Showing posts with label Moai-kun. Show all posts
Showing posts with label Moai-kun. Show all posts

Sunday, June 04, 2017

Anyone looking for a few #PuzzleGameMonth recommendations?

Although platformers and RPGs continue to be my favorite types of games, I'm pretty much always up for playing a good puzzler.

The five brain-busters below fit that bill and more. As such, I think any one of them would be worth playing as part of Anne Lee's latest "community game-along" that's devoted to the puzzle genre. (For more information on this month-long event, go to chic-pixel.com.)

I've spent a good amount of time with all of these games, by the way, so rest assured they have my personal seal of approval (should such a thing hold sway over you, of course).

Moai-kun (Famicom)
Guru Logi Champ (GameBoy Advance)--I've mentioned this Compile-made title a couple of times in the past. (Most notably, in my recent post about overlooked GameBoy Advance games you need to play as soon as possible.) To be honest, though, I feel like I should've written about it more, as it's easily one of the best puzzlers to be published for Nintendo's GameBoy successor. What's so great about it? For starters, it offers up a unique twist on Picross' gameplay. Also, it's wonderfully colorful and features a cast of characters that's as cute as it is silly. The cherry on top of all this puzzling goodness: Guru Logi Champ's box, cartridge label and instruction manual knock it out of the park, too.

Loopop Cube: Lup Salad (PlayStation)--Although Guru Logi Champ is at least somewhat of a known quantity thanks to its Compile connection, this similarly impressive PlayStation release from Datam Polystar continues to fly under the radar. Not that Loopop Cube and the above-mentioned GBA game are at all alike. This Japan-only title combines light platforming action with the gameplay of a match-three puzzler. Add to that its cute-as-a-button aesthetic (mirrored in Loopop Cube's packaging) and some catchy background tunes, and you've got an import that should have a much higher profile than it currently does. By the way, if you're not in the mood for buying and playing Japanese PSone games, you can pick up Loopop Cube: Lup Salad for the DS or PSP, too.

Magical Puzzle Popils (Game Gear)--Of all the puzzle games showcased here, this Tengen-developed and -published one is my favorite. Like Loopop Cube, Magical Puzzle Popils (released outside Japan as Popils: The Blockbusting Challenge) is one part platformer and one part puzzler. You don't match blocks in the latter, though; instead, you do whatever's needed to get the "hero" protagonist to the princess who's marooned somewhere on each and every stage. Usually that means punching or kicking blocks out of your way, but sometimes it also means climbing or descending a ladder. Don't worry, it's a lot more fun than I've made it sound here. Plus, it looks great--similar to Bubble Bobble, actually, which makes sense, as the same man (Fukio Mitsuji) headed up both games--and sports a stellar, earworm-worthy soundtrack. (Bonus: virtually flip through Magical Puzzle Popil's instruction manual.)

Onore no Shinzuru Michi wo Yuke (PSP)
Moai-kun (Famicom)--I know, I know. I just slobbered over this Konami cart in my most recent "Manual Stimulation" post. What can I say? I've got Moai-kun on the brain. Also, if any Famicom puzzler is worth mentioning in a write-up such as this, Moai-kun is it. This Japan-only release from 1990 isn't the prettiest puzzle game to see the light of day on Nintendo's first real console, but I'd argue it's the most interesting. Once again, the focus here is on hopping to and from platforms, destroying blocks (using your noggin, à la PC Genjin) and rescuing loved ones. Don't worry if you'd like to try Loopop Cube, Magical Puzzle Popils and Moai-kun, by the way. Although all three are puzzler-platformers, they provide different enough experiences that you won't feel like you're playing the same game.

Onore no Shinzuru Michi wo Yuke (PSP)--I'd include this PSP title, made by Silicon Studio and published (only in Japan, naturally) by From Software, even if it were a total dud. That's because its cover illustration, right, is among the best produced for Sony's first portable system. Also, its Ukiyo-e art style is beyond gorgeous. Thankfully, Onore no Shinzuru Michi wo Yuke's gameplay is just as captivating as its more superficial components. Explaining why that is would take too many words, so I'm going to suggest you check out hardcoregaming101.net if you're curious to know more. Just know that if you've still got a PSP and you're at all into games that try their best to overheat your brain, you'll get your money's worth out of Onore no Shinzuru Michi wo Yuke.

See also: my trio of #PlatforMonth recommendation posts

Thursday, June 01, 2017

Manual Stimulation: Moai-kun (Famicom)

Three years ago, I declared--in this post--Moai-kun's box art to be among my favorites as far as Nintendo's Famicom is concerned.

Well, now I'm declaring this Konami-made puzzler's instruction manual to be among my favorites as well.

This time, though, I'm going to go a step further and say that the booklet showcased in the scans below is one of my all-time favorite game manuals, period.



Some of you likely will feel the same way about it once you finish perusing this post. Hell, I'll bet at least a few of you will feel that way about it after taking in the front and back covers of Moai-kun's manual.





One of the best things about this how-to pamphlet, if you ask me, is that every single page of it features an illustration or some other piece of art.





The pops of color and the additional elements that keep each two-page spread from being anything even approaching boring only add to the appeal of this Moai-kun instruction booklet.





Thursday, November 10, 2016

Five overlooked Famicom games you need to play as soon as possible

In my two previous "five overlooked games" posts, I focused on Japanese PlayStation and PC Engine titles. (Here's the PlayStation post, and here's the PC Engine post, in case you're interested.)

This one, of course, focuses on Famicom titles.

I know what some of you are thinking. Wait, there are overlooked Famicom titles? The system was released all the way back in 1983. How could any of its games be considered "hidden" gems? My reply: please consider the following.


Banana--This is one of those "don't judge it by its cover" games. And when I say cover, I'm not talking about Banana's box cover, which is the definition of cute. No, I'm talking about the screenshot above. Yes, this Victor Interactive Software-made and -published title (from 1986) is far from a looker, but I love its dynamic soundtrack and its action-puzzler gameplay, which is equal parts grin-inducing and brain-cramping. For more on why I'm such a big fan of Banana, read these previous posts of mine.


Door Door--Admittedly, this isn't an overlooked Famicom game in Japan. In fact, as far as I'm aware, it's actually considered a classic there. Elsewhere in the world, though, it's an unknown quantity at best. That's a shame, because aside from some unfortunate slowdown, Door Door is a real gem, with single-screen gameplay that recalls--without improperly aping--classics like BurgerTime and Wrecking Crew. Bonus: its protagonist and enemies are the most precious things you're going to come across this week, and likely this month--though its box art and instruction manual may have something to say about that.


Moai-kun--Many of the games Konami made and published during the 8-bit era are understandably regarded as classics today. Why isn't this one of them? I don't have a clue, although I wouldn't be surprised if its status as a Japan-only release has a little something to do with it. Still, it's 2016, and that sort of thing no longer really matters. So why do I think Moai-kun deserves a spot next to titles like Castlevania, Contra, Gradius, Goemon and Metal Gear? Because it stars a Moai figure, for starters. Also, its gameplay is like a sideview version of HAL Laboratory's Adventures of Lolo. And then there's the fact that Moai-kun's box art is among the best the Famicom has to offer.


Otocky--This Famicom Disc System game used to have a much lower profile than it does today. What prompted that uptick in interest? The release and embrace of Nintendo's Electroplankton for DS. Both games were conceived and designed by Japanese artist Toshio Iwai, and the popularity of the latter game prompted curiosity about the former. Which is great, as Otocky is a far more enjoyable--not to mention traditional--experience than Electroplankton, in my humble opinion. Of course, what else would you expect from a game that adds a smidgen of music-creation to the side-scrolling shmup genre? (By the way, if you own a console that accepts FDS discs, you owe it to yourself to buy a complete-in-box copy of Otocky. Its outer box, case and manual--all showcased in this old post of mine--are worth the price of admission alone.)


Warpman--If Bomberman and Robotron mated, not only would it be kind of kinky, but the product of their procreation would be this home port of an old Namco arcade game called Warp & Warp. That alone would be enough for me to recommend Warpman, but thankfully there's more to it than its bizarre sources of inspiration. Specifically, by offering up two different play styles, it keeps things feeling fresh despite its overall repetitiveness. Also, there's little denying Warpman's character sprites are almost overwhelmingly adorable. For more of my thoughts on this Famicom cart, check out my review.

Have you played any of these overlooked Famicom games? If so, share your opinions of them in the comments section below.

Also leave a comment if you think of any other often-ignored games that were made for Nintendo's first console.

Friday, October 03, 2014

A few photos (and words) that hopefully explain why I consider Konami's Moai-kun to be my favorite example of Famicom box art

How many times have I become smitten with a game simply because of its beautiful cover art--before I had much of a clue as to how it played or even how it looked?

I'm not all that sure I want to know the exact number, actually, although I'm guessing the answer could be summed up with "a few too many times."

Regardless, that certainly was what happened with Konami's Moai-kun. I mean, it's definitely possible I heard about this Famicom puzzler-platformer before I first came across--and fell in love with--its box art, but whatever I heard wasn't enough to spur me to look it up or attempt to play it via emulation.

As soon as I laid eyes on its adorably energetic cover imagery, I just knew I had to give it a go in some form or fashion. The only problem with that plan was complete-in-box copies of it can be both hard to find and expensive.

So, I bided my time and waited until I happened upon a copy that wouldn't cost me an arm and a leg. That copy--picked up earlier this year--can be seen in the pair of photos included in this post.

Honestly, I'm not sure which side of Moai-kun's box I like more--the front or the back. The front is where all the drama takes place, of course, but the back impresses as well by featuring adorable depictions of the game's monolithic protagonist, one of which is shown saying, "I'm hero."

Thankfully, in the end, this pick-up was about more than acquiring a wonderful example of Famicom cover art, as the game itself is nearly as worthwhile as its packaging. If you've yet to experience it, it's a puzzle-centric platformer that plays not unlike a sideview version of HAL Laboratory's classic Adventures of Lolo series.

In practice, that involves the statuesque title character (controlled by the player) rescuing his similarly stone-faced buddies by hopping onto, and off of, platforms, pushing boulders, busting blocks and even head-butting baddies à la PC Genjin (aka Bonk's Adventure) before bounding through the exit door and moving onto the next single-screen stage.

Admittedly, Moai-kun isn't exactly a looker, but it gets the job done aesthetically and that's all that really matters in a game like this.

See also: "A few photos (and words) that hopefully showcase why I consider Yume Penguin Monogatari to be my second-favorite example of Famicom box art"

Wednesday, July 16, 2014

A handful of my favorite Famicom games (in honor of the system's 31st anniversary)

In honor of the Famicom's release 31 years ago (as of yesterday), I thought I'd publish a post that focuses on a few of my favorite games that were made for Nintendo's first proper console.

Note: I don't necessarily consider the titles discussed below to be the "best" that appeared on Famicom carts or disks. Rather, I consider them to be among the ones I most enjoy playing.

With that out of the way, let's get to the list.

Bubble Bobble--When I first encountered this disk-based port of Taito's classic arcade game, I wasn't all that interested in it due to the fact that it's far from a perfect conversion. Once I got over the fact that the backdrops as well as the enemy and item sprites in this iteration differed from the original, though, I began to appreciate what it brought to the table--which is some wonderfully frantic platforming that's supported by one of the best backing tunes ever to appear in a video game.

My red Twin Famicom system
playing a copy of Donkey Kong
Door Door--This cart-based puzzler-platformer is far from perfect. That's an entirely forgivable offense, though, as it was Enix's first foray into the world of Famicom development. Also, despite its choppiness and rather languid pace, this adorably rendered title is a whole lot of fun--although don't be surprised if it prompts you to pull out a few clumps of hair, too.

Meikyūjima--Known as Kickle Cubicle in other territories, this Irem joint has long been a favorite of mine due to its brightly colored visuals and its surprisingly unique gameplay (although the latter almost assuredly was inspired by HAL Laboratory's Eggerland series or Sega's Pengo). Given that, why did it never receive a sequel? I guess we'll never know.

Moai-kun--Here's another fairly recent addition to my "favorite Famicom games" list. Of course, I didn't even know about this Konami-made cart until a year or so ago. Anyway, I'd say it's well worth seeking out if you like challenging puzzler-platformers--just don't go into it expecting to encounter the best graphics the Famicom has to offer.

Mother--Is this Americana-themed RPG a bit rough compared to its sequel, which is better known to westerners as EarthBound? No question. The original's still an intriguing title, though, as for me it's been just different enough from Mother 2 to be worth my time and attention. Of course, it hasn't yet proven to be interesting enough for me to finish, but I'm hoping to rectify that sooner rather than later.

Otocky--This is the game you show those naysayers who try to tell you that games from this era were little more than simplistic button-mashers. Actually, this one--developed by SEDIC (don't worry, I've also never heard of them) and published by ASCII--is a button-masher, of sorts, but it's far from simplistic. How so? Well, for starters, it's basically a mash-up of a shmup and a music or rhythm game. On top of that, it's one of those rare games that's a joy to experience due to the manner in which the two aforementioned genres are so seamlessly incorporated.

These early Famicom games
are pretty great, too
Pajama Hero Nemo--I'm probably not alone in admitting this, but I have a love-hate relationship with this Capcom platformer, which was given the title Little Nemo: The Dream Master when it was brought to the States. On the one hand, its cartoonish aesthetics are absolutely astounding, especially for the era in which it was produced, while on the other, it's one of the toughest Famicom games I've played. Still, for me its positives far outweigh--OK, mostly outweigh--its negatives.

Super Mario USA--I know a lot of people would name Super Mario Bros. 3 rather than its "fake" predecessor, but the fact is I've always preferred the latter to the former. In part, that's because of Super Mario USA's expansive roster of playable characters (compared to most other entries in this famed series, at least), although I also really enjoy what I consider to be its "softer" visual stylings.

Wanpaku Kokkun no Gourmet World--Truth be told, I prefer the North American localization of this EIM-developed, Taito-published platformer--mostly because the western version, Panic Restaurant, stars a far more adorable protagonist--but the Japanese sports some pretty impressive box art and, as such, shouldn't be ignored completely. Regardless of which one you decide to go with, get ready for a surprisingly tough, and surprisingly well realized (in terms of its sprite work), title. (Oh, and get ready to empty your bank account as well. Sigh.)

Warpman--This Famicom follow-up to Namco's Warp & Warp (or Wapu to Wapu) likely isn't all that well known outside of Japan, and that's a real shame, as it's a thoroughly enjoyable arcade-style romp that I like to think of as one part Robotron (although not entirely) and one part Bomberman, if that makes any sense.

Honestly, I could go on about my favorite Famicom games for another day and a half, at least, so I'll stop here. How about all of you, though; which 8-bit Nintendo titles do you consider to be the most enjoyable or fun?

Tuesday, October 30, 2012

You say Shippuu no Usagi-Maru: Megumi no Tama to Fuuma no Shirushi, I say uh ...

While scanning Nintendo of Japan's website a week or so ago (I can't remember why, actually), I happened upon an enticing image of an upcoming 3DS eShop game.

After doing a bit of digging, I discovered that the game is called Shippuu no Usagi-Maru: Megumi no Tama to Fuuma no Shirushi and it's being published by Arc System Works, best known for two-dimensional brawlers BlazBlue and Guilty Gear.

Actually, I should say it was published by Arc System Works, as it was uploaded to the Japanese eShop (carrying a ¥500 price tag) on Oct. 10.



The main reason I'm interested in it is its art style, of course, but I'm also pretty interested in its gameplay (see a bit of it in the trailer above), which looks similar to that of Moai-kun, a puzzler-platformer that Konami released for the Famicom back in the day.

Fun fact: One of my co-hosts on The Nichiest Podcast Ever kindly agreed to translate the game's title for me, with the result being something along the lines of Usagimaru of the Gale: The Blessed Seed and the Cursed Seal. (Oh, and Usagimaru is the adorable protagonist's name.)