAP, erm, click the embedded link to the left.)
Gekisha Boy--OK, so this Irem-made side-scroller isn't exactly an unknown quantity. I'd definitely say it doesn't get as much love as it deserves, though. I mean, a game that looks and sounds as interesting as this one does really should have a higher profile. (Listen to an example of its soundtrack in this recent post.) Plus, Gekisha Boy's gameplay is unlike almost any other title--PC Engine or otherwise--I've experienced. For that reason alone, I'd highly recommend trying it if you have the means and the time.
Hany on the Road--This Arc-made and Face-published HuCard is far more overlooked than the one discussed above. Don't expect it to be quite the treasure Gekisha Boy is, however. In all honesty, Hany on the Road is an imperfect game. Although its gameplay (which recalls Capcom's SonSon) is unique, it could be argued that it's not exactly compelling. I don't agree with those critics, mind you, but even if I did I'd still suggest giving it a chance--especially if you've already experienced better-known PC Engine platformers like Mizubaku Daibouken, Parasol Stars and the PC Genjin titles--because it tries something different.
Obocchama-kun--Namco released a whole lot of games (some arcade ports, some original efforts) for the PC Engine back in the day, and many of them are now fondly remembered classics. A few examples: Dragon Spirit, Galaga '88, Marchen Maze, Pac-Land, Pro Tennis World Court, Splatterhouse, The Tower of Druaga and Valkyrie no Densetsu. Obocchama-kun isn't one of them. That surprises me, as I've always found it to be a nice (and silly) change of pace from the console's many other platformers. So, if you've played more than your fair share of Adventure Island and Bikkuriman World, check out Obocchama-kun. (Bonus: a complete-in-box copy shouldn't cost you more than about $20 these days.)
Pop'n Magic--Everybody likes a good Bubble Bobble clone, right? That's what I've always thought, at least, but you wouldn't know it based on this game's shockingly low profile. Most who are aware of Pop'n Magic, though, love it. In fact, one swears it's better than the mighty Parasol Stars. I wouldn't go that far, but I agree that Pop'n Magic is a stellar experience in its own right. Its protagonists are every bit as cute as you would expect from the genre and its backing tunes are honest-to-goodness bops. Most importantly, though, Pop'n Magic's gameplay differs just enough from its competitors to seem like a breath of fresh air--even if you've worn out your Don Doko Don HuCard and Rainbow Islands CD.
Tricky--I've got to be honest here: I long ignored this Alfa System-developed and IGS-published puzzler because of its Japanese cover art, which I considered to be sub-par. (Still, it's miles better than the North American counterpart.) I also wasn't much of a fan of Tricky's in-game graphics. For whatever reason, though, I eventually shoved those negative opinions aside and put a few minutes into the game. That's all I needed to change my tune. Hell, after playing Tricky for a bit, I've even come to like its spritework, which is no doubt rough but also displays plenty of charm. If only I could finish a few more of its levels. (Seriously, most of them stump me to the point that I wonder if my brain has stopped functioning.)
Note: all of the screenshots included in this post were taken from the wonderful Video Game Den
What I mean by that is there aren't many "hidden gems" in its library. Very few of the lesser-known or oft-ignored HuCards and CDs released for the console are must-buy or must-try titles, in my opinion.
Still, I'd say the handful below fit that bill. So if you're looking for a new PC Engine game or two (or five) to pick up and play, you could do worse than try the following. (And if you're looking for five Japanese PlayStation games you've overlooked and need to play ASAP, erm, click the embedded link to the left.)
Gekisha Boy--OK, so this Irem-made side-scroller isn't exactly an unknown quantity. I'd definitely say it doesn't get as much love as it deserves, though. I mean, a game that looks and sounds as interesting as this one does really should have a higher profile. (Listen to an example of its soundtrack in this recent post.) Plus, Gekisha Boy's gameplay is unlike almost any other title--PC Engine or otherwise--I've experienced. For that reason alone, I'd highly recommend trying it if you have the means and the time.
Hany on the Road--This Arc-made and Face-published HuCard is far more overlooked than the one discussed above. Don't expect it to be quite the treasure Gekisha Boy is, however. In all honesty, Hany on the Road is an imperfect game. Although its gameplay (which recalls Capcom's SonSon) is unique, it could be argued that it's not exactly compelling. I don't agree with those critics, mind you, but even if I did I'd still suggest giving it a chance--especially if you've already experienced better-known PC Engine platformers like Mizubaku Daibouken, Parasol Stars and the PC Genjin titles--because it tries something different.
Obocchama-kun--Namco released a whole lot of games (some arcade ports, some original efforts) for the PC Engine back in the day, and many of them are now fondly remembered classics. A few examples: Dragon Spirit, Galaga '88, Marchen Maze, Pac-Land, Pro Tennis World Court, Splatterhouse, The Tower of Druaga and Valkyrie no Densetsu. Obocchama-kun isn't one of them. That surprises me, as I've always found it to be a nice (and silly) change of pace from the console's many other platformers. So, if you've played more than your fair share of Adventure Island and Bikkuriman World, check out Obocchama-kun. (Bonus: a complete-in-box copy shouldn't cost you more than about $20 these days.)
Pop'n Magic--Everybody likes a good Bubble Bobble clone, right? That's what I've always thought, at least, but you wouldn't know it based on this game's shockingly low profile. Most who are aware of Pop'n Magic, though, love it. In fact, one swears it's better than the mighty Parasol Stars. I wouldn't go that far, but I agree that Pop'n Magic is a stellar experience in its own right. Its protagonists are every bit as cute as you would expect from the genre and its backing tunes are honest-to-goodness bops. Most importantly, though, Pop'n Magic's gameplay differs just enough from its competitors to seem like a breath of fresh air--even if you've worn out your Don Doko Don HuCard and Rainbow Islands CD.
Tricky--I've got to be honest here: I long ignored this Alfa System-developed and IGS-published puzzler because of its Japanese cover art, which I considered to be sub-par. (Still, it's miles better than the North American counterpart.) I also wasn't much of a fan of Tricky's in-game graphics. For whatever reason, though, I eventually shoved those negative opinions aside and put a few minutes into the game. That's all I needed to change my tune. Hell, after playing Tricky for a bit, I've even come to like its spritework, which is no doubt rough but also displays plenty of charm. If only I could finish a few more of its levels. (Seriously, most of them stump me to the point that I wonder if my brain has stopped functioning.)
Note: all of the screenshots included in this post were taken from the wonderful Video Game Den
Saturday, September 10, 2016
Nice Package! (Son Son II, PC Engine)
As is true of a surprising number of PC Engine games, I turned up my nose at Son Son II for a good long time before coming around to it.
Which is strange, as in many respects it's the kind of game I usually fall in love with at first sight. After all, it's a platformer, its protagonist is cute as can be and it's slathered in bright, beautiful colors.
So why wasn't I a fan of this 1989 release until recently? One odd reason is that I used to really dislike games with HUDs or status bars that cover large swaths of the screen, which is very much the case for Son Son II. (To see what I mean, check out a few of screenshots over at pcengine.co.uk.)
Thankfully, I was able to put those negative feelings aside when I gave the game a second chance a year or two ago. And during that particular playthrough I came to the conclusion that Son Son II's actually pretty great.
Why? Although I described it as a platformer earlier, it is not a straightforward one. The focus here is on exploring each stage's long, winding and secret-filled maps. That makes the experience a lot more interesting than your typical side-scroller.
In the case of Son Son II, it also makes the experience quite a bit tougher than it would be otherwise, as the game is the opposite of a cakewalk.
Still, it's very much worth playing and owning. The latter's especially true when you consider Son Son II's packaging--i.e., its cover art and HuCard label.
Speaking of the former, which can be seen in this post's first photo, it's easily one of my favorite examples of PC Engine cover art.
It gives potential buyers and players a great idea as to what they're going to see and deal with when they boot it up on their trusty PC Engines.
I've got to admit I'm a bit disappointed the artists and designers at NEC Interchannel (the game's publisher; Capcom developed it) simply copied and pasted Son Son II's main illustrated onto its HuCard label.
At least they decided to change things up while producing its instruction manual--a sample page of which is showcased in the snapshot above.
Don't worry, I'll show off the rest of it in an upcoming "Manual Stimulation" post. I'll warn you now, though, that Son Son II's manual, while lovely, is distressingly short. Oh, well, anything is better than what we get these days, wouldn't you agree?
See also: previous 'Nice Package!' posts about Hana Taaka Daka!?, KiKi KaiKai and Parodius Da!
Which is strange, as in many respects it's the kind of game I usually fall in love with at first sight. After all, it's a platformer, its protagonist is cute as can be and it's slathered in bright, beautiful colors.
So why wasn't I a fan of this 1989 release until recently? One odd reason is that I used to really dislike games with HUDs or status bars that cover large swaths of the screen, which is very much the case for Son Son II. (To see what I mean, check out a few of screenshots over at pcengine.co.uk.)
Thankfully, I was able to put those negative feelings aside when I gave the game a second chance a year or two ago. And during that particular playthrough I came to the conclusion that Son Son II's actually pretty great.
Why? Although I described it as a platformer earlier, it is not a straightforward one. The focus here is on exploring each stage's long, winding and secret-filled maps. That makes the experience a lot more interesting than your typical side-scroller.
In the case of Son Son II, it also makes the experience quite a bit tougher than it would be otherwise, as the game is the opposite of a cakewalk.
Still, it's very much worth playing and owning. The latter's especially true when you consider Son Son II's packaging--i.e., its cover art and HuCard label.
Speaking of the former, which can be seen in this post's first photo, it's easily one of my favorite examples of PC Engine cover art.
It gives potential buyers and players a great idea as to what they're going to see and deal with when they boot it up on their trusty PC Engines.
I've got to admit I'm a bit disappointed the artists and designers at NEC Interchannel (the game's publisher; Capcom developed it) simply copied and pasted Son Son II's main illustrated onto its HuCard label.
At least they decided to change things up while producing its instruction manual--a sample page of which is showcased in the snapshot above.
Don't worry, I'll show off the rest of it in an upcoming "Manual Stimulation" post. I'll warn you now, though, that Son Son II's manual, while lovely, is distressingly short. Oh, well, anything is better than what we get these days, wouldn't you agree?
See also: previous 'Nice Package!' posts about Hana Taaka Daka!?, KiKi KaiKai and Parodius Da!
Wednesday, August 17, 2016
Manual Stimulation (Valkyrie no Densetsu, PC Engine)
Truth be told, I've never had the highest opinion of Namco's PC Engine releases. Or maybe I should say I've only recently gained an appreciation for them.
What gave me pause in the past? My main issue with the company's PC Engine output was that most of it was made up of watered-down arcade conversions. Although that kind of thing doesn't bother me now--in fact, in many cases I appreciate the differences between the quarter-munchers and their console counterparts--it definitely irritated me when I was younger.
Thankfully, I've since gotten over such closed-mindedness--to the point that I'm now a pretty big fan of the games Namco produced for NEC's Famicom competitor.
Valkyrie no Densetsu is a good example of how things have improved between me and the folks who developed Namco's PC Engine offerings. Until a few months ago, I turned my nose up at this 1990 release. It's not exactly a looker, as the saying goes, and when it comes to old games like this one, that often means the difference between it being played or ignored.
The good news regarding Valkyrie no Densetsu is that it looks a good bit better once it's in motion. It's also surprisingly fun--in an overly linear, original Legend of Zelda kind of way.
Even if that weren't true, though, I'd probably want to own a copy of this colorful HuCard. If you need a reason why, just look at the scans shared throughout this post.
The pair of spreads above really show off how far Namco's artists and designers were willing to go to create quality instruction manuals back in the day.
I especially like the image of the eponymous Valkyrie taking on one of the game's caveman-like baddies that covers the pages that immediate precede this chunk of text but, really, all of the art included on this manual's many piece of papers is awesome if you ask me.
Even pages that otherwise might be considered boring are better than your run-of-the-mill how-to booklet, thanks to the use of color and callouts and whatnot.
Not that you could call much of the Valkyrie no Densetsu instruction manual "boring." Consider the following spread--which reminds me of the similar products Nintendo created for titles like The Legend of Zelda and Kid Icarus.
Somewhat-related aside: I've always been a softie for illustrations of common game items like bottles and keys and weapons and armor.
Finally, we have a map of the areas players have to traverse if they want to conquer the PC Engine version of Valkyrie no Densetsu.
Or at least that's what I think the pages above are supposed to depict. I can't say for sure because I've never made it past the HuCard's first few stages.
How about you? Are you a hardcore Valkyrie no Densetsu fan who has seen its end credits many times over, or is this the first you're hearing of this not-quite-classic (outside of Japan, at least)? Regardless, please share your thoughts on this title's manual if you have the time and interest.
See also: 'Nice Package! (Valkyrie no Densetsu, PC Engine),' 'Second Chances: Valkyrie no Densetsu (PC Engine)' and previous 'Manual Stimulation' posts
What gave me pause in the past? My main issue with the company's PC Engine output was that most of it was made up of watered-down arcade conversions. Although that kind of thing doesn't bother me now--in fact, in many cases I appreciate the differences between the quarter-munchers and their console counterparts--it definitely irritated me when I was younger.
Thankfully, I've since gotten over such closed-mindedness--to the point that I'm now a pretty big fan of the games Namco produced for NEC's Famicom competitor.
Valkyrie no Densetsu is a good example of how things have improved between me and the folks who developed Namco's PC Engine offerings. Until a few months ago, I turned my nose up at this 1990 release. It's not exactly a looker, as the saying goes, and when it comes to old games like this one, that often means the difference between it being played or ignored.
The good news regarding Valkyrie no Densetsu is that it looks a good bit better once it's in motion. It's also surprisingly fun--in an overly linear, original Legend of Zelda kind of way.
Even if that weren't true, though, I'd probably want to own a copy of this colorful HuCard. If you need a reason why, just look at the scans shared throughout this post.
The pair of spreads above really show off how far Namco's artists and designers were willing to go to create quality instruction manuals back in the day.
I especially like the image of the eponymous Valkyrie taking on one of the game's caveman-like baddies that covers the pages that immediate precede this chunk of text but, really, all of the art included on this manual's many piece of papers is awesome if you ask me.
Even pages that otherwise might be considered boring are better than your run-of-the-mill how-to booklet, thanks to the use of color and callouts and whatnot.
Not that you could call much of the Valkyrie no Densetsu instruction manual "boring." Consider the following spread--which reminds me of the similar products Nintendo created for titles like The Legend of Zelda and Kid Icarus.
Somewhat-related aside: I've always been a softie for illustrations of common game items like bottles and keys and weapons and armor.
Finally, we have a map of the areas players have to traverse if they want to conquer the PC Engine version of Valkyrie no Densetsu.
Or at least that's what I think the pages above are supposed to depict. I can't say for sure because I've never made it past the HuCard's first few stages.
How about you? Are you a hardcore Valkyrie no Densetsu fan who has seen its end credits many times over, or is this the first you're hearing of this not-quite-classic (outside of Japan, at least)? Regardless, please share your thoughts on this title's manual if you have the time and interest.
See also: 'Nice Package! (Valkyrie no Densetsu, PC Engine),' 'Second Chances: Valkyrie no Densetsu (PC Engine)' and previous 'Manual Stimulation' posts
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