Showing posts with label Neo Geo Pocket Color. Show all posts
Showing posts with label Neo Geo Pocket Color. Show all posts

Tuesday, February 21, 2017

Five favorite Pac-Man clones

Full disclosure: I'm not the world's biggest Pac-Man fan. Oh, I like the character well enough, and I love Ms. Pac-Man to death, but the Namco-made quartermuncher that started it all? It kind of bores me, if I'm allowed to be honest.

In fact, I'd much rather play any of the Pac-Man clones described below than the arcade classic that seemingly inspired their creation.


Crush Roller (Neo Geo Pocket Color)--OK, so this ADK-developed title, a remake of a 1981 arcade game called Make Trax, isn't a total rip-off of Pac-Man. After all, rather than tasking players with clearing each screen of something, Crush Roller tasks them with filling them with something. Paint, in particular. That's easier said than done, of course, thanks to the baddies, which look a bit like Dragon Quest slimes to my eyes, that chase you as attempt to "paint the town red" (or whatever color you're given for a specific stage). These baddies don't always play fair (they're often a smidgen faster than the paint roller you control), and as a result the game can be teeth-gnashingly frustrating. Still, I enjoy playing it now and then, and I have a feeling most people who have even a passing interest in Pac-Man would (mostly) enjoy it, too. If you'd like to see this Neo Geo Pocket Color game's packaging, by the way, you can do it in this old post of mine: "It's just a little Crush (Roller)."


Devil World (Famicom)--Although I like all of the Pac-Man clones included in this post, I like this one the least. Sure, it sports some great, early-Famicom-era (or early-NES-era) graphics and music, but its gameplay is a tad more complicated than it needs to be, in my humble opinion. Instead of having players focus on eating dots and avoiding enemies à la Pac-Man, Devil World has them perform those actions while also collecting crosses and bibles as well as staying far away from the crushing ropes that ring each maze-like stage. Speaking of which, the stages in Devil World are a lot more convoluted than those found in Pac-Man, which can lead to confusion and even death if you're not careful. In Devil World's favor, its cover art and the contents of its instruction manual are stellar and are worth owning on their own. (Bonus round: read my overly succinct Devil World review.)


Lock 'n' Chase (GameBoy)--At first glance, Lock 'n' Chase appears to be a lazy and uninspired Pac-Man clone. Hell, the protagonist looks like everyone's favorite spherical dot-muncher with a dapper fedora plopped onto his head. Thankfully, Data East's title differs from Namco's in a few other notable ways--chief among them being the former's larger, scrolling levels. Also, the levels in Lock 'n' Chase are far less symmetrical than the ones in Pac-Man, which I guess could be a positive or a negative, depending on your personality. Another feather in the snazzy cap of Lock 'n' Chase: its baddies all sport police hats. Unfortunately, the lack of color in this GameBoy port hurts its replay value by making it difficult to tell one screen from the next. If you can overlook that fact, though, you'll probably get a kick out of this portable Pac-Man homage.


Onyanko Town (Famicom)--This Micronics-developed and Pony Canyon-published Famicom cartridge belongs in the same camp as the one that houses Crush Roller. Onyanko Town looks great (although not as great as Crush Roller, it has to be said) and offers up an adorably appealing premise--which puts you in the paws of a mama cat who has to track down her kittens and safely bring them home--but it also tends to be beyond aggravating. That's due in part to the title's often-enormous stage layouts and in part to the extremely slow speed at which the mama cat moves. Add in a background tune that gives new meaning to the term "earsplitting," and you have a Japan-only release that's sure to turn off a large chunk of the population. I consider it a favorite Pac-Man clone anyway, though,  because I'm a sucker for games starring pixelated pups (the majority of Onyanko Town's enemies) and felines.


Painter Momopie (GameBoy)--There are a lot distressingly overlooked Japanese GameBoy games. Astro Rabby is one. Burning Paper is another. And then there's Sigma Entertainment's Painter Momopie. It may not be quite as fantastic as those other two efforts, but it's just as fascinating. After all, how many games have you played that have you paint the floors of cozy-looking kitchens, bedrooms and the like while avoiding mice and ghosts and other creatures? None, I'm sure. Plus, Painter Momopie's soundtrack is nearly as heart-warming as its homey setting. The same can be said of its outer box and its instruction manual. Another reason I'd recommend Painter Momopie to anyone who's open to playing a GameBoy cart in this day and age: it's almost assuredly the most relaxing (or at least stress-free) of all the Pac-Man clones discussed in this post.

See also: all of the "five overlooked games you need to play as soon as possible" posts I've published so far

Friday, August 07, 2015

Shall We Do It Again? (Astro Rabby, Crush Roller, Mappy, Pac-Man, Puzzle Bobble and Tumble Pop)

If you were on Twitter last weekend, you may have noticed my mention that I spent a rather obscene amount of time playing old GameBoy and Game Gear titles on Saturday.

I also spent some time playing a couple of Neo Geo Pocket Color games--a fact I didn't mention on Twitter because, well, I ran out of characters.

Anyway, because I played so many of these "golden oldies," and because I so thoroughly enjoyed the time I spent with them (two of them in particular), I thought I'd write up a second "Shall We Do It?" post for the week that focuses on those experiences.

Before I get to all of that, though, I want to make one thing clear: I played all of these retro games via emulation (thanks to my soft-modded Wii).

Yes, I own a couple of GameBoys, and I own a Game Gear, too. (No Neo Geo Pocket Color, though--at least not yet.) I also own copies of four of the six titles mentioned here. I was too lazy to get them out of their hiding places, though; plus, I didn't want to deal with the battery drama--so, I took the easy route and emulated them.

With all of that out of the way, here are a few, random thoughts on the GameBoy, Game Gear and Neo Geo Pocket Color carts--er, ROMs--that ruthlessly captured my attention this past weekend.


Astro Rabby (GameBoy)--Would you believe I've owned this Japan-only release from 1990 for some time now (over a year, if I were to guess), yet I'd only put a small handful of minutes into it before I fully acquainted myself with it a few days ago?

Er, yeah, I guess some of you would believe that based on my propensity to buy and then sit on games. (Not literally sit on them, of course.)

Whatever. That's not supposed to be the point here; what is supposed to be the point is that I'm now slapping myself across the face for taking so long to properly give this game a shot. It's actually quite a bit of fun--if you can overlook the totally lame "bonus rounds" that pop up every few stages.

As for why that is, well, try to imagine if someone had attempted to make something similar to Jumping Flash! for the GameBoy before the folks at Exact Co., Ltd. and Ultra Co., Ltd produced the beauty that launched shortly after the original PlayStation hit store shelves in Japan.

That's basically the gist of Astro Rabby, which puts you in the shoes (paws?) of a cyborg rabbit who, for some reason or other, is forced to hop through space in search of "power-up parts" while staying clear of evil frogs and bad octopi as well as keeping from plummeting into seemingly bottomless holes. This hopping-through-space action is depicted in a top-down fashion, by the way, which can make the titular hare's leaps kind of dicey from time to time, but after a few minutes it not only feels pretty natural but also feels pretty exhilarating.

Thankfully, it's OK to fail at the aforementioned bonus rounds, which boil down to a musical game of Concentration and are far more frustrating than my abbreviated description probably makes them sound. Still, I wish they were a bit more ... traditional in nature so I could enjoy the entirety of Astro Rabby and not just a good portion of it.


Crush Roller (Neo Geo Pocket Color)--I wrote about this colorful, portable take on the Pac-Man formula all the way back in 2013 (in a post titled, "It's Just a Little Crush Roller"), but haven't said a thing about it since.

That's a real shame, as Crush Roller is a treat. A tough, pull-your-hair-out-in-giant-clumps "treat" at times, but a treat nonetheless.

Unfortunately, although I became pretty skillful at playing this ADK-developed game the first time I gave it a go (I even made it all the way to the end credits, after some effort), this time around I found things quite a bit more trying.

Oh, well. Its paint-roads-while-desperarely-avoiding-Dragon-Quest-slime-like-enemies action still put a smile on my face--when it wasn't causing me to cuss at it under my breath, of course.


Mappy (Game Gear)--Here's another Japan-only handheld title that I've chatted about previously.

What prompted me to pick it up again this past weekend? I don't know, to tell you the truth. I guess I was just in the mood for a little classic, arcade-style, cat-and-mouse action.

Just in case I've never mentioned this before: the Game Gear port of Mappy--originally a Namco quarter-muncher--is top-notch. Everything about it is "correct," as the reviewer at Video Game Den used to like to say; plus, it's simply a blast to play.

So, if you've got a Game Gear and a wad of batteries (or an AC adapter, I guess), you could do far worse than buy a copy of this 1991 release and stick it in your system when you've got a couple of minutes to burn.

Monday, December 16, 2013

Five arcade classics I wish had been ported to certain handhelds

You may be wondering what prompted me to write this post. Strangely enough, it came to mind while I was playing the Game Gear port of Namco's quarter-munching classic, Mappy, last week.

While admiring the quality of the adaptation, I couldn't help but wonder why Namco ended its Game Gear ports with Galaga, Mappy and Pac-Man. What about Warp & Warp (aka Warpman), The Tower of Druaga or Dig Dug?

That line of thinking then led to me to ponder why some other arcade classics--like the five detailed below--were never ported to the following handheld systems despite the fact that they would've been perfect fits (or at least interesting fits) for each other.


Baby Pac-Man (DS or 3DS)--I've wanted to play this half-Pac-Man-game-half-pinball-machine oddity at home ever since I encountered it in a local arcade as a teen. I can see why it never earned a console conversion, of course, but a DS or 3DS version could've been (or could still be) magical. The question is: who would develop and publish it, Bally Midway or Namco? (My guess: neither!)


Detana!! TwinBee (WonderSwan Color)--For some strange reason, the folks at Namco only made one game, Beatmania, for the WonderSwan, and even then it was for the original black-and-white version of Bandai's niche-y handheld rather than its colorized follow-up. Why they never ported this pastel-coated cute 'em up to the WonderSwan Color is beyond me, as I have to imagine a lot of gamers would've enjoyed playing it with their portable of choice held vertically.


Dig Dug (Game Gear)--I'm sure the powers that be at Namco had their reasons for not green-lighting this handheld port, but for the life of me I can't fathom what they may have been. After all, the company's portable re-imaginings of Galaga, Mappy and Pac-Man are about as spot-on as could've been expected. (By the way, I also wish Namco had made and released a Game Gear version of Marvel Land--even though its graphics would've had to have been downsized and simplified quite a bit.)


Don Doko Don (GameBoy Color)--Don Doko Don has long had a place in my pixelated heart for all sorts of reasons, which is why it saddens me that Taito never released a handheld version. Although the GameBoy Advance could've received an arcade-perfect port, I think I'd actually have preferred to see one that was more of an homage to the original (a la Bubble Bobble for Game Gear), hence my call for it to be made for the GameBoy Color instead.


Mr. Do! (Neo Geo Pocket Color)--I don't know about you, but I think it would've been awesome it someone had brought this Dig Dug-esque game to SNK's brick-like handheld in some form or fashion--especially if they'd updated the graphics a bit like ADK did when they remade Make Trax for the system (after renaming it Crush Roller). Instead, NGPC owners were given a million pachinko simulators. Not fair!

Friday, December 06, 2013

It's just a little Crush (Roller)

If you were to corner the 20 people in the Western world who've played ADK's Crush Roller and ask them to describe it, at least 19 would include "Pac-Man clone" in their response.

There's a good reason for that, of course--Crush Roller (aka Make Trax) is awfully similar to Namco's classic quarter-muncher in terms of gameplay. (Both titles have players race through single-screen, maze-like stages while avoiding ghost-like baddies.)

That's not to suggest Crush Roller is an unoriginal bore. Actually, it's quite a lot of fun--especially once you come to terms with its, er, "crushing" difficulty. (Which, it has to be said, largely can be blamed on the fact that the aforementioned baddies often are a smidge faster than the paint-brush-shaped protagonist.)



To be completely honest, Crush Roller's challenging nature nearly caused me to give up on the game in disgust on a few occasions. What prompted me to soldier on? Its charmingly crafted graphics and its earworm-esque backing tracks.

Also, its gameplay becomes pretty darn enjoyable once you accept that a bit of frustration is part of the deal (and keeps it from becoming a cakewalk).



Anyway, all of the above is supposed to help explain why I recently went ahead and bought a copy of this game--despite the fact that I don't yet own a Neo Geo Pocket Color system to play it on.

In my defense, I only bought it after noticing that a local game shop (Pink Gorilla) was selling it for a mere $15. (I'd been keeping an eye on a copy that was going for more than twice that on eBay, so $15 seemed like a steal.)



Now that I have said copy in hand, I have to say it was worth every penny I spent on it. I mean, just look at that awesome, snap-closure case. And the colorful cover art. Oh, and the little cart protector that exists despite the fact that the outer case is plenty sturdy. What's up with that?

One thing you can't marvel at in these photos is the size of Crush Roller's packaging. Although it's not as small as, say, the boxes that encased early Japanese GameBoy titles, it's small enough. Maybe I should take a few snapshots of it sitting next to a bunch of DS, GameBoy, Game Gear and Wonderswan boxes soon?

See also: 'Did you know that Japanese Game Gear boxes are about the same size as WonderSwan boxes?' and 'WonderSwan cartridges (and boxes) in context'

Wednesday, November 27, 2013

Happy birthday to me :)

Sorry, no "real" post today. It's my birthday!

The day's already off to a great start, by the way, as one of the presents my parents sent me was a copy of Monster Hunter 3 Ultimate, a game I've been admiring at a distance for some time now.



That's the only gaming gift I'm likely to receive this year, but that's OK--I bought a few games for myself earlier this week, including (but limited to) the three Namco Gallery titles I mentioned in yesterday's post. (I also purchased a Japanese copy of Crush Roller for the Neo Geo Pocket Color, despite the fact that I have nothing to play it on at the moment.)

While I wait for them to arrive, I'll do my best to put Monster Hunter 3 Ultimate through its paces--although maybe I should finally pick up a digital copy of Culty's Monster Hunter Beginner's Guide before I jump in.