Showing posts with label Mizubaku Daibouken. Show all posts
Showing posts with label Mizubaku Daibouken. Show all posts

Tuesday, May 23, 2017

The best PC Engine game manuals (I've seen)

NEC's PC Engine was and is beloved around the world for a lot of reasons, including the console's small footprint, its credit card-sized cartridges (called HuCards) and its eclectic library of games.

Another reason that should be added to that list, in my opinion: the drop-dead gorgeous instruction manuals that were packed inside many PC Engine game cases.

Speaking of which, I consider the manuals below to be among the system's best. Before you start scrolling through them, understand that this post shouldn't be considered exhaustive. I certainly haven't flipped through every PC Engine instruction manual in existence, after all. I have pored over a good number of them, though, so I'd say my thoughts on the matter are as valid as anyone's in this area.

With all that out of the way, here are my personal picks for "best PC Engine game manuals."



Don Doko Don--Something you need to know right off the bat when it comes to the instruction booklets produced for this system's games: the ones that accompanied Taito-made and Namco-made titles are the most impressive. I especially like Taito's PC Engine manuals. They're crude in a way that Namco's aren't, but I find that aspect to be surprisingly charming. Don Doko Don's is a perfect example of this. It's bursting with monochromatic depictions of this single-screen platformer's protagonists, enemies, bosses and items that are simple, yet captivating. To see the entirety of this HuCard's how-to pamphlet, by the way, check out my "Manual Stimulation" post devoted to it. You also may want to spend a few seconds or even minutes ogling The New Zealand Story's manual, which is similarly appealing.



Hany on the Road--It's a crying shame that this oddball platformer's instruction manual is so short. Not only is it full of vibrant color and adorable enemy illustrations, but it features a handful of wow-worthy clay models. A few more pages of the latter would've been warmly welcomed by yours truly. Still, the artists and designers at publisher FACE deserve kudos for offering up a booklet that's more beautiful than it has any right to be, regardless of its length. (FYI: the whole she-bang can be viewed here.)



Mizubaku Daibouken--In some ways, Mizubaku Daibouken's manual impresses me more than Don Doko Don's. As nice as the latter title's booklet is, the former's is a lot more adventurous. For starters, it kicks off with a multi-page comic that shares the game's backstory. It also uses eye-popping illustrations to introduce Mizubaku Daibouken's many worlds (see above) and explain its controls. That it wraps up with black-and-white doodles of some of this arcade port's enemy characters is the icing on the proverbial cake. Experience all of the above for yourself by perusing my "Manual Stimulation: Mizubaku Daibouken" write-up.



PC Genjin 2--Why did I choose PC Genjin 2's instruction booklet over those of the series' first or third entries? For me, the original PC Genjin's manual is a smidgen too safe. No one would use that word to describe the ambitious PC Genjin 3 manual, but I feel pretty comfortable calling it "a bit much." I love that it's bursting with color, and I appreciate its enemy illustrations, but taken as a whole it's nearly seizure-enducing. The PC Genjin 2 pamphlet provides some of the same thrills but without the headache that's sure to follow in their wake.



Pop'n Magic--I guess it shouldn't be a huge surprise that the manual made for a Bubble Bobble clone is as cute and colorful as can be. That said, the ones produced for genre mates Rainbow Islands and Parasol Stars are flat-out duds, as far as I'm concerned, so I'm fine with expressing some shock at the verve showcased in this Riot release's how-to booklet. The spread above is my favorite of this pamphlet's many pages, but that's not to suggest the remainder are stinkers. Decide for yourself by taking a magnifying glass to my "Manual Stimulation: Pop'n Magic" post.



Valkyrie no Densetsu--As I've said before, Namco's PC Engine games haven't always been favorites of mine. Thankfully, I pulled my head out of my butt some time ago and realized the bulk of them are well worth owning and playing--even if they aren't perfect replicas of their arcade counterparts. In general that's due to their attractive graphics and gameplay, but it's also due to their beautiful manuals. Valkyrie no Densetsu's (see it in all its glory here) is the best of the bunch, if you ask me, but even turds like Barunba came with booklets capable of taking your breath away.

For more awesome PC Engine game manuals, check out these "Manual Stimulation" posts or head over to Video Game Den and peruse that site's HuCard and CD-ROM2 sections.

Monday, August 29, 2016

I'm not sure if this should be a congratulatory post or an RIP post--regardless, happy 63rd anniversary, Taito!

I haven't always been the Taito fan I am today. Oh, sure, I liked Arkanoid and Space Invaders well enough when I was a kid, and of course I loved (and continue to love) Bubble Bobble, too, but that's about where my knowledge of and interest in this Tokyo-based company began and ended until a few years ago.

What changed and when? To be completely honest, I'm not sure. The best answer I can come up with at the moment is that my perception and appreciation of Taito--which first opened its doors on Aug. 24, 1953--changed slowly over time.



If I were to guess, I'd say this evolution (of sorts) began when my adoration of the game-maker's Bubble Bobble pushed me to give follow-ups Rainbow Islands and Parasol Stars a second (or even third) look. Neither platformer impressed me when I first played them earlier in life, but revisiting them with fresh eyes and a clear mind prompted a nearly instantaneous change of heart.

The same could be said of Taito titles like Don Doko Don, KiKi KaiKai, Mizubaku Daibouken (aka Liquid Kids) and The New Zealand Story. As much as I wanted all of these games to bowl me over during my initial experiences with them, none succeeded for one reason or another.

Thankfully, my newfound attraction to Rainbow Islands and Parasol Stars caused me to give them a second chance--and now I'm a fan of each and every one. (Mizubaku Daibouken, especially--it's now one of my all-time favorite games.)



After that, I actively searched for similar Taito releases I skipped over during the time in my life when I was idiotically unaware of the company's brilliance. That bit of legwork turned me on to titles like Chack'n Pop, Chuka TaisenHana Taaka Daka!?, Insector X, Jigoku MeguriJuJu Densetsu and The Fairyland Story.

I also loosened up and gave some of the portable versions of these games a spin. Previously, I turned up my nose at most of them because they either lacked color--the idea of playing Bubble Bobble on the original GameBoy horrified me at the time--or they just seemed too watered down to be worth my while.

Imagine my shock, then, when I found many of Taito's on-the-go ports to be surprisingly well made, not to mention enjoyable. A few cases in point: Bubble Bobble for Game Gear, Bubble Bobble Junior for GameBoy and Puzzle Bobble for Game Gear.


What makes all of these Taito-made games so great? Their graphics and soundtracks are the obvious replies, but they're really only the tip of the iceberg. They draw you in, but if the gameplay that supports those superficial aspects was anything but stellar, most people would walk away after plodding through a few stages.

That's the component that keeps me coming back to Taito's best creations, at least. Every single title mentioned so far controls like a dream. And not only that, but most of them simply are a blast to play. To get a feel for what I mean, go play a couple of rounds of Bubble Bobble, Rainbow Islands, Parasol Stars or Mizubaku Daibouken.

Despite the challenge that's at the core of each of these games, the component that's likely to stand out for most folks is how fun it is to blow and pop bubbles (Bubble Bobble), conjure up and leap onto rainbows (Rainbow Islands) and send a torrent of water crashing into a mob of stunned enemies (both Parasol Stars and Mizubaku Daibouken).



That's the kind of magic Taito's designers and developers produced during the company's heyday, and that's why I'm doing my best to (belatedly) honor them today. I'd highly recommend you do the same if you've got the interest, means and time, as there's no doubt in my mind that your life will be made richer for putting even a few minutes into some of the games discussed here.

Note: a hearty thank you goes out to my Twitter pal, TepidSnake, for making me aware of the 63rd anniversary of Taito's existence

Thursday, September 04, 2014

Manual Stimulation: Don Doko Don (PC Engine)

The designers and artists at Taito really hit it out of the park when they produced instruction manuals for the PC Engine. A couple of cases in point can be found in the "Manual Stimulation" posts I previously published about Mizubaku Daibouken and The New Zealand Story.

The manual made for 1990's Don Doko Don is no exception, and it all starts with its adorable and colorful cover.





The interior of this particular instruction manual eschews color, sadly, but it's hard to say it suffers much as a result.



Like The New Zealand Story's manual, this one features a number of charmingly childish illustrations, such as the ones that can be seen in the scans above. (Click on them for a closer look.)



More such illustrations can be found throughout this instruction manual, with the ones below being some of my favorites. (I love how they simply explain to readers how the game works: bonk enemies on the head with your hammer, then pick up the squished foe and toss it against a wall or other solid object in order to extract oddly spotted fruit from it.)





Later pages showcase noteworthy aspects of each of Don Doko Don's stages as well as drawings of their boss denizens.

Friday, August 01, 2014

PC Engine game recommendations for #PlatforMonth

Before we get to the PC Engine game recommendations that are promised in the header above, how about we deal the question that's sure to be on some of your minds: what in the heck is #PlatforMonth?

The answer, my dear readers, is that #PlatforMonth is yet another of Anne "apricotsushi" Lee's monthly game-alongs, with this one focusing on--you guessed it--platformers.

So why'd I decide to focus on must-play (in my opinion, naturally) PC Engine platformers in this post? Well, my original plan was to cover a whole slew of systems, but when I got to the PC Engine portion of said post I couldn't stop coming up with titles to recommend. So, I decided to devote an entire post to NEC's "little white wonder," as I like to call it.

Don't worry, I'm going to publish a second post that offers up platformer recommendations for other consoles and handhelds in a couple of days. For the time being, through, let's keep our minds trained on PC Engine run-and-jumpers.

Speaking of which, I know I could wrap up this post right here and now by suggesting you play all three of Red Company's PC Genjin--or Bonk, if you're a TurboGrafx-16 kind of guy or gal--titles, but I'd rather introduce folks to some new experiences this time around, such as:


Hany on the Road--Admittedly, this probably isn't the best place to begin a post like this one. After all, Hany on the Road isn't exactly a textbook example of the genre. Still, there's a lot of running and jumping to be done if you want to beat it, so why not include it here? As for how it plays: if you've played Capcom's ancient arcade game, Son Son, you've basically played this one, too--although I think Hany looks better and is more challenging than its archaic predecessor.


Jigoku Meguri--One lesson I learned some time ago is that the people who used to develop games for Taito know how to produce a top-tier platformer. This game--an arcade conversion, actually--is a prime example. At first, it appears to be your average side-scrolling, run-and-jump title--except for the fact that the shiny-headed protagonist is able to launch human-sized beads of various colors at his demonic foes. That simple action single-handed makes Jigoku Meguri a joy to play, by the way. There's just something fun about running around and tossing as many beads or marbles or whatever they're supposed to be at anything and everything in your way.


Mizubaku Daibouken--If you took Jigoku Meguri and exchanged its underworld setting for a bright and cheery one that wouldn't seem out of place in Rainbow Islands or Parasol Stars (two more Taito joints, coincidentally enough) and switched out its monk-like protagonist for the most adorable pixelated platypus you're ever likely to see, you'd have Mizubaku Daibouken (aka Liquid Kids outside of Japan). The only real difference: in the latter, the character you control tosses water bubbles at baddies rather than multi-hued prayer beads. If you've only got the budget or attention span for one of these two games, I say go for this one, although both are well worth your time if you've got money and mindshare to spare.


The New Zealand Story--One slight problem with the bulk of the titles discussed here so far is that a good number of them are ports of arcade games. That's rarely, if ever, a bad thing when it comes to Taito, though, so I say go with it. Of course, I'd say "go with it" in the case of this game even if it were a bit subpar, as it stars a cute-as-buttons kiwi bird who utilizes an array of weapons (including arrows, bombs and laser guns) and vehicles (balloons, blimps and even UFOs among them) to battle and/or avoid a menagerie of surprisingly relentless foes. Another of The New Zealand Story's positive attributes, in my opinion: its sometimes-perplexing, maze-like stages. Just do your best to ignore this iteration's ear-splitting soundtrack.


Obocchama-kun--Finally, an original effort! And I mean "original" in every possible way in the case of this odd-as-a-duck platformer, which focuses on the bratty star of Yoshinori Kobayashi's satirical manga from the 1980s. Like The New Zealand StoryObocchama-kun takes platformer fans to some strange and unique places--chief among them being the kooky cast of allies (my favorite being the crying teen who seemingly flings what appears to be hairbrushes at enemies) players can summon into action, although its eccentric bosses are pretty great, too. (For more on this HuCard, check out my "Great Gaymathon" review of it.)

You may have noticed that I've left a bunch of this system's single-screen platformers (aka Bubble Bobble clones) off this list. I made a concerted effort to do that, actually, as I could have filled this post with such games.

Should you prefer to play a single-screen platformer rather than a garden-variety one during #PlatforMonth, however, here are the PC Engine releases I'd most recommend: Don Doko Don, Parasol Stars, Pop'n Magic and Rainbow Islands.

Wednesday, July 18, 2012

Five favorites: PC Engine platformers that don't involve Pithecanthropus Computerus

At first, coming up with a list of favorite PC Engine platformers that don't feature the third wheel in the race of the 16-bit mascots--that would be the "Pithecanthropus Computerus" mentioned in the headline above, who also goes by "PC Genjin" and "Bonk"--seems like a daunting task. After all, when most folks think of NEC's pint-sized system (the Japanese one, at least), the first games that come to mind are Hudson's PC Genjin trio (otherwise known as Bonk's Adventure, Bonk's Revenge and Bonk's Big Adventure in North America).

Think about it for a bit, though, and it becomes apparent that this "little console that could"--because it ably competed with the Genesis/Mega Drive and the SNES/Super Famicom despite the fact that it wasn't a full-fledged 16-bit system--was home to a number of top-shelf run-and-jump (or hop-and-bop) titles.

The five below are my personal favorites. Notice I'm not saying that I think they're the best platformers to grace the PC Engine. Although a couple of them are sure to fit that bill, others are too flawed to be so highly considered. Still, I can't help but like them more than a few of their closer-to-perfect counterparts.

One last thing before I get on with the show, so to speak: I'm not including single-screen platformers--games like Don Doko Don and Parasol Stars--in this post, mainly because they differ pretty substantially from the side-scrolling affairs discussed below.


Bikkuriman World--What a way to start a post like this, eh? I say that because many PC Engine fans likely consider this game's successors, Adventure Island and Dynastic Hero (they're all part of the Wonder Boy series), to be far superior efforts. Although I'd agree with those folks in some respects, I've spent a lot more time playing Bikkuriman World than I have playing either of its follow-ups over the years. I can't really tell you why that is, sadly, although if I had to guess I'd say that it's because I actually like the rather antiquated look--yes, even the Kewpie doll-esque protagonist--and feel of this particular HuCard. Also, I'm a bit of a masochist, which is a must for anyone who wants to tackle this tough-as-nails title.


Mizubaku Daibouken--You certainly don't have to be masochist to enjoy this Taito-made title, which was released outside of Japan as Liquid Kids. That's because this platformer is as cute as can be, what with its bubble-tossing protagonist, adorable enemies (I especially like the ones that look like tottering strawberries) and colorful stages that take players from a lush forest, to (what appears to be) a water-filled cave, to a sandy pyramid. Just because it's cute, though, doesn't mean it's a cake walk. In fact, I've yet to see the end credits of Mizubaku Daibouken--despite spending quite a bit of time with it. My favorite part of this game: Tossing "water bombs" (yeah, I'm not sure what that's supposed to mean either) at anything and everything. Believe me when I say it's addictive.

Tuesday, November 22, 2011

Manual Stimulation: Mizubaku Daibouken (PC Engine)

There are a whole host of reasons to like the PC Engine version of Taito's Mizubaku Daibouken (known as Liquid Kids outside of Japan). One of them is that its gameplay, graphics and music are remarkably close to those that appear in the arcade original, released in 1990. Another is that its instruction manual is really cool.

The only bummer associated with Mizubaku Daibouken's manual: The front and back covers (below) are the only ones that appear in color.



The rest are in black and white. (Well, and a bit of gray.) I don't consider that to be a huge negative, though; on the contrary, all of the illustrations that appear in the Mizubaku Daibouken manual are so nice that after a bit you basically forget about the lack of color.



Anyway, the manual gets off to a rollicking start thanks to a two-page comic that seems to tell the game's backstory.



Thursday, April 21, 2011

The Great Gaymathon Review #23: Taito Legends 2 (PlayStation 2)


Game: Taito Legends 2
Genre: Arcade Compilation
Developer: Taito
Publisher: Destineer
System: PlayStation 2
Release date: 2007

Although it's not as immediately appealing as its predecessor--which features such arcade classics as Bubble Bobble, Elevator Action, Rainbow Islands and Space Invaders--Taito Legends 2 offers its fair share of old-school entertainment once you scratch the disc's surface (figuratively, not literally). Even without the benefit of nostalgia, for instance, games like Cameltry, Kiki Kaikai, The Legend of Kage and Qix are a blast. And then there are the slew of Bubble Bobble-esque games in this collection--Chak'n Pop, Don Doko Don, The Fairyland Story and Liquid Kids--each of which are enjoyable and unique enough to stand on their own. Sure, there are a few duds--I'm lookin' at you, Crazy Balloon and Wild Western--but even those tend to have a redeeming value or two. I'd highly recommend giving each of the 39 games included on Taito Legends 2 a try at one point or another regardless, as you never know which previously unknown (or ignored) title will surprise your heart into skipping a beat. For me, that game was the Parodius-esque--or maybe I should say Pop'n TwinBee-esque--Space Invaders '95, which introduces bosses, cute protagonists and (most importantly) pastels to Tomohiro Nishikado's magnum opus.


See also: Previous 'Great Gaymathon' posts

Friday, March 18, 2011

The Great Gaymathon Review #14: Taito Legends (PlayStation 2)


Game: Taito Legends
Genre: Arcade
Developer: Taito
Publisher: Sega
System: PlayStation 2
Release date: 2005

Taito Legends may contain 29 of Taito Corporation's arcade classics, but let's be clear about one thing right off the bat: Only a handful of them will matter (or be recognizable) to most folks. Those few titles are more than worth the package's price of admission, though, so don't take that to be too much of a negative. For me, the main attractions here are Bubble Bobble and Rainbow Islands, with Elevator Action, New Zealand Story and Space Invaders following closely behind. (Honestly, if this compilation included Don Doko Don and Liquid Kids/Mizubaku Diabouken, I'd have little need for Taito Legends 2.) Each of those games, along with their 24 counterparts, seem to be emulated perfectly--hey, it's been a long time since I've played any of them in an actual arcade--although I guess that's to be expected. What isn't so expected: The inability to configure the controls for each of the included titles. It isn't exactly a monumental worry, but it may be a big enough one to put off some players.


Thursday, February 24, 2011

The Great Gaymathon Review #7: Mizubaku Daibouken (PC Engine)


Game: Mizubaku Daibouken
Genre: Platformer
Developer: Taito 
Publisher: Taito
System: PC Engine (HuCard)
Release date: 1992

One way to translate the Japanese title of this game into English, or so I've been told, is to call it Water Bomb Adventure. That's certainly an apt way to describe this quirky little platformer, which stars a platypus--yeah, I know the folks at Taito say he's a hippopotomus, but there's no way the paunchy protagonist is anything other than an Ornithorhynchus anatinus--who throws, you guessed it, giant balls of water at innumerable foes as he waddles through levels pulled from the pages Platformers for Dummies. His journey--to save his kidnapped girlfriend, naturally--begins easily enough, with straightforward stages filled to the brim with enemies who put up little to no resistance, but it rapidly rachets up in intensity. That's OK, though, because the Parasol Stars-esque sights you'll see and the hummable tunes you'll hear along the way help make it all worthwhile--assuming, of course, you didn't drop too much cash to procure your copy of the game (an unfortunately all-too-common occurrence given its Bubble Bobble connection).


See also: Previous 'Great Gaymathon' posts

Wednesday, June 02, 2010

Mizubaku Daibouken = Bubble Bobble 4?

At least, that's what the editors of TurboPlay magazine suggested all the way back in 1992--just before Taito's Mizubaku Diabouken (aka Liquid Kids) hit the streets in Japan.




My initial reaction to that suggestion was something along the lines of "nuh uh!"--but after giving it some consideration my reaction has softened a bit.

After all, the series' other (actual) entries--Bubble BobbleRainbow Islands and Parasol Stars--don't share enemies, protagonists, settings or weapons, so why would part four--with its waterbomb-wielding platypus--be any different?

All that said, Mizubaku Daibouken isn't, as far as I can tell, officially called chapter four of the Bubble Bobble saga--although I suppose that may have been something the game's creators considered early on.