Given the brilliance of Banishing Racer's box art, its instruction booklet must be similarly magnificent, right?
To be completely honest, I find the Banishing Racer manual a bit disappointing.
I say that mainly because I love every other aspect of this Japan-only GameBoy game, published by Jaleco Entertainment during the summer of 1991. To me, Banishing Racer's cover art, in-game graphics, soundtrack, and even story are marvelous.
The kookiness that's on full display in each of the above-mentioned areas is barely noticeable while flipping through the game's instruction manual.
The story spread of the Banishing Racer manual is a welcome exception, thanks to the portraits that sit behind the text.
Speaking of which, that's not City Connection's Clarice on the left, is it? I know it doesn't look like her, but you never know--maybe she got her hair done between when that game wrapped up and this one began.
I know it's not always easy to spruce up the pages of a game manual that tell readers how things work, but surely this one's designers could've offered up something more than a simple--and small--rendering of the GameBoy hardware?
Here comes my favorite page of any game manual that's worth its salt--the page that showcases the game's items.
Unfortunately, Banishing Racer features just three items. A bit of a head-scratcher considering the game is a side-scroller, don't you think?
The Banishing Racer instruction booklet wraps up with a look at the game's five stages, each of which consist of three areas.
These stages are based on real-life American cities, by the way. Your journey starts in San Francisco and then takes you and your adorably anthropomorphic car character through Las Vegas, Denver, and Detroit, before concluding in New York City.
See also: 'Five more overlooked Japanese GameBoy games you need to play as soon as possible'
Showing posts with label Jaleco. Show all posts
Showing posts with label Jaleco. Show all posts
Wednesday, November 13, 2019
Monday, September 03, 2018
Manual Stimulation: Pizza Pop! (Famicom)
As a youngster, I regularly turned up my nose at Jaleco's NES offerings.
For me, they were way too rough around the edges. I preferred comparatively "cleaner" games like the ones made by Nintendo, Konami, and Capcom.
That's not to say there weren't exceptions. I bought and played the hell out of the company's Racket Attack, for example. (Don't take that to be an endorsement; it's not. The game's terrible, even if I have a soft spot for it.)
And I remember renting and enjoying its home port of City Connection on a few occasions, too.
Despite my anti-Jaleco bias, I'm sure I would've given Pizza Pop! more than a second look back in the day had it not been a Japan-only release.
Sadly, that wasn't the case, and so I had to wait until a few years ago to finally experience this wacky platformer (via emulation, of course).
Was it worth the wait? In some ways yes, and in some ways no. On the positive side, Pizza Pop! looks and sounds great. I particularly love its cartoonish aesthetic, though its boppy, poppy backing tunes are a ton of fun as well.
On the negative side, though, there's the fact that this game seems to revel in being annoyingly cheap (from a difficulty perspective).
Something that was without a doubt worth the wait, or at least worth what I spent on it, is this game's instruction manual. Why? For starters, it's full of color. This is especially true of its story spread (pages two and three, above), but it's also true of the ones that follow.
Sadly, that's one of the only places you'll find any unique illustrations in the Pizza Pop! booklet. You will encounter a number of screenshots throughout, however. They don't really make up for the lack of drawings, but in this kind of situation you've got to take what you get.
This manual's biggest missed opportunity, as far as I'm concerned, is that its pair of "character" pages (12 and 13, below) feature in-game sprites rather than line-art depictions of the game's enemies.
Oh, well, at least the baddies that fill the Pizza Pop! stages are a good-looking bunch.
What do you think of this latest entry in my "Manual Stimulation" series? Also, if you've played Pizza Pop!, what did you think of it? Share your thoughts in the comments section of this post.
See also: some photos of Pizza Pop's packaging
For me, they were way too rough around the edges. I preferred comparatively "cleaner" games like the ones made by Nintendo, Konami, and Capcom.
That's not to say there weren't exceptions. I bought and played the hell out of the company's Racket Attack, for example. (Don't take that to be an endorsement; it's not. The game's terrible, even if I have a soft spot for it.)
And I remember renting and enjoying its home port of City Connection on a few occasions, too.
Despite my anti-Jaleco bias, I'm sure I would've given Pizza Pop! more than a second look back in the day had it not been a Japan-only release.
Sadly, that wasn't the case, and so I had to wait until a few years ago to finally experience this wacky platformer (via emulation, of course).
Was it worth the wait? In some ways yes, and in some ways no. On the positive side, Pizza Pop! looks and sounds great. I particularly love its cartoonish aesthetic, though its boppy, poppy backing tunes are a ton of fun as well.
On the negative side, though, there's the fact that this game seems to revel in being annoyingly cheap (from a difficulty perspective).
Something that was without a doubt worth the wait, or at least worth what I spent on it, is this game's instruction manual. Why? For starters, it's full of color. This is especially true of its story spread (pages two and three, above), but it's also true of the ones that follow.
Sadly, that's one of the only places you'll find any unique illustrations in the Pizza Pop! booklet. You will encounter a number of screenshots throughout, however. They don't really make up for the lack of drawings, but in this kind of situation you've got to take what you get.
This manual's biggest missed opportunity, as far as I'm concerned, is that its pair of "character" pages (12 and 13, below) feature in-game sprites rather than line-art depictions of the game's enemies.
Oh, well, at least the baddies that fill the Pizza Pop! stages are a good-looking bunch.
What do you think of this latest entry in my "Manual Stimulation" series? Also, if you've played Pizza Pop!, what did you think of it? Share your thoughts in the comments section of this post.
See also: some photos of Pizza Pop's packaging
Labels:
famicom,
Famicom manuals,
game manuals,
Jaleco,
Japanese games,
Manual Stimulation,
NES,
old games,
Pizza Pop,
retro
Friday, March 30, 2018
Nice Package! (Banishing Racer, GameBoy)
The first time I laid my eyes on Banishing Racer's box cover (don't ask me when, it's all a blur now), I thought, I need to have that!
Mind you, this was before I'd played even a single second of the game. And it was before I discovered just how much you have to pay for a copy of it these days, too.
Back then, though, neither of those things mattered. All I cared about was the brilliantly colorful illustration that's showcased in the photo below.
OK, so I also liked its name. Banishing Racer. Or Vanishing Racer, as some prefer. Not that the latter makes any more sense than the former.
Whatever. I thought it was silly. And kind of appropriate, considering the game is a bizarre side-scroller that stars an anthropomorphic car. (The cross-eyed green one that's front and center on the Banishing Racer cover, above.)
If a platformer with a four-wheeled protagonist sounds somewhat familiar, that's probably because you've played-or heard of--another Jaleco-made game, 1985's City Connection.
Although I don't believe the now-defunct developer and publisher ever specifically declared Banishing Racer to be an official or even spiritual follow-up to that arcade (as well as Famicom and NES) classic, it sure seems like it at least has to be the latter.
Regardless, this Japan-only GameBoy release is a unique and mostly entertaining offering.
I say "mostly" here because controlling the begloved bug--or whatever type of auto it's supposed to be--that serves as Banishing Racer's main character isn't always effortless, the game's difficulty wavers wildly between cakewalk easy and pull-your-hair-out tough, and it includes a measly 15 stages (a couple of which are painfully short).
But it also looks and sounds great (see and hear what I mean by checking out this Banishing Racer longplay), plus it's simply fun to play a side-scrolling action game in which you're plopped into the shoes--or, erm, wheels--of something other than a person or an animal.
For me, Banishing Racer's positive attributes outweigh its negative ones in the end, although I acknowledge that not everyone feels this way. The proprietor of one of my favorite retro-gaming blogs, VGJUNK, certainly doesn't share my love of this cart, and I've had conversations with a number of other folks who similarly turn their noses up at it.
I'll bet even they have a soft spot for Banishing Racer's box art, though; and its cartridge label and instruction manual cover, too.
Disappointingly, the Banishing Racer manual isn't as wonderful as you probably expect it to be given the game's key art. It's not terrible, but it's also not chock-full of grin-inducing illustrations. Don't take my word for it; you can decide for yourself when I feature it in an upcoming "Manual Stimulation" post.
In the meantime, what do all of you think of the Banishing Racer packaging shots showcased in this post? And what do you think of the game itself, if you've ever played it?
See also: previous 'Nice Package!' posts about Burning Paper, Noobow, Penguin-kun Wars, and Shippo de Bun
Mind you, this was before I'd played even a single second of the game. And it was before I discovered just how much you have to pay for a copy of it these days, too.
Back then, though, neither of those things mattered. All I cared about was the brilliantly colorful illustration that's showcased in the photo below.
OK, so I also liked its name. Banishing Racer. Or Vanishing Racer, as some prefer. Not that the latter makes any more sense than the former.
Whatever. I thought it was silly. And kind of appropriate, considering the game is a bizarre side-scroller that stars an anthropomorphic car. (The cross-eyed green one that's front and center on the Banishing Racer cover, above.)
If a platformer with a four-wheeled protagonist sounds somewhat familiar, that's probably because you've played-or heard of--another Jaleco-made game, 1985's City Connection.
Although I don't believe the now-defunct developer and publisher ever specifically declared Banishing Racer to be an official or even spiritual follow-up to that arcade (as well as Famicom and NES) classic, it sure seems like it at least has to be the latter.
Regardless, this Japan-only GameBoy release is a unique and mostly entertaining offering.
I say "mostly" here because controlling the begloved bug--or whatever type of auto it's supposed to be--that serves as Banishing Racer's main character isn't always effortless, the game's difficulty wavers wildly between cakewalk easy and pull-your-hair-out tough, and it includes a measly 15 stages (a couple of which are painfully short).
But it also looks and sounds great (see and hear what I mean by checking out this Banishing Racer longplay), plus it's simply fun to play a side-scrolling action game in which you're plopped into the shoes--or, erm, wheels--of something other than a person or an animal.
For me, Banishing Racer's positive attributes outweigh its negative ones in the end, although I acknowledge that not everyone feels this way. The proprietor of one of my favorite retro-gaming blogs, VGJUNK, certainly doesn't share my love of this cart, and I've had conversations with a number of other folks who similarly turn their noses up at it.
I'll bet even they have a soft spot for Banishing Racer's box art, though; and its cartridge label and instruction manual cover, too.
Disappointingly, the Banishing Racer manual isn't as wonderful as you probably expect it to be given the game's key art. It's not terrible, but it's also not chock-full of grin-inducing illustrations. Don't take my word for it; you can decide for yourself when I feature it in an upcoming "Manual Stimulation" post.
In the meantime, what do all of you think of the Banishing Racer packaging shots showcased in this post? And what do you think of the game itself, if you've ever played it?
See also: previous 'Nice Package!' posts about Burning Paper, Noobow, Penguin-kun Wars, and Shippo de Bun
Thursday, May 25, 2017
Five favorites: Famicom leading ladies
Here's an admission that should shock no one: I've preferred female protagonists in video games to male ones since my earliest experiences with the medium.
Unfortunately, NES games that let you play as a girl or woman were far from common--or at least that was the case for the ones I owned or rented back in the day. Metroid is an obvious stand-out, as is Super Mario Bros. 2, but other than that pair? The only additional examples that come to mind at the moment are Athena, Ice Climber (you can control Nana in two-player mode), Mickey Mousecapade (in a way) and Final Fantasy (I'm one of those folks who have always considered the white mage to be female).
Thankfully, I'm no longer a kid, which means imports are no longer off limits. That's a big deal, because Famicom games weren't as sexist as their North American counterparts--as should be evident by the time you finish reading the following blurbs about five of my favorite female protagonists to grace the Japanese iteration of Nintendo's 8-bit console.
Altiana (Space Hunter)--Full disclosure: I've never actually played this Kemco-made, flick-screen action game, but I've long wanted to give it a try. Admittedly, its gameplay looks a bit rough (see it action here), but its spritework--protagonist Altiana's, especially--is right up my alley. I know some folks wish the in-game version of Altiana looked a bit more like the version showcased on the Space Hunter box cover, but I think she looks great in both forms. Plus, based on the footage above, she seems to be a kick-ass-and-take-names kind of gal, which means I'd bow down to her even if her sprite was gnarly. (To learn more about this Japan-only release from 1986, check out Video Game Den's Space Hunter write-up.)
Clarice (City Connection)--What do I like least about this console port of Jaleco's arcade classic? That you only get a glimpse of its main character, the blue-haired lady in the screenshot above, between stages. Sure, the rest of City Connection also is as cute as can be, but I find Clarice's design to be so pleasant that it's a real shame players don't get to see more of it. Oh, well, at least she's the star of this banana-yellow Famicom cartridge. After all, how often does a driving game--even one that's more of a platformer than a racer--feature a female protagonist? (Bonus content: I first rented the NES iteration of City Connection back in the day because I thought its logo was adorable.)
Lum (Urusei Yatsura: Lum no Wedding Bell)--I've got to be honest here: I don't know a whole lot about the Urusei Yatsura manga and anime series in general or the Lum character in particular. (Besides what I've read on Wikipedia, I mean.) That unfortunate ignorance hasn't kept me from lusting after this Jaleco-made platformer, though, which is a remake, of sorts, of the same company's Momoko 120% arcade game. Chiefly responsible for the blossoming of that long-distance love affair: Hardcore Gaming 101 writer Neil Foster's declaration (in this article about Momoko 120%) that both Lum no Wedding Bell and its predecessor are "more or less standard arcade flair in the Donkey Kong vein." Add to that the fact that the blue-coiffed Lum can zap on-coming baddies with lightning bolts, and the appeal should be as clear as day.
Myu (Insector X)--Before I say anything else, I've got to give a shout-out to the 1CC Log for Shmups for educating me as to this red-headed gal's name. Before I came across the post linked to above, I assumed this 8-bit reimagining of Taito's quarter-muncher of the same title simply referred to her as "girl," or something similarly lazy and disappointing. Speaking of disappointing, Insector X's character-select screen suggests players should only choose Myu if they're girls themselves. Ugh. On a positive note, at least a female option exists. Related aside: I prefer Myu's design to that of her male cohort (his name is Anny) many times over.
Sayo (Kiki KaiKai DotÅ Hen)--I've had a soft spot for the Shinto shrine maiden that serves as this Famicom Disk System's protagonist ever since I played through Pocky & Rocky with wide-eyed gusto as a teenager. That soft spot only grew when I became aware of the PC Engine port of the original KiKi KaiKai. (FYI: you can peruse the entirety of that game's instruction booklet in this "Manual Stimulation" post.) In the beginning, I liked Sayo because she was cute. Later, I came to appreciate that she single-handedly sets out to rescue not just one god, but seven of them, in this multi-directional shmup--which differs from both the arcade original and the aforementioned HuCard release in a number of important ways--with nothing more than a fistful of o-fuda scrolls.
Do you have any favorites when it comes to women who have starring roles in Famicom games? If so, let me know which ones in the comments section that follows.
Unfortunately, NES games that let you play as a girl or woman were far from common--or at least that was the case for the ones I owned or rented back in the day. Metroid is an obvious stand-out, as is Super Mario Bros. 2, but other than that pair? The only additional examples that come to mind at the moment are Athena, Ice Climber (you can control Nana in two-player mode), Mickey Mousecapade (in a way) and Final Fantasy (I'm one of those folks who have always considered the white mage to be female).
Thankfully, I'm no longer a kid, which means imports are no longer off limits. That's a big deal, because Famicom games weren't as sexist as their North American counterparts--as should be evident by the time you finish reading the following blurbs about five of my favorite female protagonists to grace the Japanese iteration of Nintendo's 8-bit console.
Clarice (City Connection)--What do I like least about this console port of Jaleco's arcade classic? That you only get a glimpse of its main character, the blue-haired lady in the screenshot above, between stages. Sure, the rest of City Connection also is as cute as can be, but I find Clarice's design to be so pleasant that it's a real shame players don't get to see more of it. Oh, well, at least she's the star of this banana-yellow Famicom cartridge. After all, how often does a driving game--even one that's more of a platformer than a racer--feature a female protagonist? (Bonus content: I first rented the NES iteration of City Connection back in the day because I thought its logo was adorable.)
Lum (Urusei Yatsura: Lum no Wedding Bell)--I've got to be honest here: I don't know a whole lot about the Urusei Yatsura manga and anime series in general or the Lum character in particular. (Besides what I've read on Wikipedia, I mean.) That unfortunate ignorance hasn't kept me from lusting after this Jaleco-made platformer, though, which is a remake, of sorts, of the same company's Momoko 120% arcade game. Chiefly responsible for the blossoming of that long-distance love affair: Hardcore Gaming 101 writer Neil Foster's declaration (in this article about Momoko 120%) that both Lum no Wedding Bell and its predecessor are "more or less standard arcade flair in the Donkey Kong vein." Add to that the fact that the blue-coiffed Lum can zap on-coming baddies with lightning bolts, and the appeal should be as clear as day.
Myu (Insector X)--Before I say anything else, I've got to give a shout-out to the 1CC Log for Shmups for educating me as to this red-headed gal's name. Before I came across the post linked to above, I assumed this 8-bit reimagining of Taito's quarter-muncher of the same title simply referred to her as "girl," or something similarly lazy and disappointing. Speaking of disappointing, Insector X's character-select screen suggests players should only choose Myu if they're girls themselves. Ugh. On a positive note, at least a female option exists. Related aside: I prefer Myu's design to that of her male cohort (his name is Anny) many times over.
Sayo (Kiki KaiKai DotÅ Hen)--I've had a soft spot for the Shinto shrine maiden that serves as this Famicom Disk System's protagonist ever since I played through Pocky & Rocky with wide-eyed gusto as a teenager. That soft spot only grew when I became aware of the PC Engine port of the original KiKi KaiKai. (FYI: you can peruse the entirety of that game's instruction booklet in this "Manual Stimulation" post.) In the beginning, I liked Sayo because she was cute. Later, I came to appreciate that she single-handedly sets out to rescue not just one god, but seven of them, in this multi-directional shmup--which differs from both the arcade original and the aforementioned HuCard release in a number of important ways--with nothing more than a fistful of o-fuda scrolls.
Do you have any favorites when it comes to women who have starring roles in Famicom games? If so, let me know which ones in the comments section that follows.
Wednesday, May 03, 2017
Nice Package! (Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu, 3DS)
Although I've wanted a copy of Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu since it was first announced for release, I wasn't willing to pay full price for one.
So, I bided my time. That patience paid off last fall--three-and-a-half years after it first hit the streets of Japan--when I came across an unopened copy of this 3DS title being sold for just $20.
Was it worth the wait--and my 20 bucks? I'd say so, though I've only played Sakura-hime to Karyu no Himitsu for a couple of hours thus far.
Thankfully, that was enough for me to see that this latest Ninja Jajamaru-kun sequel (you can read about earlier ones via hardcoregaming101.net) is a real treat for the eyes, at the very least.
It's fun, too, don't get me wrong. Sakura-hime to Karyu no Himitsu's platforming action isn't going to win awards for its uniqueness, but it's crisp and solid and enjoyable enough. That's more than I was expecting from it, to be honest, so I'm happy with my investment.
All that said, I wouldn't have minded if Jaleco's designers had made the protagonist and enemy sprites larger. In their current state, they're a bit too small for my liking. Still, they're well drawn and nicely animated, so it's hard to complain too loudly.
With that out of the way, are you up for a little history lesson? The first tidbit I'd like to pass along is that Sakura-hime to Karyu no Himitsu actually began life (in 2006) as a DS game. And not only that, but it had a different subtitle at that point in time: Pen wa Ken Yori mo Tsuyoshi de Gozaru, which according to the folks at Hardcore Gaming 101 translates to something like The Pen is Greater than the Sword.
For whatever reason, Ninja Jajamaru-kun: Pen wa Ken Yori mo Tsuyoshi de Gozaru never saw the light of day. However, it's pretty clear that game lives on in Sakura-hime to Karyu no Himitsu, which hit Japanese store shelves (as well as that region's 3DS eShop) in 2013. Early screenshots of the DS title show off characters and environments that are nearly identical to comparable elements found in the 3DS release.
Also, you may have noticed that the cover art and cartridge label above sport "Hamster" logos. That's because although Jaleco developed Sakura-hime to Karyu no Himitsu and seemingly intended to publish it as well, those plans changed when the company was bought out by Game Yarou.
At some point along the way, Hamster Corporation stepped in and brought the game to market. I wish I could tell you when or why or how this intervention came about, but I can't.
As for Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu's packaging, I, for one, think it's fairly nice. I especially like the colorful cover art. Curiously, copies don't come with a full-fledged instruction manual; instead, they come with a single sheet of paper that explains the game's controls and that's it.
Oh, well, I guess it's better than nothing--which is what you get when you buy a boxed 3DS game these days.
See also: previous 'Nice Package!' posts about KiKi KaiKai and Son Son II for the PC Engine
So, I bided my time. That patience paid off last fall--three-and-a-half years after it first hit the streets of Japan--when I came across an unopened copy of this 3DS title being sold for just $20.
Was it worth the wait--and my 20 bucks? I'd say so, though I've only played Sakura-hime to Karyu no Himitsu for a couple of hours thus far.
Thankfully, that was enough for me to see that this latest Ninja Jajamaru-kun sequel (you can read about earlier ones via hardcoregaming101.net) is a real treat for the eyes, at the very least.
It's fun, too, don't get me wrong. Sakura-hime to Karyu no Himitsu's platforming action isn't going to win awards for its uniqueness, but it's crisp and solid and enjoyable enough. That's more than I was expecting from it, to be honest, so I'm happy with my investment.
All that said, I wouldn't have minded if Jaleco's designers had made the protagonist and enemy sprites larger. In their current state, they're a bit too small for my liking. Still, they're well drawn and nicely animated, so it's hard to complain too loudly.
With that out of the way, are you up for a little history lesson? The first tidbit I'd like to pass along is that Sakura-hime to Karyu no Himitsu actually began life (in 2006) as a DS game. And not only that, but it had a different subtitle at that point in time: Pen wa Ken Yori mo Tsuyoshi de Gozaru, which according to the folks at Hardcore Gaming 101 translates to something like The Pen is Greater than the Sword.
For whatever reason, Ninja Jajamaru-kun: Pen wa Ken Yori mo Tsuyoshi de Gozaru never saw the light of day. However, it's pretty clear that game lives on in Sakura-hime to Karyu no Himitsu, which hit Japanese store shelves (as well as that region's 3DS eShop) in 2013. Early screenshots of the DS title show off characters and environments that are nearly identical to comparable elements found in the 3DS release.
Also, you may have noticed that the cover art and cartridge label above sport "Hamster" logos. That's because although Jaleco developed Sakura-hime to Karyu no Himitsu and seemingly intended to publish it as well, those plans changed when the company was bought out by Game Yarou.
At some point along the way, Hamster Corporation stepped in and brought the game to market. I wish I could tell you when or why or how this intervention came about, but I can't.
As for Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu's packaging, I, for one, think it's fairly nice. I especially like the colorful cover art. Curiously, copies don't come with a full-fledged instruction manual; instead, they come with a single sheet of paper that explains the game's controls and that's it.
Oh, well, I guess it's better than nothing--which is what you get when you buy a boxed 3DS game these days.
See also: previous 'Nice Package!' posts about KiKi KaiKai and Son Son II for the PC Engine
Monday, July 18, 2016
Second Chances: Racket Attack (NES)
I've played tennis since I was about seven years old. That's when my dad started teaching me the sport at the public courts not too far from our suburban Wisconsin home.
I didn't consider myself a tennis fan, though, until I turned 12 or 13. That's when I remember watching Wimbledon on TV for the first time. Or at least that's the first time I remember laying eyes on the player (Steffi Graf) who single-handedly caused me to tune into many more Wimbledons--not to mention Australian Opens, French Opens, US Opens and other, smaller tournaments--in the years and even decades to come.
I say all of this because it should help explain this next comment: as a teen, I played a whole lot of Jaleco's Racket Attack (Moero!! Pro Tennis in Japan). I couldn't tell you how many hours I devoted to it, of course, but I can tell you it wasn't just a passing fancy.
That may shock those of you who have even the slightest amount of experience with this TOSE-developed NES cartridge, as the game isn't exactly considered a classic.
Still, when I was younger, I was fairly obsessed with it--at least for a time. I'm not sure if I ever "beat" it (hell, I'm not even sure its "beatable"). Regardless, I got to know Racket Attack really well at that time in my life.
Unfortunately, none of that seemed to matter whenever I've returned to the game in the last few years. Each time, I walked away from it in disgust after failing to come to grips with its frustratingly awkward controls.
Why did I give it another chance this past weekend? Honestly, I haven't a clue. I guess I was just curious to see if I still thought it sucked. Or maybe I just wanted to play a tennis video game and couldn't think of a better option. At any rate, I booted it up and took a deep breath. Here's a rundown of what happened next:
* Through the first three games of my match (I played as "Gray," while my opponent was "Juana"), I won a single point.
* In the fourth game, I not only won a few points, I won an entire game--on my opponent's serve, no less. This was accomplished by rushing the net like Martina Navratilova in her prime.
* Sadly, that was the only game I won during that first set against the similarly baseline-phobic Juana. I should've won a few more, but I always found a way to screw up those chances. Oh, well.
* Shockingly, I won the first game of the second set. I also started to feel at one with the "down the T" serve at this point. (I pretty much always faulted on it before.) Not that it did me much good, mind you, as I dropped the very next game.
* Although I gave Jauna a tougher time in our match's second set, she eventually ran out to a 5-3 lead. Somehow, I broke her--saving two match points along the way--and got back to 5-5. I lost the next two games and the match (6-1, 7-5), naturally.
Given the above, you may assume I once again walked away from Racket Attack wondering how I could've enjoyed it so much as a teen. In reality, I walked away from it with a grin on my face and the expectation that I'd play it again soon.
This is despite the controls being horribly slippery and every point--every movement, really--feeling as though the game is stuck in slow motion. Plus, even hitting a routine groundstroke is a challenge at the outset.
And then there's the fact that my hour-long match left me shaking (due to nerves) and with clammy palms and sore forearms (from clutching my controller as though my life depended on it).
On the flip side, my latest run-in with Racket Attack also prompted me to laugh more than I have in some time while playing a game. And there's no denying it looks and sounds rather nice. Player sprites are large, if not exactly well animated. Courts are spacious, colorful, and appropriately detailed. The backing tune is surprisingly catchy, too.
Does that mean I'd recommend it to others? Not really. It's a frustrating game to play and even folks who usually enjoy tennis titles are sure to turn it off in disgust.
For me, though, it's just playable enough for me to return to it now and then--although I have a feeling it'll be some time before I'm able to win a set against, let alone defeat, an opponent.
See also: previous 'Second Chances' posts
I didn't consider myself a tennis fan, though, until I turned 12 or 13. That's when I remember watching Wimbledon on TV for the first time. Or at least that's the first time I remember laying eyes on the player (Steffi Graf) who single-handedly caused me to tune into many more Wimbledons--not to mention Australian Opens, French Opens, US Opens and other, smaller tournaments--in the years and even decades to come.
I say all of this because it should help explain this next comment: as a teen, I played a whole lot of Jaleco's Racket Attack (Moero!! Pro Tennis in Japan). I couldn't tell you how many hours I devoted to it, of course, but I can tell you it wasn't just a passing fancy.
That may shock those of you who have even the slightest amount of experience with this TOSE-developed NES cartridge, as the game isn't exactly considered a classic.
Still, when I was younger, I was fairly obsessed with it--at least for a time. I'm not sure if I ever "beat" it (hell, I'm not even sure its "beatable"). Regardless, I got to know Racket Attack really well at that time in my life.
Unfortunately, none of that seemed to matter whenever I've returned to the game in the last few years. Each time, I walked away from it in disgust after failing to come to grips with its frustratingly awkward controls.
Why did I give it another chance this past weekend? Honestly, I haven't a clue. I guess I was just curious to see if I still thought it sucked. Or maybe I just wanted to play a tennis video game and couldn't think of a better option. At any rate, I booted it up and took a deep breath. Here's a rundown of what happened next:
* Through the first three games of my match (I played as "Gray," while my opponent was "Juana"), I won a single point.
* In the fourth game, I not only won a few points, I won an entire game--on my opponent's serve, no less. This was accomplished by rushing the net like Martina Navratilova in her prime.
* Sadly, that was the only game I won during that first set against the similarly baseline-phobic Juana. I should've won a few more, but I always found a way to screw up those chances. Oh, well.
* Shockingly, I won the first game of the second set. I also started to feel at one with the "down the T" serve at this point. (I pretty much always faulted on it before.) Not that it did me much good, mind you, as I dropped the very next game.
* Although I gave Jauna a tougher time in our match's second set, she eventually ran out to a 5-3 lead. Somehow, I broke her--saving two match points along the way--and got back to 5-5. I lost the next two games and the match (6-1, 7-5), naturally.
Given the above, you may assume I once again walked away from Racket Attack wondering how I could've enjoyed it so much as a teen. In reality, I walked away from it with a grin on my face and the expectation that I'd play it again soon.
This is despite the controls being horribly slippery and every point--every movement, really--feeling as though the game is stuck in slow motion. Plus, even hitting a routine groundstroke is a challenge at the outset.
And then there's the fact that my hour-long match left me shaking (due to nerves) and with clammy palms and sore forearms (from clutching my controller as though my life depended on it).
On the flip side, my latest run-in with Racket Attack also prompted me to laugh more than I have in some time while playing a game. And there's no denying it looks and sounds rather nice. Player sprites are large, if not exactly well animated. Courts are spacious, colorful, and appropriately detailed. The backing tune is surprisingly catchy, too.
Does that mean I'd recommend it to others? Not really. It's a frustrating game to play and even folks who usually enjoy tennis titles are sure to turn it off in disgust.
For me, though, it's just playable enough for me to return to it now and then--although I have a feeling it'll be some time before I'm able to win a set against, let alone defeat, an opponent.
See also: previous 'Second Chances' posts
Labels:
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tose
Sunday, June 12, 2016
CIB Sunday: Pizza Pop! (Famicom)
It's Sunday once again, and you know what that means: it's time to share a photo of a complete-in-box copy of some video game or other.
This week, I’m going with Jaleco’s Pizza Pop! By most accounts, this Famicom title, released all the way back in 1992, is not a great game. Still, I've long been a fan of it due to its colorful graphics and old-school platforming gameplay.
OK, so it's also due to this import's vivacious packaging, which is on full display in the snapshot above.
Want to learn more about Pizza Pop! or see more photos of its box, cartridge or instruction manual? Check out this old post of mine.
See also: 'CIB Sunday: Hyakumanton no Bara Bara (PSP)'
This week, I’m going with Jaleco’s Pizza Pop! By most accounts, this Famicom title, released all the way back in 1992, is not a great game. Still, I've long been a fan of it due to its colorful graphics and old-school platforming gameplay.
OK, so it's also due to this import's vivacious packaging, which is on full display in the snapshot above.
Want to learn more about Pizza Pop! or see more photos of its box, cartridge or instruction manual? Check out this old post of mine.
See also: 'CIB Sunday: Hyakumanton no Bara Bara (PSP)'
Labels:
8-bit,
CIB,
CIBSunday,
famicom,
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imports,
Jaleco,
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old games,
photos,
Pizza Pop,
platformers,
retro
Saturday, June 11, 2016
Introducing: the Famicart Art! tumblr
As most (all?) of you know, I'm a real sucker for anything related to the Nintendo Famicom.
Which means, of course, I've become a tiny bit obsessed with Walter Parenton's latest tumblr--he also maintains one called boygraphics--since I first became aware of it a couple of days ago.
The name of Parenton's new tumblog says it all, really: Famicart Art!
Here are a few examples of what you'll be able to ogle if you decide to follow the Famicart Art! tumblr:
The colorful cartridge above contains a Jaleco-made game called Ochin no Toshi Puzzle Tonjan!?
This spooky-looking piece of plastic, on the other hand, houses Yamamura Misa Suspense: Kyoto Hana no Misshitsu Satsujin Jiken, a Japan-only (duh) adventure game from 1989.
Finally, we have Pony Canyon's adorable Onyanko Town. This 1985 release has been on my "to buy" list for ages now. Maybe this write-up will push me to get off my butt and buy a copy of it.
While you wait for my inevitable slew of blog posts about Onyanko Town, you should head over to my Flickr photostream and check out all of the photos I've taken of Famicom game boxes, cartridges and instruction manuals.
See also: previous Famicom-focused posts
Which means, of course, I've become a tiny bit obsessed with Walter Parenton's latest tumblr--he also maintains one called boygraphics--since I first became aware of it a couple of days ago.
The name of Parenton's new tumblog says it all, really: Famicart Art!
Here are a few examples of what you'll be able to ogle if you decide to follow the Famicart Art! tumblr:
The colorful cartridge above contains a Jaleco-made game called Ochin no Toshi Puzzle Tonjan!?
This spooky-looking piece of plastic, on the other hand, houses Yamamura Misa Suspense: Kyoto Hana no Misshitsu Satsujin Jiken, a Japan-only (duh) adventure game from 1989.
Finally, we have Pony Canyon's adorable Onyanko Town. This 1985 release has been on my "to buy" list for ages now. Maybe this write-up will push me to get off my butt and buy a copy of it.
While you wait for my inevitable slew of blog posts about Onyanko Town, you should head over to my Flickr photostream and check out all of the photos I've taken of Famicom game boxes, cartridges and instruction manuals.
See also: previous Famicom-focused posts
Labels:
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Jaleco,
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Taito,
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Walter Parenton
Wednesday, February 24, 2016
The Great Gaymathon Review #73: City Connection (Famicom)
Game: City Connection
Genre: Platformer
Developer: Axes Art Amuse
Publisher: Jaleco Entertainment
System: Famicom
Release date: 1985
The 1980s were great for folks who enjoyed playing video games with completely off-the-wall settings and premises.
There was a game that starred two brothers who, upon being turned into bubble-blowing dragons, set off to rescue their kidnapped girlfriends from a skeletal whale. Another noteworthy offering was a text adventure featuring nothing but anthropomorphic fruits and vegetables--with the protagonist being a cucumber knight.
Hell, the cartridge that helped make video games a household name around the world--its main character being a mustachioed plumber who spends his free time eating spotted mushrooms and tossing fireballs at meandering chestnut-shaped baddies with Brooke Shields-esque eyebrows--made its debut during this decade.
In that context, a pithy platformer that puts players into the driver's seat of an unstoppable hot rod and tasks them with painting the streets of various tourist destinations (London, New York City and Paris among them) seems positively pedestrian.
That's not to say Jaleco's City Connection, which began life as a quarter-muncher before being ported to the MSX and Famicom, is a bore. In fact, I'd say it's the polar opposite of that.
Admittedly, it isn't the deepest of gaming experiences. All you have to do while playing it is press left or right on your controller's d-pad to change the direction of your car--like I said earlier, it moves on its own--and hit the A button to make your auto jump. (Oh, and you can collect oil cans while racing about and then shoot them at obstacles by tapping your controller's B button.)
OK, so there's a bit more to City Connection than that. While you're busy aiming your car and timing its jumps, you also have to keep an eye on the road before you. This is because sharing the pavement with you are police cars, spikes and cats. Run into any of them and you lose one of the small handful of lives given to you at the game's onset.
If all of that sounds kind of ridiculous, well, it is. It's also surprisingly enjoyable--and even rather addictive. Basically, City Connection is one of those old games that's easy to stick into your Famicom, play for a few minutes, bop your head to the brilliant backing tunes and then return to the rest of your day.
Which I guess may sound disappointing to folks searching for another title to add to their "games are art" discussions. Plenty of titles, old and new, fit that description, though, so my suggestion is to forget about that for the time being and accept City Connection for the simplistic fun it ably provides.
See also: previous 'Great Gaymathon' reviews plus 'Manual Stimulation (City Connection)' and 'Nice Package! (City Connection)'
Labels:
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arcade ports,
City Connection,
classics,
famicom,
Jaleco,
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quarter-muncher,
retro,
reviews,
The Great Gaymathon
Friday, February 05, 2016
Manual Stimulation (City Connection, Famicom)
A week ago, I published a post about City Connection's packaging--in particular, its outer box and cartridge. (Check it out here, if you missed it the first time around.)
Although I usually include a photo or two of a game's instruction manual in my "Nice Package!" write-ups, I didn't do so in my City Connection post because, well, to be honest, I forgot to snap one.
In the end, that's OK, as you can see the entirety of this Jaleco-made title's manual right here, starting with its front and back covers:
In other words, don't expect its instruction manual to be all flashy like the ones created for later releases like Yume Penguin Monogatari, Mother, or Hoshi no Kirby (aka Kirby's Adventure).
Actually, that's not completely fair, as the manual that accompanied copies of Taito's Chack'n Pop port featured some surprisingly snazzy illustrations, if you ask me.
Still, that was an exception to the rule of the time. Most Famicom games were sold with instruction manuals that were the definition of "bare bones," and City Connection is pretty par for the course in that regard.
That's to suggest City Connection's isn't worth flipping through once or twice. As you can see in the scans found above and below, it showcases some interesting pieces of pixel art.
Although I usually include a photo or two of a game's instruction manual in my "Nice Package!" write-ups, I didn't do so in my City Connection post because, well, to be honest, I forgot to snap one.
In the end, that's OK, as you can see the entirety of this Jaleco-made title's manual right here, starting with its front and back covers:
Before you scroll any further, I have to warn you: City Connection was a fairly early Famicom release. For some context, it came out in the same year as Namco's Dig Dug port, Enix's debut title, Door Door and Nintendo's Mach Rider.
In other words, don't expect its instruction manual to be all flashy like the ones created for later releases like Yume Penguin Monogatari, Mother, or Hoshi no Kirby (aka Kirby's Adventure).
Actually, that's not completely fair, as the manual that accompanied copies of Taito's Chack'n Pop port featured some surprisingly snazzy illustrations, if you ask me.
Still, that was an exception to the rule of the time. Most Famicom games were sold with instruction manuals that were the definition of "bare bones," and City Connection is pretty par for the course in that regard.
That's to suggest City Connection's isn't worth flipping through once or twice. As you can see in the scans found above and below, it showcases some interesting pieces of pixel art.
Friday, January 29, 2016
Nice Package! (City Connection, Famicom)
Until a few months ago, City Connection was nowhere to be found on the extensive gaming "wish list" that resides on my trusty laptop.
Although I have fond memories of playing some version or other of this odd Jaleco-made action game as a teen, it was a Famicom title I could do without.
Or so I thought. Just before the holidays, I fired up this 1985 release's ROM and had such a blast with it that I decided then and there to track down a complete-in-box (CIB) copy of it.
To be fair, I go through that very same process all the time in regard to other games, and the majority of them are still taking up space on my precious "buy ASAP" list.
What pushed me to pick up City Connection so quickly? There's no question its plucky Japanese box art (above) played a pretty vital role.
I don't know that I'd say the back of City Connection's box is as fabulous as its front, but that doesn't mean the latter is a big old turd.
For instance, I rather like how the reverse side of the package showcases a handful of semi-wonky screenshots like only a retro game can do.
The absolute best part of the CIB City Connection experience, though, is its cartridge. I mean, just look at the beautiful, banana-yellow plastic in the photo above.
Adding to the effect is the focused version of the game's logo and box art.
Now here (or, rather, above) is something you don't see every day--a label on the back of a Famicom cart that features more than a couple of lines of boring text.
Sadly, I'm clueless as to the point of this label. Does it simply reiterate or summarize the information shared on the backside of City Connection's box? Or does it share some kind of unique info with the player? Whatever the case may be, consider me a fan of the general execution.
Have any of you played any iteration of City Connection? If so, what are your thoughts on it?
Although I have fond memories of playing some version or other of this odd Jaleco-made action game as a teen, it was a Famicom title I could do without.
Or so I thought. Just before the holidays, I fired up this 1985 release's ROM and had such a blast with it that I decided then and there to track down a complete-in-box (CIB) copy of it.
To be fair, I go through that very same process all the time in regard to other games, and the majority of them are still taking up space on my precious "buy ASAP" list.
What pushed me to pick up City Connection so quickly? There's no question its plucky Japanese box art (above) played a pretty vital role.
I don't know that I'd say the back of City Connection's box is as fabulous as its front, but that doesn't mean the latter is a big old turd.
For instance, I rather like how the reverse side of the package showcases a handful of semi-wonky screenshots like only a retro game can do.
The absolute best part of the CIB City Connection experience, though, is its cartridge. I mean, just look at the beautiful, banana-yellow plastic in the photo above.
Adding to the effect is the focused version of the game's logo and box art.
Now here (or, rather, above) is something you don't see every day--a label on the back of a Famicom cart that features more than a couple of lines of boring text.
Sadly, I'm clueless as to the point of this label. Does it simply reiterate or summarize the information shared on the backside of City Connection's box? Or does it share some kind of unique info with the player? Whatever the case may be, consider me a fan of the general execution.
Have any of you played any iteration of City Connection? If so, what are your thoughts on it?
Labels:
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box art,
cartridge label,
cartridges,
City Connection,
famicom,
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nintendo,
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photos,
retro
Tuesday, December 15, 2015
Shall We Do It? (Alien Syndrome, City Connection, Mickey Mousecapade, Parodius Da! and Super Mario Bros. 2)
Some of you may be wondering why all of the games mentioned in this post's headline are decidedly retro" Well, that would be because the only current game I've played in the last few weeks is Pokémon Picross.
OK, so I've also put some time--and money--into Nintendo Badge Arcade during that same period, although I don't know if I'd call the latter a "game." (It's more of an app, if you ask me.)
What about The Legend of Legacy and Undertale? I haven't played either of them in about a month, sadly. And I haven't even started Yo-Kai Watch, despite the fact that a copy of that 3DS title has been in my hands since I got it as a birthday present right after Thanksgiving.
Given all of the above, it may seem strange that I decided to spend a good part of this past weekend playing the following bunch of golden oldies. The only response I can come up with to that charge is "I needed it." And don't we all sometimes?
Alien Syndrome (Game Gear)--Considering my nearly lifelong love of the first two Alien films, you’d think I would have at least tried this similarly themed game ages ago. Actually, I have plunked a bit of time into various versions of this Sega-made title (which originated in the arcades) over the years, but for whatever reason the aesthetics and gameplay never sat well with me. Something changed in that regard this weekend, though, as I raced through three of the Game Gear port’s stages on Saturday morning and only gave up after seeing a satisfactory portion of its fourth.
If this is the first you’ve heard of Alien Syndrome, by the way, the gist of it is it’s a run-and-gun action game that’s clearly inspired by the original Alien flick. You run around each level--most or all of which take place on some sort of spaceship--and rescue stranded crewmates while avoiding (or blowing away) a whole host of nightmarish baddies. Oh, and a clock is ticking away all the while, which adds a certain sense of urgency to both of those tasks.
As is the case with most of the games I booted up over the last few days, some (maybe many) modern gamers are sure to find the Game Gear version of Alien Syndrome painfully dated, especially in the graphics department. Still, if you’re a fan of tense gaming experiences and extraterrestrial settings, you’d do well to overlook this title’s superficial stumbling points and give it a bit of love.
City Connection (Famicom)--Looking back on it now, it seems strange that as a kid I had access to an arcade containing a City Connection cabinet. After all, I grew up in a small town in Wisconsin—not exactly a hotbed of obscure Japanese games of any sort.
At any rate, I'm glad my local arcade (bowling alley, really) was home to this Axes Art Amuse-made and Jaleco-published oddity--for a while, at least. I played it every chance I got. Who could blame me? It's a platformer--of sorts--that shoves players behind the wheel of an adorable red sports car and then forces them to race and leap around a handful of stages, all of which are set in real-life cities. The point: why, to cover their roadways in paint, of course. (You do this do you can prove you've fully experienced each locale.)
I wish I could tell you how accurate the Famicom port of City Connection is to the arcade original, but I can't. I can say the former is a lot of fun, though. It's colorful, it controls well enough, it's challenging (but not overly cheap, as is the case for too many games from this era) and it has a soundtrack that's better than it has any right to be.
Mickey Mousecapade (NES)--Here's another game from my childhood. For some weird reason, this is one of the 20 or so NES games I owned as a kid. I say it's weird because I've never really been a big Disney fan. As such, I'm not sure what prompted me to buy (or, more likely, ask for it as a birthday or Christmas gift) Mickey Mousecapade.
Regardless, I remember liking this classic platformer--which curiously puts players in control of both Mickey and Minnie at the same time--well enough. I also remember finding it more than a smidge frustrating beyond its first stage. Which is kind of hilarious, as I got all the way to the game's third stage on my second try this past weekend, and without a whole lot of fuss. Sadly, that's as far as I was able to get.
Oh, well, I'm glad I finally revisited Mickey Mousecapade after all these years. It's far from a great game, and it's downright ugly in spots (I'm looking at you, annoying forest level), but the background music is nice and the overall experience is enjoyable enough that I'll probably return to it again ... in a couple of years or so.
Parodius Da! (PC Engine)--Would you believe this was one of the first Japanese games I ever imported? Detana!! TwinBee was another, along with Final Fantasy V, Final Fantasy VI and Tengai Makyou II. Oh, and Pop'n TwinBee, too.
At any rate, this was my favorite of the bunch. (OK, so I was pretty fond of the two Final Fantasy games as well.) Which makes sense, as it's hard to play this wackadoodle shmup, which parodies Konami's genre-defining Gradius series (hence the name), without a huge grin plastered across your face all the while.
I spend most of my time with the PC Engine port of Parodius Da! playing its "Special" mode, by the way. It's a single-level, high-score romp that's perfect for short bursts of play--which means it's perfect for my ever-diminishing attention span.
Super Mario Bros. 2 (NES)--Do you have a favorite Famicom or NES cart? Well, this is one of mine. To me, this bastard child of Nintendo's decades-old Mario series is the gaming equivalent of chicken noodle soup. It makes me feel warm and fuzzy in a way that not too many titles from any era can match.
Anyway, I was prompted to return to this pastel-shellacked platformer by the recently released Nintendo Badge Arcade. For the last few days, that 3DS app has offered up a slew of Super Mario Bros. 2 pins--every single one of which caused my mouth to froth in nostalgia-flavored glee. (OK, so maybe that's overstating things a tad.)
Although I somehow stopped myself from dropping $5 more into the Nintendo Badge Arcade, I wasn't able to keep myself from spending a similar amount to buy Super Mario Bros. 2 via the eShop. Which is just as well, because every 3DS needs to have a copy of this game stuck to its main menu and at the ready at all times, don't you think?
Have you played any retro games in recent days or weeks? If so, which ones--and what pushed you to spend some quality time with them?
OK, so I've also put some time--and money--into Nintendo Badge Arcade during that same period, although I don't know if I'd call the latter a "game." (It's more of an app, if you ask me.)
What about The Legend of Legacy and Undertale? I haven't played either of them in about a month, sadly. And I haven't even started Yo-Kai Watch, despite the fact that a copy of that 3DS title has been in my hands since I got it as a birthday present right after Thanksgiving.
Given all of the above, it may seem strange that I decided to spend a good part of this past weekend playing the following bunch of golden oldies. The only response I can come up with to that charge is "I needed it." And don't we all sometimes?
Alien Syndrome (Game Gear)--Considering my nearly lifelong love of the first two Alien films, you’d think I would have at least tried this similarly themed game ages ago. Actually, I have plunked a bit of time into various versions of this Sega-made title (which originated in the arcades) over the years, but for whatever reason the aesthetics and gameplay never sat well with me. Something changed in that regard this weekend, though, as I raced through three of the Game Gear port’s stages on Saturday morning and only gave up after seeing a satisfactory portion of its fourth.
If this is the first you’ve heard of Alien Syndrome, by the way, the gist of it is it’s a run-and-gun action game that’s clearly inspired by the original Alien flick. You run around each level--most or all of which take place on some sort of spaceship--and rescue stranded crewmates while avoiding (or blowing away) a whole host of nightmarish baddies. Oh, and a clock is ticking away all the while, which adds a certain sense of urgency to both of those tasks.
As is the case with most of the games I booted up over the last few days, some (maybe many) modern gamers are sure to find the Game Gear version of Alien Syndrome painfully dated, especially in the graphics department. Still, if you’re a fan of tense gaming experiences and extraterrestrial settings, you’d do well to overlook this title’s superficial stumbling points and give it a bit of love.
City Connection (Famicom)--Looking back on it now, it seems strange that as a kid I had access to an arcade containing a City Connection cabinet. After all, I grew up in a small town in Wisconsin—not exactly a hotbed of obscure Japanese games of any sort.
At any rate, I'm glad my local arcade (bowling alley, really) was home to this Axes Art Amuse-made and Jaleco-published oddity--for a while, at least. I played it every chance I got. Who could blame me? It's a platformer--of sorts--that shoves players behind the wheel of an adorable red sports car and then forces them to race and leap around a handful of stages, all of which are set in real-life cities. The point: why, to cover their roadways in paint, of course. (You do this do you can prove you've fully experienced each locale.)
I wish I could tell you how accurate the Famicom port of City Connection is to the arcade original, but I can't. I can say the former is a lot of fun, though. It's colorful, it controls well enough, it's challenging (but not overly cheap, as is the case for too many games from this era) and it has a soundtrack that's better than it has any right to be.
Mickey Mousecapade (NES)--Here's another game from my childhood. For some weird reason, this is one of the 20 or so NES games I owned as a kid. I say it's weird because I've never really been a big Disney fan. As such, I'm not sure what prompted me to buy (or, more likely, ask for it as a birthday or Christmas gift) Mickey Mousecapade.
Regardless, I remember liking this classic platformer--which curiously puts players in control of both Mickey and Minnie at the same time--well enough. I also remember finding it more than a smidge frustrating beyond its first stage. Which is kind of hilarious, as I got all the way to the game's third stage on my second try this past weekend, and without a whole lot of fuss. Sadly, that's as far as I was able to get.
Oh, well, I'm glad I finally revisited Mickey Mousecapade after all these years. It's far from a great game, and it's downright ugly in spots (I'm looking at you, annoying forest level), but the background music is nice and the overall experience is enjoyable enough that I'll probably return to it again ... in a couple of years or so.
Parodius Da! (PC Engine)--Would you believe this was one of the first Japanese games I ever imported? Detana!! TwinBee was another, along with Final Fantasy V, Final Fantasy VI and Tengai Makyou II. Oh, and Pop'n TwinBee, too.
At any rate, this was my favorite of the bunch. (OK, so I was pretty fond of the two Final Fantasy games as well.) Which makes sense, as it's hard to play this wackadoodle shmup, which parodies Konami's genre-defining Gradius series (hence the name), without a huge grin plastered across your face all the while.
I spend most of my time with the PC Engine port of Parodius Da! playing its "Special" mode, by the way. It's a single-level, high-score romp that's perfect for short bursts of play--which means it's perfect for my ever-diminishing attention span.
Super Mario Bros. 2 (NES)--Do you have a favorite Famicom or NES cart? Well, this is one of mine. To me, this bastard child of Nintendo's decades-old Mario series is the gaming equivalent of chicken noodle soup. It makes me feel warm and fuzzy in a way that not too many titles from any era can match.
Anyway, I was prompted to return to this pastel-shellacked platformer by the recently released Nintendo Badge Arcade. For the last few days, that 3DS app has offered up a slew of Super Mario Bros. 2 pins--every single one of which caused my mouth to froth in nostalgia-flavored glee. (OK, so maybe that's overstating things a tad.)
Although I somehow stopped myself from dropping $5 more into the Nintendo Badge Arcade, I wasn't able to keep myself from spending a similar amount to buy Super Mario Bros. 2 via the eShop. Which is just as well, because every 3DS needs to have a copy of this game stuck to its main menu and at the ready at all times, don't you think?
Have you played any retro games in recent days or weeks? If so, which ones--and what pushed you to spend some quality time with them?
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