Fun fact: Pokémon developer Game Freak had a hand in making the Super Famicom version of this adorable puzzler.
They seemingly had nothing to do with the original GameBoy release, though, which hit Japanese store shelves back in early 1994.
So who made it? Access, a company I'd never heard of before I started researching this post.
Sadly, I can't tell you how the two titles compare to one another. Based on what I've seen of the Super Famicom iteration, its gameplay mirrors what's offered up by the GameBoy cart.
As for what Nontan to Issho Kuru Kuru Puzzle's gameplay is like, imagine your typical match-two puzzler. (Yes, I said "match two" and not "match three" here.) Then alter that image in such a way that you can flip each of the game's pieces to see their backsides.
Sadly, that aspect of Nontan to Issho Kuru Kuru Puzzle isn't as thrilling as it may sound, but it still adds a unique twist to this overdone--at the time, in particular--genre.
With that out of the way, let's focus on the Nontan to Issho Kuru Kuru Puzzle instruction manual.
As you can see, it's very yellow-orange. It also features some nice illustrations of cute animals.
I think it could feature a lot more of the latter, though. I also think it could feature bigger and better illustrations of the game's puzzle pieces.
In the end, the Nontan to Issho Kuru Kuru Puzzle manual is more about explaining how to play the game than it is about forcing oohs and aahs out of readers.
To be honest, I can't blame the designers at Victor Interactive for going this route. Instruction manuals are supposed to educate people, after all.
Still, a little visual pizzazz would've gone a long way here, if you ask me--especially given this game's youthful target audience.
See also: photos of Nontan to Issho Kuru Kuru Puzzle's box and cartridge
Showing posts with label Kuru Kuru Puzzle. Show all posts
Showing posts with label Kuru Kuru Puzzle. Show all posts
Saturday, February 23, 2019
Thursday, June 12, 2014
It's a cute Japanese puzzler for the GameBoy--so of course I bought a copy!
Those of you who read my last "Shall We Do It?" post may remember that I wrapped it up by chatting about a Japan-only, tile-matching puzzler for the GameBoy called Nontan to Issho: Kuru Kuru Puzzle.
As I suggested there, this Victor Interactive-published title is far from a long-lost treasure. It is cute, though, and it's also a puzzler, which should help explain why I recently hunted down the copy seen in the photos below.
Add in the fact that it's a cute puzzler for the GameBoy and, well, it almost would've been criminal had I not done so.
The cart label's cute, too, of course--although I kind of miss the grinning ant and slug that can be found on the box art. The titular Nontan (the cat) is still grinning like a fool, though, so if that's your thing you probably don't care that the ant and slug have gone AWOL.
As seems to be the case with the packaging produced for most Japanese GameBoy titles, the back of Nontan to Issho's box is pretty barren.
Oh, well, it's not like there's much that can be said about this Puyo Puyo-esque game anyway. "Flip and match cute tiles while controlling cute characters and listening to cute tunes!" Surely that's covered in the smidge of text seen in the photo above?
See also: 'Lucky Monkey? More like lucky me ...'
As I suggested there, this Victor Interactive-published title is far from a long-lost treasure. It is cute, though, and it's also a puzzler, which should help explain why I recently hunted down the copy seen in the photos below.
Add in the fact that it's a cute puzzler for the GameBoy and, well, it almost would've been criminal had I not done so.
Anyway, the box art produced for this version of Nontan to Issho: Kuru Kuru Puzzle--another was released for the Super Famicom and was made by the Pokémon devs at Game Freak--is nice enough, if you ask me.
The sticker remnants in the upper-left corner notwithstanding, of course. (Don't worry, I'm planning to bid them adieu by sending them on a blind date with a bit of Goo Gone soon.)
The cart label's cute, too, of course--although I kind of miss the grinning ant and slug that can be found on the box art. The titular Nontan (the cat) is still grinning like a fool, though, so if that's your thing you probably don't care that the ant and slug have gone AWOL.
As seems to be the case with the packaging produced for most Japanese GameBoy titles, the back of Nontan to Issho's box is pretty barren.
Oh, well, it's not like there's much that can be said about this Puyo Puyo-esque game anyway. "Flip and match cute tiles while controlling cute characters and listening to cute tunes!" Surely that's covered in the smidge of text seen in the photo above?
See also: 'Lucky Monkey? More like lucky me ...'
Thursday, June 05, 2014
Shall We Do It? (THE 'DENPA' MEN 3, Etrian Odyssey IV, Final Fantasy Adventure and Nontan to Issho: Kuru Kuru Puzzle)
I've got to be honest here: I haven't had a ton of time to play games since I published the last installment of "Shall We Do It?" a week ago. I believe I spent just enough time with the games mentioned above and below, though, to share at least a few thoughts on them here. So, let's get to it, shall we?
THE "DENPA" MEN 3 (3DS)--Speaking of the above, I only played this 3DS eShop RPG for an hour or so this past week. I would've spent more time with it, but ... I'm kind of lost. I'm guessing it's nothing a quick trip to GameFAQs couldn't help me through, but the fact is I'm not sure I'm interested enough in what's going on right now to bother perusing that site.
As for why that is, well, a big part of it is that THE "DENPA" MEN 3 is starting to feel an awful lot like THE "DENPA" MEN 2-- and I don't necessarily mean that in a good way. Way too many battles pop up while traversing part three's overworld, for starters--and this is coming from someone who usually likes grinding while playing RPGs. (I voiced a similar complaint while attempting to work my way through part two last year.) Combine that with the fact that it can be difficult to know where you're supposed to go to advance the story--even with the game literally pointing you in the general direction--and you've got a not-always-pleasant experience that sometimes veers directly into annoying territory.
Does that mean I'm through with THE "DENPA" MEN 3? Not at all. In fact, I'm going to do my best to put a good dent in it during the next week and a half. Should I get stuck again, though, or should that "good dent" not be enough to fully engage me in this game, I wouldn't be surprised if I gave up on it well in advance of the ending credits (just as I did with its predecessor).
Etrian Odyssey IV (3DS)--Although I think there's also a chance that I'll give up on Etrian Odyssey IV before I encounter its end credits, I have a feeling I'll find a way to finish it--and hopefully in the next week or two.
I'm still meandering my way through what I believe is its final dungeon, by the way--or maybe it's the dungeon that leads to the final dungeon? Regardless, I'm seemingly about halfway through it now. (I'm just about to start the third section--I think.) Like I said in my last "Shall We Do It?" post, I'm not at all sure why this game's designers or developers decided to make players go through portions of previously visited (and beaten) dungeons at the end of the adventure. For me, that's about the worst kind of buzzkill you can throw at me as a title nears its climax. In fact, I usually want and expect the opposite out of an RPG's closing salvo--as in, new enemies, new environments and new experiences. Otherwise, it can feel like a slog--as it is in Etrian Odyssey IV right now.
Final Fantasy Adventure (GameBoy)--It may sound strange, but I'm currently enjoying this "old" RPG--which is the first Mana, or Seiken Densetsu, game, in case you haven't heard already--far more than I'm enjoying either of the other, more modern examples of the genre that I just mentioned.
That said, I do have a few critiques to level against it. One such critique: it's far too easy to get lost within its dungeons and even while exploring its overworld. In fact, I found myself lost on three occasions the last time I played it (last weekend), and only one instance could've been blamed on my own ignorance. (As in, I forgot that I could use my battle axe to chop down trees to access otherwise off-limits areas.)
Speaking of getting lost on this game's overworld, the map that's made available by pressing the GameBoy's "Select" button is some kind of cruel joke, right? I mean, what's the point of it otherwise? Sure, it displays towns and a few other points of interest while also showing the player's proximity to them, but that's about it. It's so bare bones that I'm honestly confused as to why it was included.
Other than the above, though, I'm really, really digging this portable adventure--which is one part Final Fantasy and one part Zelda, if you've yet to play it yourself--and I fully expect to "beat" it before long (and most likely before I beat either of the aforementioned titles).
Nontan to Issho: Kuru Kuru Puzzle (GameBoy)--Those of you who've actually heard of this adorable import-only puzzler deserve some sort of prize. Sadly, I'm all out of prizes at the moment, so, uh, give yourself a pat on the back?
Anyway, I started playing this one after my blogging friend and podcast cohort Anne Lee announced her #PuzzleMonth game-along event a couple of days ago. (Go here to learn more about it.)
If this is the first you've heard of Kuru Kuru Puzzle, for the most part it's your typical match-three--or in the case of this game, match-two--puzzle game. It does offer up a slight twist on the tried-and-true formula, though; that being that the tiles can't be rotated as they can in other such games. Rather, they can be flipped--with the image on the flipped side generally being an alternate take of the previous side's imagery. (Examples: a whole apple and a half of an apple, a fish and fish bones, etc.)
It's not what I would call a mind-blowing change to the genre, mind you, but it definitely helps make this particular game just interesting enough to be worthwhile for folks who like puzzlers that require them to match tiles.
Finally, a couple of fun facts about Kuru Kuru Puzzle: the cat with the fly-catcher mouth that serves as this game's protagonist also served as the protagonist of a series of children's picture books first published in Japan in 1976, according to this HardcoreGaming101 article. Also, the folks behind the Pokémon series, Game Freak, developed a Super Famicom version of this game. (Some company called Access made the GameBoy iteration.)
See also: previous 'Shall We Do It?' posts
THE "DENPA" MEN 3 (3DS)--Speaking of the above, I only played this 3DS eShop RPG for an hour or so this past week. I would've spent more time with it, but ... I'm kind of lost. I'm guessing it's nothing a quick trip to GameFAQs couldn't help me through, but the fact is I'm not sure I'm interested enough in what's going on right now to bother perusing that site.
As for why that is, well, a big part of it is that THE "DENPA" MEN 3 is starting to feel an awful lot like THE "DENPA" MEN 2-- and I don't necessarily mean that in a good way. Way too many battles pop up while traversing part three's overworld, for starters--and this is coming from someone who usually likes grinding while playing RPGs. (I voiced a similar complaint while attempting to work my way through part two last year.) Combine that with the fact that it can be difficult to know where you're supposed to go to advance the story--even with the game literally pointing you in the general direction--and you've got a not-always-pleasant experience that sometimes veers directly into annoying territory.
Etrian Odyssey IV (3DS)--Although I think there's also a chance that I'll give up on Etrian Odyssey IV before I encounter its end credits, I have a feeling I'll find a way to finish it--and hopefully in the next week or two.
I'm still meandering my way through what I believe is its final dungeon, by the way--or maybe it's the dungeon that leads to the final dungeon? Regardless, I'm seemingly about halfway through it now. (I'm just about to start the third section--I think.) Like I said in my last "Shall We Do It?" post, I'm not at all sure why this game's designers or developers decided to make players go through portions of previously visited (and beaten) dungeons at the end of the adventure. For me, that's about the worst kind of buzzkill you can throw at me as a title nears its climax. In fact, I usually want and expect the opposite out of an RPG's closing salvo--as in, new enemies, new environments and new experiences. Otherwise, it can feel like a slog--as it is in Etrian Odyssey IV right now.
Final Fantasy Adventure (GameBoy)--It may sound strange, but I'm currently enjoying this "old" RPG--which is the first Mana, or Seiken Densetsu, game, in case you haven't heard already--far more than I'm enjoying either of the other, more modern examples of the genre that I just mentioned.
That said, I do have a few critiques to level against it. One such critique: it's far too easy to get lost within its dungeons and even while exploring its overworld. In fact, I found myself lost on three occasions the last time I played it (last weekend), and only one instance could've been blamed on my own ignorance. (As in, I forgot that I could use my battle axe to chop down trees to access otherwise off-limits areas.)
Speaking of getting lost on this game's overworld, the map that's made available by pressing the GameBoy's "Select" button is some kind of cruel joke, right? I mean, what's the point of it otherwise? Sure, it displays towns and a few other points of interest while also showing the player's proximity to them, but that's about it. It's so bare bones that I'm honestly confused as to why it was included.
Other than the above, though, I'm really, really digging this portable adventure--which is one part Final Fantasy and one part Zelda, if you've yet to play it yourself--and I fully expect to "beat" it before long (and most likely before I beat either of the aforementioned titles).
Nontan to Issho: Kuru Kuru Puzzle (GameBoy)--Those of you who've actually heard of this adorable import-only puzzler deserve some sort of prize. Sadly, I'm all out of prizes at the moment, so, uh, give yourself a pat on the back?
Anyway, I started playing this one after my blogging friend and podcast cohort Anne Lee announced her #PuzzleMonth game-along event a couple of days ago. (Go here to learn more about it.)
If this is the first you've heard of Kuru Kuru Puzzle, for the most part it's your typical match-three--or in the case of this game, match-two--puzzle game. It does offer up a slight twist on the tried-and-true formula, though; that being that the tiles can't be rotated as they can in other such games. Rather, they can be flipped--with the image on the flipped side generally being an alternate take of the previous side's imagery. (Examples: a whole apple and a half of an apple, a fish and fish bones, etc.)
It's not what I would call a mind-blowing change to the genre, mind you, but it definitely helps make this particular game just interesting enough to be worthwhile for folks who like puzzlers that require them to match tiles.
Finally, a couple of fun facts about Kuru Kuru Puzzle: the cat with the fly-catcher mouth that serves as this game's protagonist also served as the protagonist of a series of children's picture books first published in Japan in 1976, according to this HardcoreGaming101 article. Also, the folks behind the Pokémon series, Game Freak, developed a Super Famicom version of this game. (Some company called Access made the GameBoy iteration.)
See also: previous 'Shall We Do It?' posts
Subscribe to:
Posts (Atom)