I've published a bunch of "overlooked games you need to play as soon as possible" posts over the last year and a half.
One focused on oft-ignored PC Engine games. Later write-ups focused on Japanese PlayStation, Game Gear, GameBoy, GameBoy Advance, DS, and 3DS eShop games.
And of course another, which first went live all the way back in November of 2016, focused on overlooked Famicom games.
A recent Twitter conversation prompted me to take another look at that last post. Afterward, I thought of a few more great Famicom games people tend to pass on and so decided to chat about them here.
Don Doko Don 2--I know the Famicom is home to a ton of wonderful platformers, many of which do more to impress than this 1992 release. Still, I've long had a soft spot for it due to its adorable cast of characters, candy-coated visuals, and surprisingly appealing backing tunes. OK, so Don Doko Don 2's gameplay isn't as unique as it probably should be considering its protagonist wields a variety of hammers as weapons. It's loads of fun regardless, and for me that's more important than--or at least as important as--all of the above-mentioned bells and whistles when it comes to side-scrolling platformers.
Flying Hero--I've never been much of a fan of Arkanoid, Breakout, or any of the copycats and pretenders that have followed in their wake over the last four or so decades. The lone exception to that rule is this Aicom-developed title. It switches things up just enough for the bat-and-ball gameplay at its core to feel refreshing. Usually, you control some sort of oval or rectangular "ship." Here, that's replaced by a pair of firefighters holding a net. With most Breakout clones, a ball bounces around the screen and destroys blocks or bricks. In Flying Hero, a third fireman ricochets across each stage in an attempt to rescue people from burning buildings. Combine those aesthetic updates with settings that include castles, forests, and even outer space, and you've got a great way to spend a chunk of your free time.
Hello Kitty World--A lot of people probably turn up their noses at this game because of its Sanrio connection and its childish, saccharine graphics. Well, those folks are missing out, as Hello Kitty World's basically a re-skinned remake of Nintendo's magical Balloon Kid. I hold that GameBoy side-scroller in high regard despite its disappointing brevity. Although I don't consider Hello Kitty World to be quite the gem that Balloon Kid is, I still think it's well worth checking out if you've got a Famicom (or some way of playing Famicom carts). This title's graphics and music are a step or two down from those showcased in Balloon Kid, but the gameplay's almost exactly the same. Still not convinced? Maybe my Hello Kitty World review can sway you to give it a chance.
Kiki Kaikai: Dotou Hen--I'm guessing a lot of people ignore Dotou Hen because they assume it's yet another home port of Taito's original KiKi KaiKai quarter-muncher. In fact, it's a completely unique offering despite its familiar visuals. The biggest difference here: the o-fuda scrolls Sayo-chan sends at oncoming enemies are no longer unlimited. So, unlike every other KiKi KaiKai (or Pocky & Rocky) game in existence, you can't just spam the shoot button while playing this Famicom Disk System release. That adds a welcome layer of tension and even strategy to what can otherwise seem like a brainless overhead shmup.
Onyanko Town--Truth be told, Onyanko Town has its issues. Its protagonist, the apron-wearing mama cat showcased in the screenshot above, often moves like her paws have been slathered in molasses. Its soundtrack is grating and shrill. And its visuals, well, the best you can say about them is they get the job done. Still, the overall experience is intriguing enough that I return to it rather frequently. I guess it's because Onyanko Town, which tasks players with tracking down a delinquent kitten while avoiding prowling dogs and fishmongers, tweaks the formula made famous by Namco's Pac-Man just enough to feel enjoyably unique.
See also: all previous blog posts about overlooked games you should play as soon as possible
Showing posts with label KiKi KaiKai. Show all posts
Showing posts with label KiKi KaiKai. Show all posts
Tuesday, March 06, 2018
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.
Friday, December 30, 2016
My most popular posts of 2016
I know this is a pretty self-serving write-up, but I'm publishing it anyway in the hopes it'll make folks aware of some interesting posts they missed earlier in the year.
Which posts, you ask? The ones on this blog that earned the most views in 2016, that's which ones.
Oh, and I've decided to put them in alphabetical order rather than in order of most views to least--in case anyone's curious.
CIB Sunday: World’s Longest 5 Minutes Limited Edition (Vita)
Five overlooked Japanese GameBoy games you need to play as soon as possible
Five overlooked Japanese PlayStation games you need to play as soon as possible
Four reasons I'm planning to nab one of those adorable Nintendo Classic Mini: NES consoles once November rolls around
How to succeed in Pocket Card Jockey without really trying (or, here's what you need to do if you suck at this quirky 3DS eShop title)
Let's chat about Zero Time Dilemma's cover art
Manual Stimulation (KiKi KaiKai, PC Engine)
Nu-Bo, Nuubou, Noobow, New--oh, whatever...
Six 3DS games I'm looking forward to playing at some point in 2016
Some of my favorite SNES games in honor of the system's 25th anniversary
I'm planning to publish follow-ups to a few of the above in 2017, by the way. Can you guess which ones?
Other than that, thank you for viewing these and all of my other blog posts so many times this past year. I greatly appreciate it, as always.
Which posts, you ask? The ones on this blog that earned the most views in 2016, that's which ones.
Oh, and I've decided to put them in alphabetical order rather than in order of most views to least--in case anyone's curious.
CIB Sunday: World’s Longest 5 Minutes Limited Edition (Vita)
Five overlooked Japanese GameBoy games you need to play as soon as possible
Five overlooked Japanese PlayStation games you need to play as soon as possible
Four reasons I'm planning to nab one of those adorable Nintendo Classic Mini: NES consoles once November rolls around
How to succeed in Pocket Card Jockey without really trying (or, here's what you need to do if you suck at this quirky 3DS eShop title)
Let's chat about Zero Time Dilemma's cover art
Manual Stimulation (KiKi KaiKai, PC Engine)
Nu-Bo, Nuubou, Noobow, New--oh, whatever...
Six 3DS games I'm looking forward to playing at some point in 2016
Some of my favorite SNES games in honor of the system's 25th anniversary
I'm planning to publish follow-ups to a few of the above in 2017, by the way. Can you guess which ones?
Other than that, thank you for viewing these and all of my other blog posts so many times this past year. I greatly appreciate it, as always.
Friday, February 12, 2016
Manual Stimulation (KiKi KaiKai, PC Engine)
That little peek into KiKi KaiKai's manual a couple of days ago--in my most recent "Nice Package!" post--wasn't enough, was it?
Don't be shy. I also didn't think it was enough. I couldn't just fill that write-up with photos of this PC Engine game's instruction booklet, though, could I? Thankfully, I have another series that's pretty darn suitable for such things.
Speaking of which, let's take a more thorough look at this Taito title's manual, shall we?
KiKi KaiKai's cover illustration sure is snazzy, isn't it? I especially like that there's more perspective and movement to it than a lot of its counterparts from the same era.
The art style used inside KiKi KaiKai's instruction manual is quite a bit simpler than the one used on its cover, but I don't see that as a negative. In fact, I'm a big fan of the illustrations that fill its handful of pages.
That's a very good thing, as without those wonderful drawings, KiKi KaiKai's manual would be nothing but a bunch of text, some squiggles and a couple of black-and-white screenshots.
Not that such a product would be the worst thing in the world, mind you. But who wouldn't prefer to look at pretty illustrations while learning how to play their brand-new (back in 1990), ball-busting PC Engine game?
My only complaint with this particular pamphlet: the same accomplished (and adorable) depiction of Sayo-chan--this is the name of KiKi KaiKai's protagonist--that appears on its initial pages also pops up a few more times as you flip through it.
Oh, well, you can't have everything, right? Anyway, speaking of Sayo-chan, she's a young Shinto shrine maiden living in Feudal Japan, in case you didn't pick up on that in the manual's opening salvo.
KiKi KaiKai's story can be summed up as: a handful of "Lucky Gods" (whatever that means) surprise Sayo-chan one day and warn her of impending danger. Shortly thereafter, they're ambushed by a group of thuggish goblins who whisk the deities away to a far-off mountain range.
Being the rather bold gal that she is, Sayo-chan chases after them--with this colorful HuCard's contents cataloging her ensuing adventure.
Some of the baddies she--and you, as the person who controls her in-game--encounters along the way can be spotted in the illustrations showcased above and below.
And here (below) are the bosses who do their best to impede Sayo-chan's progress. Not that I have any experience battling a good number of them. As I've surely said before, KiKi KaiKai regularly kicks my butt, so I've rarely made it past this overhead smhup's third or fourth stage.
How about you? Have you ever played either the arcade original version of KiKi KaiKai, this PC Engine port, or even some other iteration of this vaunted--if not exactly long-running--series over the years?
Even if you haven't, what do you think about the manual made for its PC Engine release? Please share your thoughts and opinions in the comments section that follows.
See also: previous 'Manual Stimulation' posts
Don't be shy. I also didn't think it was enough. I couldn't just fill that write-up with photos of this PC Engine game's instruction booklet, though, could I? Thankfully, I have another series that's pretty darn suitable for such things.
Speaking of which, let's take a more thorough look at this Taito title's manual, shall we?
KiKi KaiKai's cover illustration sure is snazzy, isn't it? I especially like that there's more perspective and movement to it than a lot of its counterparts from the same era.
The art style used inside KiKi KaiKai's instruction manual is quite a bit simpler than the one used on its cover, but I don't see that as a negative. In fact, I'm a big fan of the illustrations that fill its handful of pages.
That's a very good thing, as without those wonderful drawings, KiKi KaiKai's manual would be nothing but a bunch of text, some squiggles and a couple of black-and-white screenshots.
Not that such a product would be the worst thing in the world, mind you. But who wouldn't prefer to look at pretty illustrations while learning how to play their brand-new (back in 1990), ball-busting PC Engine game?
My only complaint with this particular pamphlet: the same accomplished (and adorable) depiction of Sayo-chan--this is the name of KiKi KaiKai's protagonist--that appears on its initial pages also pops up a few more times as you flip through it.
Oh, well, you can't have everything, right? Anyway, speaking of Sayo-chan, she's a young Shinto shrine maiden living in Feudal Japan, in case you didn't pick up on that in the manual's opening salvo.
KiKi KaiKai's story can be summed up as: a handful of "Lucky Gods" (whatever that means) surprise Sayo-chan one day and warn her of impending danger. Shortly thereafter, they're ambushed by a group of thuggish goblins who whisk the deities away to a far-off mountain range.
Being the rather bold gal that she is, Sayo-chan chases after them--with this colorful HuCard's contents cataloging her ensuing adventure.
Some of the baddies she--and you, as the person who controls her in-game--encounters along the way can be spotted in the illustrations showcased above and below.
And here (below) are the bosses who do their best to impede Sayo-chan's progress. Not that I have any experience battling a good number of them. As I've surely said before, KiKi KaiKai regularly kicks my butt, so I've rarely made it past this overhead smhup's third or fourth stage.
How about you? Have you ever played either the arcade original version of KiKi KaiKai, this PC Engine port, or even some other iteration of this vaunted--if not exactly long-running--series over the years?
Even if you haven't, what do you think about the manual made for its PC Engine release? Please share your thoughts and opinions in the comments section that follows.
See also: previous 'Manual Stimulation' posts
Monday, February 08, 2016
Nice Package! (KiKi KaiKai, PC Engine)
Those of you who use Twitter and who follow me may have caught this tweet I sent out a few days ago: "After a bit of a dry spell, I recently bought a ton of Famicom, PC Engine and PlayStation games."
The focus of today's post, Taito's KiKi KaiKai, is one of those games.
To be honest, I've been on the fence about picking up a copy of this title for a while now. Although it's a top-shelf port of the arcade game of the same name--also made by Taito and released in 1986--the simple truth is I absolutely suck at it.
Normally, that wouldn't be a problem. I buy plenty of games that seemingly enjoy pointing out to me that my reflexes aren't as sharp as they were when I was a kid.
The problem with this game, though, was that copies of KiKi KaiKai's PC Engine port tend to be pricey.
As a result, I've hemmed and hawed for a good year or so as to whether I should bite the bullet and buy the damn thing despite my issues or use my hard-earned cash on a couple of other PC Engine classics--ones that would have a less negative impact on my ego--instead.
Obviously I decided to go with the former in the end. And I can't say I regret that decision one bit. After all, just look at this title's beautiful packaging. From the cover of its instruction manual to the labels on the back of its case, it's pretty much perfect, wouldn't you agree?
I especially like the interior of KiKi KaiKai's instruction manual. The illustrations it offers up are the definition of lovely, in my humble opinion.
Of course, that shouldn't surprise me. Pretty much every Taito manual I've come across over the years makes me swoon. Two noteworthy examples from the PC Engine era: Don Doko Don and Mizubaku Daibouken. (Sadly, I'm not sure I'd say Parasol Star's booklet is quite up to snuff.)
If you'd like to sneak a peek at more of KiKi KaiKai's manual, you're in luck. I'm going to publish another installment of my long-running "Manual Stimulation" series devoted to this game's pamphlet later this week.
In the meantime, have any of you played any iteration of this top-down, push-scrolling shmup?
I'm especially curious to hear opinions of the arcade original or the PC Engine port discussed here, but feel free to sound off on the curious reimagining released for the Famicom Disk System or the follow-ups that hit the Super Famicom in 1992 and 1994, respectively.
See also: previous 'Nice Package!' and 'Manual Stimulation' posts
The focus of today's post, Taito's KiKi KaiKai, is one of those games.
To be honest, I've been on the fence about picking up a copy of this title for a while now. Although it's a top-shelf port of the arcade game of the same name--also made by Taito and released in 1986--the simple truth is I absolutely suck at it.
Normally, that wouldn't be a problem. I buy plenty of games that seemingly enjoy pointing out to me that my reflexes aren't as sharp as they were when I was a kid.
The problem with this game, though, was that copies of KiKi KaiKai's PC Engine port tend to be pricey.
As a result, I've hemmed and hawed for a good year or so as to whether I should bite the bullet and buy the damn thing despite my issues or use my hard-earned cash on a couple of other PC Engine classics--ones that would have a less negative impact on my ego--instead.
I especially like the interior of KiKi KaiKai's instruction manual. The illustrations it offers up are the definition of lovely, in my humble opinion.
Of course, that shouldn't surprise me. Pretty much every Taito manual I've come across over the years makes me swoon. Two noteworthy examples from the PC Engine era: Don Doko Don and Mizubaku Daibouken. (Sadly, I'm not sure I'd say Parasol Star's booklet is quite up to snuff.)
If you'd like to sneak a peek at more of KiKi KaiKai's manual, you're in luck. I'm going to publish another installment of my long-running "Manual Stimulation" series devoted to this game's pamphlet later this week.
In the meantime, have any of you played any iteration of this top-down, push-scrolling shmup?
I'm especially curious to hear opinions of the arcade original or the PC Engine port discussed here, but feel free to sound off on the curious reimagining released for the Famicom Disk System or the follow-ups that hit the Super Famicom in 1992 and 1994, respectively.
See also: previous 'Nice Package!' and 'Manual Stimulation' posts
Thursday, December 10, 2015
All I want for Christmas is ...
Well, it's that time of year again--if you celebrate Christmas or any of the other "winter holidays" in some form or fashion, of course.
I do, although not in a religious sense, which means I've been forced--yes, forced, I tell you!--to come up with a list of potential presents for a select few people in my life.
Here are the gaming-related gifts that made it onto my list this year, in case any of you are curious:
16GB memory card for Vita--When I bought my pink-and-white Vita early this year, I was so excited about it that I completely ignored the fact that the system comes with just one GB of internal storage memory. In other words, I've barely bought any digital titles since March. Or, rather, I've bought some, but I can't play them because I don't have enough room on my Vita to download them. So, this may be the present--game-related or not--that I want the most this holiday season.
Kiki Kaikai (PC Engine)--I have kind of a weird history with this Taito-made, Japanese-folklore-themed run-and-gun game. When I first played it a few years back, it made me turn up my nose in disgust. To say the game looks a bit bland is an understatement of nearly criminal proportions. Plus, it's tough as nails--and in this case, I don't mean that in a good way. Over time, though, Kiki Kaikai's grown on me--to the point that I'm now chomping at the bit to own a complete-in-box copy of it.
One of these Japanese 3DS cover plates--Full disclosure: I already own three cover plates for the New 3DS I imported a couple of months ago. I tend to think of these cover plates like I think of my precious baseball caps, though--in other words, I want one for every outfit and every occasion. Which should go a long way toward explaining why I long to own both this pink-and-white striped one and this watermelon-inspired one.
Pink Yarn Yoshi amiibo--Would you believe I don't own a single amiibo figure? Hell, I wouldn't believe it if I weren't me. (Does that even make sense?) After all, I just admitted that I'm gaga over Nintendo's New 3DS cover plates, and I admitted last week that I can't be trusted when it comes to that same company's Nintendo Badge Arcade app. For whatever reason, though, I've yet to be bitten by the amiibo bug. That said, I find the pink Yarn Yoshi ones to be the definition of adorable.
Steins;Gate (Vita)--It is with great shame that I reveal I never pre-ordered this game as I promised in the lead up to its release. Actually, that's not true. I did order it, but I later canceled it when I discovered I'd overextended my gaming budget a bit and had to scale things back a bit. I still very much want to experience this highly acclaimed visual novel, though, so even if my parents or husband fail to put a copy under the tree for me, I'll buy one for myself in the days or weeks that follow.
So, those are the gaming-related items I've included in my holiday wish list. What are all of you asking your loved ones for this season?
I do, although not in a religious sense, which means I've been forced--yes, forced, I tell you!--to come up with a list of potential presents for a select few people in my life.
Here are the gaming-related gifts that made it onto my list this year, in case any of you are curious:
16GB memory card for Vita--When I bought my pink-and-white Vita early this year, I was so excited about it that I completely ignored the fact that the system comes with just one GB of internal storage memory. In other words, I've barely bought any digital titles since March. Or, rather, I've bought some, but I can't play them because I don't have enough room on my Vita to download them. So, this may be the present--game-related or not--that I want the most this holiday season.
Kiki Kaikai (PC Engine)--I have kind of a weird history with this Taito-made, Japanese-folklore-themed run-and-gun game. When I first played it a few years back, it made me turn up my nose in disgust. To say the game looks a bit bland is an understatement of nearly criminal proportions. Plus, it's tough as nails--and in this case, I don't mean that in a good way. Over time, though, Kiki Kaikai's grown on me--to the point that I'm now chomping at the bit to own a complete-in-box copy of it.
One of these Japanese 3DS cover plates--Full disclosure: I already own three cover plates for the New 3DS I imported a couple of months ago. I tend to think of these cover plates like I think of my precious baseball caps, though--in other words, I want one for every outfit and every occasion. Which should go a long way toward explaining why I long to own both this pink-and-white striped one and this watermelon-inspired one.
Pink Yarn Yoshi amiibo--Would you believe I don't own a single amiibo figure? Hell, I wouldn't believe it if I weren't me. (Does that even make sense?) After all, I just admitted that I'm gaga over Nintendo's New 3DS cover plates, and I admitted last week that I can't be trusted when it comes to that same company's Nintendo Badge Arcade app. For whatever reason, though, I've yet to be bitten by the amiibo bug. That said, I find the pink Yarn Yoshi ones to be the definition of adorable.
Steins;Gate (Vita)--It is with great shame that I reveal I never pre-ordered this game as I promised in the lead up to its release. Actually, that's not true. I did order it, but I later canceled it when I discovered I'd overextended my gaming budget a bit and had to scale things back a bit. I still very much want to experience this highly acclaimed visual novel, though, so even if my parents or husband fail to put a copy under the tree for me, I'll buy one for myself in the days or weeks that follow.
So, those are the gaming-related items I've included in my holiday wish list. What are all of you asking your loved ones for this season?
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Saturday, December 28, 2013
Five more favorites: Super Famicom box art
So, here I am again, blathering on about box art. Super Famicom box art, specifically.
Truthfully, I probably could publish five or even 10 posts about Super Famicom cover art, but I think two are plenty for now.
Anyway, as the header above states, here are five more of my favorite pieces of Super Famicom box art.
Gaia Gensouki--No joke: I'd actually like this particular piece of cover art more if the characters in the sky were removed and then replaced by the game's logo. That said, I'm pretty fond of it as is. This one was called Illusion of Gaia in North America and Illusion of Time in Australia and Europe, by the way. (Above scan was nabbed from the always fabulous gamengai.com, by the way.)
Rudra no Hihou--Talk about dramatic! I like every element of Rudra no Hihou's kaleidoscopic box art--especially the angrily orange backdrop (complete with a devilish pair of eyes). I also like the character designs, which aren't your typical JRPG fare.
Kiki Kaikai: Tukiyozoushi--This one's kind of a mess at first glance, but let things sink in a bit and you'll likely look at it as I do: as a near-masterpiece in the realm of Super Famicom box art. If only the protagonist's eyes were less freaky. Oh, well, it's still completely wonderful even with their presence.
A few other contenders: Cotton 100%, Dark Half, Marvelous, Mother 2, Pop'n TwinBee, Romancing SaGa 3, Star Fox, Tales of Phantasia, Tenchi Sozouzou and Yoshi's Island
Truthfully, I probably could publish five or even 10 posts about Super Famicom cover art, but I think two are plenty for now.
Anyway, as the header above states, here are five more of my favorite pieces of Super Famicom box art.
Gaia Gensouki--No joke: I'd actually like this particular piece of cover art more if the characters in the sky were removed and then replaced by the game's logo. That said, I'm pretty fond of it as is. This one was called Illusion of Gaia in North America and Illusion of Time in Australia and Europe, by the way. (Above scan was nabbed from the always fabulous gamengai.com, by the way.)
Rudra no Hihou--Talk about dramatic! I like every element of Rudra no Hihou's kaleidoscopic box art--especially the angrily orange backdrop (complete with a devilish pair of eyes). I also like the character designs, which aren't your typical JRPG fare.
Kiki Kaikai: Tukiyozoushi--This one's kind of a mess at first glance, but let things sink in a bit and you'll likely look at it as I do: as a near-masterpiece in the realm of Super Famicom box art. If only the protagonist's eyes were less freaky. Oh, well, it's still completely wonderful even with their presence.
Septentrion--The only Super Famicom game included in this post that I've yet to actually play in some form or fashion. I'm strongly considering it now, though, thanks to its striking cover art. I especially like the font the folks at developer (and publisher, in Japan) Human Entertainment used for its logo.
Super Mario World--If there's a piece of Super Famicom box art that can be called "iconic," it's the one seen above. (True story: I regularly attempted to recreate the central illustration using pencil and paper as a teen.) And what a brilliant idea to surround everything in bright orange and yellow, don't you think?
A few other contenders: Cotton 100%, Dark Half, Marvelous, Mother 2, Pop'n TwinBee, Romancing SaGa 3, Star Fox, Tales of Phantasia, Tenchi Sozouzou and Yoshi's Island
Thursday, January 24, 2013
Five favorites: non-Enix, non-Nintendo, non-Squaresoft Super Famicom games
Well, well, well. Here we are again.
Why am I continuing this crazy series? I don't know, to tell you the truth. I guess I just like writing and publishing weird blog posts.
Anyway, as you hopefully can tell by reading the header above, this particular "five favorites" post is going to focus on five of my favorite non-Enix, non-Nintendo, non-Squaresoft Super Famicom games.
I know I could have (and maybe even should have) kept myself from including Super Famicom games made by Capcom, Konami and even Taito, but the fact is that I'm less of a fan of their 16-bit releases than I am of their 8-bit ones. So, I decided to allow them here.
Anyway, enough of my yammering. Here are five non-Enix, non-Nintendo, non-Squaresoft Super Famicom games that are among my favorites for Nintendo's second console:
1. Ace wo Nerae!--I'm guessing a good number of you will skip right past this selection because it's a tennis game. I understand that, but I have to say it's a shame. This is a top-tier tennis game, in my humble opinion, and well worth trying if you're at all into the sport. The main reason? Makers Telenet Japan make good use of the Super Famicom's famed "Mode 7" capabilities (as well as a special DSP chip, I believe) to produce a surprisingly successful three-dimensional tennis title. Sure, it's a bit awkward at first, but give it a few minutes and it feels great.
2. Kiki Kaikai: Nazo no Kuro Manto--Although it was renamed Pocky & Rocky when it was readied for North American release, this top-down, forced-scrolling shmup would be a favorite of mine no matter what developers (and publishers) Natsume decided to call it. Admittedly, that's partially due to the fact that this is one gorgeous game (one of the prettiest to grace the Super Famicom/SNES, if you ask me), but it's also due to the fact that it controls like a dream.
3. Sanrio World Smash Ball--I know I've written about this syrupy sweet game, cobbled together by the folks at Tomcat System, at least once before, but I'm mentioning it again because it is, simply put, one of the best pick-up-and-play carts available for this particular system. Gamers who have hearts of stone are sure to point out that this Character Soft-published title is little more than a pixelated take on air hockey that's been gussied up with the Sanrio crew, but what's wrong with that? All that matters in the end is whether or not the final product is a joy to play, and this one is (in spades).
Why am I continuing this crazy series? I don't know, to tell you the truth. I guess I just like writing and publishing weird blog posts.
Anyway, as you hopefully can tell by reading the header above, this particular "five favorites" post is going to focus on five of my favorite non-Enix, non-Nintendo, non-Squaresoft Super Famicom games.
I know I could have (and maybe even should have) kept myself from including Super Famicom games made by Capcom, Konami and even Taito, but the fact is that I'm less of a fan of their 16-bit releases than I am of their 8-bit ones. So, I decided to allow them here.
Anyway, enough of my yammering. Here are five non-Enix, non-Nintendo, non-Squaresoft Super Famicom games that are among my favorites for Nintendo's second console:
1. Ace wo Nerae!--I'm guessing a good number of you will skip right past this selection because it's a tennis game. I understand that, but I have to say it's a shame. This is a top-tier tennis game, in my humble opinion, and well worth trying if you're at all into the sport. The main reason? Makers Telenet Japan make good use of the Super Famicom's famed "Mode 7" capabilities (as well as a special DSP chip, I believe) to produce a surprisingly successful three-dimensional tennis title. Sure, it's a bit awkward at first, but give it a few minutes and it feels great.
2. Kiki Kaikai: Nazo no Kuro Manto--Although it was renamed Pocky & Rocky when it was readied for North American release, this top-down, forced-scrolling shmup would be a favorite of mine no matter what developers (and publishers) Natsume decided to call it. Admittedly, that's partially due to the fact that this is one gorgeous game (one of the prettiest to grace the Super Famicom/SNES, if you ask me), but it's also due to the fact that it controls like a dream.
3. Sanrio World Smash Ball--I know I've written about this syrupy sweet game, cobbled together by the folks at Tomcat System, at least once before, but I'm mentioning it again because it is, simply put, one of the best pick-up-and-play carts available for this particular system. Gamers who have hearts of stone are sure to point out that this Character Soft-published title is little more than a pixelated take on air hockey that's been gussied up with the Sanrio crew, but what's wrong with that? All that matters in the end is whether or not the final product is a joy to play, and this one is (in spades).
Thursday, May 12, 2011
Cho Aniki + KiKi KaiKai = Deae Tonosama Appare Ichiban?
I pride myself in being such a big retro geek that I know about most of the worthwhile games that were released for the Famicom, PC Engine, Mega Drive, Super Famicom and their North American equivalents.
Which is why I was surprised (pleasantly so) to find out about--thanks to a Twitter user named SuperFamicomGuy--a wonderfully quirky Super Famicom title called Deae Tonosama Appare Ichiban over the weekend.
As suggested in the headline (and screenshot) above, this Sunsoft-published game seems to be a strange mix of the oh-so-campy Cho Aniki and the overhead cute 'em up, KiKi KaiKai.
For more on this pricy cart--the asking price of the only copy I could find on eBay is about $180--check out this video, produced by YouTube user reinofhearts, who calls the game "a cultural journey of the crazy and the overly muscular."
Which is why I was surprised (pleasantly so) to find out about--thanks to a Twitter user named SuperFamicomGuy--a wonderfully quirky Super Famicom title called Deae Tonosama Appare Ichiban over the weekend.
As suggested in the headline (and screenshot) above, this Sunsoft-published game seems to be a strange mix of the oh-so-campy Cho Aniki and the overhead cute 'em up, KiKi KaiKai.
For more on this pricy cart--the asking price of the only copy I could find on eBay is about $180--check out this video, produced by YouTube user reinofhearts, who calls the game "a cultural journey of the crazy and the overly muscular."
Labels:
Cho Aniki,
Deae Tonosama Appare Ichiban,
import,
Japan,
KiKi KaiKai,
muscles,
quirky,
reinofhearts,
Sunsoft,
super famicom,
videos,
YouTube
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