The first time I laid my eyes on Banishing Racer's box cover (don't ask me when, it's all a blur now), I thought, I need to have that!
Mind you, this was before I'd played even a single second of the game. And it was before I discovered just how much you have to pay for a copy of it these days, too.
Back then, though, neither of those things mattered. All I cared about was the brilliantly colorful illustration that's showcased in the photo below.
OK, so I also liked its name. Banishing Racer. Or Vanishing Racer, as some prefer. Not that the latter makes any more sense than the former.
Whatever. I thought it was silly. And kind of appropriate, considering the game is a bizarre side-scroller that stars an anthropomorphic car. (The cross-eyed green one that's front and center on the Banishing Racer cover, above.)
If a platformer with a four-wheeled protagonist sounds somewhat familiar, that's probably because you've played-or heard of--another Jaleco-made game, 1985's City Connection.
Although I don't believe the now-defunct developer and publisher ever specifically declared Banishing Racer to be an official or even spiritual follow-up to that arcade (as well as Famicom and NES) classic, it sure seems like it at least has to be the latter.
Regardless, this Japan-only GameBoy release is a unique and mostly entertaining offering.
I say "mostly" here because controlling the begloved bug--or whatever type of auto it's supposed to be--that serves as Banishing Racer's main character isn't always effortless, the game's difficulty wavers wildly between cakewalk easy and pull-your-hair-out tough, and it includes a measly 15 stages (a couple of which are painfully short).
But it also looks and sounds great (see and hear what I mean by checking out this Banishing Racer longplay), plus it's simply fun to play a side-scrolling action game in which you're plopped into the shoes--or, erm, wheels--of something other than a person or an animal.
For me, Banishing Racer's positive attributes outweigh its negative ones in the end, although I acknowledge that not everyone feels this way. The proprietor of one of my favorite retro-gaming blogs, VGJUNK, certainly doesn't share my love of this cart, and I've had conversations with a number of other folks who similarly turn their noses up at it.
I'll bet even they have a soft spot for Banishing Racer's box art, though; and its cartridge label and instruction manual cover, too.
Disappointingly, the Banishing Racer manual isn't as wonderful as you probably expect it to be given the game's key art. It's not terrible, but it's also not chock-full of grin-inducing illustrations. Don't take my word for it; you can decide for yourself when I feature it in an upcoming "Manual Stimulation" post.
In the meantime, what do all of you think of the Banishing Racer packaging shots showcased in this post? And what do you think of the game itself, if you've ever played it?
See also: previous 'Nice Package!' posts about Burning Paper, Noobow, Penguin-kun Wars, and Shippo de Bun
Showing posts with label Nice Package!. Show all posts
Showing posts with label Nice Package!. Show all posts
Friday, March 30, 2018
Tuesday, February 06, 2018
Nice Package! (Nangoku Shounen Papuwa-kun, GameBoy)
No one's ever going to accuse Dragon Quest publisher, Enix, of jumping on the GameBoy bandwagon.
After all, it took the company over three years to release its first GameBoy title--and even then it was a game, Dungeon Land, someone else developed.
It took another year-plus for the game highlighted in this post to see the light of day. Admittedly, Enix didn't make it either. (Bizarre factoid: Enix only ever published the two titles named here for the original GameBoy.)
So, who is responsible for the development of this appealingly unique puzzler? That would be Daft.
Don't feel bad if this is the first you're hearing of Daft. I was completely in the dark about the company before I started researching this write-up. (I always assumed Enix both developed and published this version of Nangoku Shounen Papuwa-kun.)
If you're any kind of "retro gamer," though, you've probably at least heard of one of Daft's other products, though--that being the quirky Super Famicom platformer, Hameln no Violin Hiki (aka Violinist of Hameln).
As for Nangoku Shounen Papuwa-kun, it's based on Ami Shibata's 1991 manga series of the same name. To be frank, I know nothing about said series and, as such, have no idea as to why the powers that be at Daft or Enix decided to translate the IP into a puzzle game for Nintendo's first portable game system.
What I do know: Nangoku Shounen Papuwa-kun is a fun little brain-teaser.
This is no Tetris or Puyo Puyo clone, however. In fact, I can't think of another puzzle game that plays anything like Nangoku Shounen Papuwa-kun.
Explaining how it works through words isn't an easy task, so check out this gameplay footage--or this footage--if you're curious to know more.
The good news: it only takes a few minutes of puttering around to figure out what you're supposed to do. After that, it's smooth sailing.
Another piece of good news: even people who don't know a lick of Japanese should find Nangoku Shounen Papuwa-kun both accessible and enjoyable.
With all of that out of the way, what do you think about the game's outer box, cartridge, and instruction manual, all of which are showcased throughout this post?
I especially like its colorful cover art. In fact, that's what initially drew me to the game--well, that and the Enix logo printed along its lower edge.
Have any of you played Nangoku Shounen Papuwa-kun? If so, what do you think of it? Even if you haven't played it, though, what do you think of the game's packaging?
See also: previous 'Nice Package!' posts about Bubble Ghost, Burning Paper, Noobow, Peetan, Penguin-kun Wars Vs., and Shippo de Bun
After all, it took the company over three years to release its first GameBoy title--and even then it was a game, Dungeon Land, someone else developed.
It took another year-plus for the game highlighted in this post to see the light of day. Admittedly, Enix didn't make it either. (Bizarre factoid: Enix only ever published the two titles named here for the original GameBoy.)
So, who is responsible for the development of this appealingly unique puzzler? That would be Daft.
Don't feel bad if this is the first you're hearing of Daft. I was completely in the dark about the company before I started researching this write-up. (I always assumed Enix both developed and published this version of Nangoku Shounen Papuwa-kun.)
If you're any kind of "retro gamer," though, you've probably at least heard of one of Daft's other products, though--that being the quirky Super Famicom platformer, Hameln no Violin Hiki (aka Violinist of Hameln).
As for Nangoku Shounen Papuwa-kun, it's based on Ami Shibata's 1991 manga series of the same name. To be frank, I know nothing about said series and, as such, have no idea as to why the powers that be at Daft or Enix decided to translate the IP into a puzzle game for Nintendo's first portable game system.
What I do know: Nangoku Shounen Papuwa-kun is a fun little brain-teaser.
This is no Tetris or Puyo Puyo clone, however. In fact, I can't think of another puzzle game that plays anything like Nangoku Shounen Papuwa-kun.
Explaining how it works through words isn't an easy task, so check out this gameplay footage--or this footage--if you're curious to know more.
The good news: it only takes a few minutes of puttering around to figure out what you're supposed to do. After that, it's smooth sailing.
Another piece of good news: even people who don't know a lick of Japanese should find Nangoku Shounen Papuwa-kun both accessible and enjoyable.
With all of that out of the way, what do you think about the game's outer box, cartridge, and instruction manual, all of which are showcased throughout this post?
I especially like its colorful cover art. In fact, that's what initially drew me to the game--well, that and the Enix logo printed along its lower edge.
Have any of you played Nangoku Shounen Papuwa-kun? If so, what do you think of it? Even if you haven't played it, though, what do you think of the game's packaging?
See also: previous 'Nice Package!' posts about Bubble Ghost, Burning Paper, Noobow, Peetan, Penguin-kun Wars Vs., and Shippo de Bun
Wednesday, December 06, 2017
Shippo de Bun's stunning packaging puts a new spin on the old phrase 'nice piece of tail'
I know this post should be included in my long-running "Year of the GameBoy" series, but I've got to cut the cord on it at some point (I launched it back in early 2014), so I figured now was as good a time as any.
Plus, any write-up about this Japanese title deserves a unique headline, if you ask me. Shippo de Bun is one of the best GameBoy releases around, after all.
Not that I knew this myself until a few years ago, mind you. Back in the summer of 1991, when this game first hit store shelves in North America and Europe--as Tail 'Gator--it completely avoided my radar. It wasn't until I came across its brilliant Japanese box art, showcased in the photo above, that it made any kind of impression on me.
Shortly after I figured out its name, I plopped it into the search bars on auction sites like eBay and Yahoo! Auctions Japan--and nearly fainted.
Anyone who collects GameBoy carts won't be surprised by that news, I'm sure. Why? Because copies of both Tail 'Gator and Shippo de Bun--complete-in-box ones, in particular--often cost a pretty penny these days.
Still, I was determined to own a Japanese copy of the game, so I kept my eye out for a reasonably priced one--and snapped one up earlier this year.
Am I glad I did, now that I've had a few months to ponder my wallet-withering decision? You bet. Like I said in my first attempt at this post's header, I think Shippo de Bun's packaging alone is worth the price of admission.
Couple that with the fact that Shippo de Bun--or Tail 'Gator, whichever you prefer--is an absolute blast to play, and I'd say the game is a must-own for anyone who owns and still plays a GameBoy (or GameBoy Color or GameBoy Advance) and has the needed funds.
If that doesn't quite describe you, I'd still recommending finding a way to experience some version of this game. It plays similarly to old-school single-screen platformers like Don Doko Don and Parasol Stars, but with a number of twists.
For starters, stages in Shippo de Bun take up more than a single screen. They only scroll sideways, though, not up and down, and most seem to cover about three screens.
Also, you don't capture or trap enemies in this Natsume-made game and then use them as weapons against their surviving co-conspirators, as is the case in most examples of the genre. Here, you whack baddies with your tail until they croak. You use the same appendage to crack open safes, which litter each level and provide vital power-ups.
Finally, your goal while playing Shippo de Bun isn't to clear each screen of enemies, but to find--in a safe, unsurprisingly--the key that opens a door that sits on opposite your entrance point.
It's all a lot more enjoyable than it probably sounds. Bolstering Shippo de Bun's appeal: it looks great and sounds even better. Seriously, the soundtrack that accompanies the alligator protagonist's trials and travails is among the best ever produced for a GameBoy cartridge. It's bouncy and jazzy and even a bit rock-y.
My only complaint about Shippo de Bun's packaging: its designers reused the same art for its outer box, manual cover, and cart label.
Oh, well, at least a few original illustrations can be found on the inside pages of its instruction booklet. Don't worry, you'll be able to give them a good, long look in a future installment of my "Manual Stimulation" series.
In the meantime, what do those of you who've played either Tail 'Gator or Shippo de Bun think of the game? And what do you think of the Japanese version's packaging?
See also: previous blog posts about the packaging produced for Burning Paper, Noobow, Peetan, Snow Bros. Jr., and Tumblepop
Plus, any write-up about this Japanese title deserves a unique headline, if you ask me. Shippo de Bun is one of the best GameBoy releases around, after all.
Not that I knew this myself until a few years ago, mind you. Back in the summer of 1991, when this game first hit store shelves in North America and Europe--as Tail 'Gator--it completely avoided my radar. It wasn't until I came across its brilliant Japanese box art, showcased in the photo above, that it made any kind of impression on me.
Shortly after I figured out its name, I plopped it into the search bars on auction sites like eBay and Yahoo! Auctions Japan--and nearly fainted.
Anyone who collects GameBoy carts won't be surprised by that news, I'm sure. Why? Because copies of both Tail 'Gator and Shippo de Bun--complete-in-box ones, in particular--often cost a pretty penny these days.
Still, I was determined to own a Japanese copy of the game, so I kept my eye out for a reasonably priced one--and snapped one up earlier this year.
Am I glad I did, now that I've had a few months to ponder my wallet-withering decision? You bet. Like I said in my first attempt at this post's header, I think Shippo de Bun's packaging alone is worth the price of admission.
Couple that with the fact that Shippo de Bun--or Tail 'Gator, whichever you prefer--is an absolute blast to play, and I'd say the game is a must-own for anyone who owns and still plays a GameBoy (or GameBoy Color or GameBoy Advance) and has the needed funds.
If that doesn't quite describe you, I'd still recommending finding a way to experience some version of this game. It plays similarly to old-school single-screen platformers like Don Doko Don and Parasol Stars, but with a number of twists.
For starters, stages in Shippo de Bun take up more than a single screen. They only scroll sideways, though, not up and down, and most seem to cover about three screens.
Also, you don't capture or trap enemies in this Natsume-made game and then use them as weapons against their surviving co-conspirators, as is the case in most examples of the genre. Here, you whack baddies with your tail until they croak. You use the same appendage to crack open safes, which litter each level and provide vital power-ups.
Finally, your goal while playing Shippo de Bun isn't to clear each screen of enemies, but to find--in a safe, unsurprisingly--the key that opens a door that sits on opposite your entrance point.
It's all a lot more enjoyable than it probably sounds. Bolstering Shippo de Bun's appeal: it looks great and sounds even better. Seriously, the soundtrack that accompanies the alligator protagonist's trials and travails is among the best ever produced for a GameBoy cartridge. It's bouncy and jazzy and even a bit rock-y.
My only complaint about Shippo de Bun's packaging: its designers reused the same art for its outer box, manual cover, and cart label.
Oh, well, at least a few original illustrations can be found on the inside pages of its instruction booklet. Don't worry, you'll be able to give them a good, long look in a future installment of my "Manual Stimulation" series.
In the meantime, what do those of you who've played either Tail 'Gator or Shippo de Bun think of the game? And what do you think of the Japanese version's packaging?
See also: previous blog posts about the packaging produced for Burning Paper, Noobow, Peetan, Snow Bros. Jr., and Tumblepop
Wednesday, October 18, 2017
Nice Package! (Daichi-kun Crisis: Do Natural, PC Engine)
I have a bit of a roller-coaster relationship with this HuCard, a bizarre PC Engine strategy game that was made and published by a company called Salio in late 1989.
After seeing its cover imagery for the first time a number of years ago, I quickly added it to my "buy this game as soon as possible" list.
Why? I guess I'm just a sucker for game box art that features anthropomorphic cows and exploding volcanos. Also, the "Do Natural" portion of this game's title intrigued me.
Daichi-kun Crisis' spot on my aforementioned wish list came into question after I encountered a few screenshots, however. Video footage of the game in action made me feel even less certain I'd enjoy playing it.
As for what caused me to change my mind once again--to the point that I picked up the copy showcased in this post--that would be this extensive YouTube tutorial of the game.
If you don't have the interest or time to watch it, the gist is that it shows Daichi-kun Crisis: Do Natural to be an oddly compelling mix of arcade-y action, life simulation and tower defense.
Oh, and you control a cow--the eponymous Daichi-kun--during all of the above.
Those other cows shown on the front and back covers of the game's manual? They're Daichi-kun's family members and they help clean up volcanic ash (one of your tasks while playing this HuCard) as well as defeat the monsters that rise out of it.
Two other creatures aid in Daichi-kun's battle to secure "Moo Cow Island," too--a crow named Alice and a bear named Goro.
I don't know all of this because I've played the game, mind you. Some of the details were gleaned from the YouTube video I linked to earlier, while I learned others thanks to this intriguing Daichi-kun Crisis FAQ.
I hope to experience the game for myself soon enough. In the meantime, though, I thought some of you might enjoy checking out its colorful packaging.
You also might enjoy checking out the Daichi-kun Crisis: Do Natural instruction manual, the entirety of which can be seen in this "Manual Stimulation" post.
See also: previous 'Nice Package!' posts about Bikkuriman World, Dungeon Explorer, Parodius Da! and Son Son II
After seeing its cover imagery for the first time a number of years ago, I quickly added it to my "buy this game as soon as possible" list.
Why? I guess I'm just a sucker for game box art that features anthropomorphic cows and exploding volcanos. Also, the "Do Natural" portion of this game's title intrigued me.
Daichi-kun Crisis' spot on my aforementioned wish list came into question after I encountered a few screenshots, however. Video footage of the game in action made me feel even less certain I'd enjoy playing it.
As for what caused me to change my mind once again--to the point that I picked up the copy showcased in this post--that would be this extensive YouTube tutorial of the game.
If you don't have the interest or time to watch it, the gist is that it shows Daichi-kun Crisis: Do Natural to be an oddly compelling mix of arcade-y action, life simulation and tower defense.
Oh, and you control a cow--the eponymous Daichi-kun--during all of the above.
Those other cows shown on the front and back covers of the game's manual? They're Daichi-kun's family members and they help clean up volcanic ash (one of your tasks while playing this HuCard) as well as defeat the monsters that rise out of it.
Two other creatures aid in Daichi-kun's battle to secure "Moo Cow Island," too--a crow named Alice and a bear named Goro.
I don't know all of this because I've played the game, mind you. Some of the details were gleaned from the YouTube video I linked to earlier, while I learned others thanks to this intriguing Daichi-kun Crisis FAQ.
I hope to experience the game for myself soon enough. In the meantime, though, I thought some of you might enjoy checking out its colorful packaging.
You also might enjoy checking out the Daichi-kun Crisis: Do Natural instruction manual, the entirety of which can be seen in this "Manual Stimulation" post.
See also: previous 'Nice Package!' posts about Bikkuriman World, Dungeon Explorer, Parodius Da! and Son Son II
Tuesday, September 19, 2017
Nice Package! (Dōbutsu no Mori+, GameCube)
My last blog post celebrated the 15th anniversary of the first Animal Crossing game's North American release.
Of course, as any Animal Crossing fan worth their salt will tell you, although that 2002 release was the first of the series' many entries to see the light of day in the Western world, it was the second to hit store shelves in Japan.
This game's predecessor in that region was 2001's Dōbutsu no Mori (Animal Forest, basically) for the Nintendo 64. The game showcased here, Dōbutsu no Mori+, followed just eight months later.
Surprisingly, Dōbutsu no Mori+ is more than just a simple, straightforward port of the Nintendo 64 original. For starters, it bumps up the earlier title's resolution from 320-by-240 pixels to 640-by-480 pixels. It also introduces a number of new characters--including the Able Sisters, Kapp'n and Tortimer--as well as adds new locations (like the island and the museum), Famicom games, fish and bugs. And it lets players to expand their homes beyond the limits of what was allowed in the Nintendo 64 cartridge.
Further changes and enhancements were made to the game when it was localized for Western markets, and even more were made for the 2003 Japanese release known as Dōbutsu no Mori e+. (Look for a "Nice Package!" post about that GameCube import shortly.)
Anyway, as nice as the North American Animal Crossing's packaging was and is, I far prefer the Japanese counterparts--outer sleeve, disc, memory card and instruction manual--shown here to it.
I'm especially fond of the Dōbutsu no Mori+ instruction manual, I've got to say--especially its cover. The interior pages are pretty nice, too, although I wouldn't have minded if Nintendo's artists and designers had made them a tad more whimsical.
I also really like the art that's splashed across the adorably tiny Dōbutsu no Mori+ disc. The haniwa (gyroid elsewhere) that graces the label of the packed-in memory card is a nice touch, too.
Another nice touch of the Dōbutsu no Mori+ packaging: the image of Booker that sits along the bottom edge of the game's outer sleeve.
For those of you who've never seen a Japanese GameCube game in person, this cardboard sleeve slips over a small plastic case that houses the game in question's disc and manual. Also, the case is clear, so if you situate the manual properly, it almost gives the game an alternate cover.
With all of that out of the way, which part of this Japanese game's packaging appeals the most to you?
See also: photos of the Dōbutsu no Mori Nintendo 64 packaging
Of course, as any Animal Crossing fan worth their salt will tell you, although that 2002 release was the first of the series' many entries to see the light of day in the Western world, it was the second to hit store shelves in Japan.
This game's predecessor in that region was 2001's Dōbutsu no Mori (Animal Forest, basically) for the Nintendo 64. The game showcased here, Dōbutsu no Mori+, followed just eight months later.
Surprisingly, Dōbutsu no Mori+ is more than just a simple, straightforward port of the Nintendo 64 original. For starters, it bumps up the earlier title's resolution from 320-by-240 pixels to 640-by-480 pixels. It also introduces a number of new characters--including the Able Sisters, Kapp'n and Tortimer--as well as adds new locations (like the island and the museum), Famicom games, fish and bugs. And it lets players to expand their homes beyond the limits of what was allowed in the Nintendo 64 cartridge.
Further changes and enhancements were made to the game when it was localized for Western markets, and even more were made for the 2003 Japanese release known as Dōbutsu no Mori e+. (Look for a "Nice Package!" post about that GameCube import shortly.)
Anyway, as nice as the North American Animal Crossing's packaging was and is, I far prefer the Japanese counterparts--outer sleeve, disc, memory card and instruction manual--shown here to it.
I'm especially fond of the Dōbutsu no Mori+ instruction manual, I've got to say--especially its cover. The interior pages are pretty nice, too, although I wouldn't have minded if Nintendo's artists and designers had made them a tad more whimsical.
I also really like the art that's splashed across the adorably tiny Dōbutsu no Mori+ disc. The haniwa (gyroid elsewhere) that graces the label of the packed-in memory card is a nice touch, too.
Another nice touch of the Dōbutsu no Mori+ packaging: the image of Booker that sits along the bottom edge of the game's outer sleeve.
For those of you who've never seen a Japanese GameCube game in person, this cardboard sleeve slips over a small plastic case that houses the game in question's disc and manual. Also, the case is clear, so if you situate the manual properly, it almost gives the game an alternate cover.
With all of that out of the way, which part of this Japanese game's packaging appeals the most to you?
See also: photos of the Dōbutsu no Mori Nintendo 64 packaging
Tuesday, August 22, 2017
Nice Package! (Onyanko Town, Famicom)
I've written about this Japan-only Famicom game a few times before. I first mentioned Onyanko Town last fall in this "Shall We Do It?" write-up after my maiden experience with it. Early this year, I brought it up again in a post about my five favorite Pac-Man clones.
So, why am I covering it once more? Because neither of the aforementioned posts included photos of Onyanko Town's adorable packaging.
By far the most appealing component of this game's packaging is its outer box--or at least that's my opinion on the subject.
I mean, you'd need a heart of stone to dislike the Onyanko Town logo, which is lovingly crafted out of yellow-orange bubble letters. The same is true of the so-cute-it-could-make-you-barf cover illustration that sits beneath that logo.
The characters showcased on the front and back sides of this Famicom game's box are the only ones you encounter while playing it, by the way.
The larger cat on the far right of its cover art, the one grasping a fish, is who you control once the game begins. As for the kitten she's holding with her other paw, that's her baby, Michael. He runs away (or something of the sort) at the start of every level, and then you, as Mirukii, chase after him and drag him back home.
The "nasty dog" depicted in the upper-right corner of the manual page below (see the whole Onyanko Town instruction booklet here) basically serves as this title's version of the ghosts that populate Pac-Man's pellet-riddled screens. A number of them stalk this copycat's levels. Should they catch you or your son, it's game over.
The fishmonger seen in the lower-right corner of the sample manual page above, as well as on the far left of the cart label below, also gives chase if you dare to steal one of his future fillets.
Thankfully, you can get these brutes off your tail by flipping the lids of the manholes that cover Onyanko Town's busy streets and sending them tumbling into their putrid depths.
This evasive action only offers a temporary reprieve, however, so keep that in mind if you ever decide to play Onyanko Town yourself.
With all that out of the way, this 1985 release's packaging is surprisingly nice, wouldn't you agree? Its key art is recycled a bit more than I'd like, I've got to admit, but other than that I personally think it's pretty sweet.
See also: previous 'Nice Package!' posts about the Famicom Disk Writer version of Bubble Bubble, Final Fantasy and Rainbow Islands
So, why am I covering it once more? Because neither of the aforementioned posts included photos of Onyanko Town's adorable packaging.
By far the most appealing component of this game's packaging is its outer box--or at least that's my opinion on the subject.
I mean, you'd need a heart of stone to dislike the Onyanko Town logo, which is lovingly crafted out of yellow-orange bubble letters. The same is true of the so-cute-it-could-make-you-barf cover illustration that sits beneath that logo.
The characters showcased on the front and back sides of this Famicom game's box are the only ones you encounter while playing it, by the way.
The larger cat on the far right of its cover art, the one grasping a fish, is who you control once the game begins. As for the kitten she's holding with her other paw, that's her baby, Michael. He runs away (or something of the sort) at the start of every level, and then you, as Mirukii, chase after him and drag him back home.
The "nasty dog" depicted in the upper-right corner of the manual page below (see the whole Onyanko Town instruction booklet here) basically serves as this title's version of the ghosts that populate Pac-Man's pellet-riddled screens. A number of them stalk this copycat's levels. Should they catch you or your son, it's game over.
The fishmonger seen in the lower-right corner of the sample manual page above, as well as on the far left of the cart label below, also gives chase if you dare to steal one of his future fillets.
Thankfully, you can get these brutes off your tail by flipping the lids of the manholes that cover Onyanko Town's busy streets and sending them tumbling into their putrid depths.
This evasive action only offers a temporary reprieve, however, so keep that in mind if you ever decide to play Onyanko Town yourself.
With all that out of the way, this 1985 release's packaging is surprisingly nice, wouldn't you agree? Its key art is recycled a bit more than I'd like, I've got to admit, but other than that I personally think it's pretty sweet.
See also: previous 'Nice Package!' posts about the Famicom Disk Writer version of Bubble Bubble, Final Fantasy and Rainbow Islands
Tuesday, August 08, 2017
Surprise! The Year of the GameBoy Continues: Penguin-kun Wars Vs.
In light of the recent news (see japanesenintendo.com for more info) that publisher City Connection is prepping a "modern remake" of Penguin-kun Wars--to be called Penguin-kun Gira Gira WARS--for the Nintendo Switch, I decided now was as good a time as any to publish a post about the original portable version of ASCII Entertainment's one-on-one battler.
If this is the first you've ever heard of Penguin-kun Wars, it's an arcade-style game that stars a handful of animals (specifically, a bat, a cow, a rabbit, a rat and, of course, a penguin) who, for some reason or another, come together to toss balls across a table at each other.
You, the player, choose and then control one of the above-mentioned creatures in a timed battle against another animal, with the goal being to get all 10 balls onto your opponent's side of the table before the clock runs out. Should you fail to accomplish that task, the next best thing is to ensure there are fewer balls on your side of the table than there are on your opponent's when the buzzer rings.
Not all animals are treated equally in any version of Penguin-kun Wars, by they way. For example, the rat moves quickly side to side but throws balls slowly. The cow, on the other hand, lacks foot speed but is fast to recover when hit by a ball. (Sorry, I forgot to mention earlier that characters are knocked unconscious when pelted by said projectiles.)
It's hardly the deepest of experiences, mind you, but it's good, clean fun while also being pretty darn cute, so it's an easy title to recommend even with its shallow gameplay.
Penguin-kun Wars began life--in 1985--as an arcade game, by the way. That same year, ASCII published home ports for both the MSX and the Famicom. The portable port discussed and highlighted here, which added multiplayer tournaments via the Game Boy Video Link to the mix, didn't see the light of day until early 1990.
Unlike the Famicom and MSX iterations Penguin-kun Wars, Penguin-kun Wars Vs. wasn't a Japan-only product. In fact, Nexoft brought it to North America as Penguin Wars, while Nintendo handled its release, as King of the Zoo, throughout Europe.
Considering every other version of Penguin-kun Wars is crammed with color, a GameBoy conversion could've been a major disappointment. Like Bubble Bobble Junior, Tumblepop and Snow Bros. Jr., though, Penguin-kun Wars Vs. is surprisingly easy on the eyes despite being a black-and-green affair. Actually, I'd go so far as to say the sprites showcased in the latter game look better than either of its homebound counterparts.
Unfortunately, Penguin-kun Wars for Famicom bests this on-the-go effort in the area of gameplay due to the portable title's somewhat stutter-y frame rate. Don't let that scare you away from it, though; it's still perfectly playable--it's just not perfect.
Granted, I'd probably recommend this game for its packaging alone. I'm especially fond of its cover art, though the interior of its instruction booklet has its moments, too. Speaking of which, you can virtually flip through the entirety of the Penguin-kun Wars Vs. manual in this "Manual Stimulation" post of mine.
In the meantime, have any of you played Penguin-kun Wars in some form or fashion? If so, I'd love it if you're share your opinions of the experience(s) in the comments section of this post.
See also: previous 'Year of the GameBoy' posts
If this is the first you've ever heard of Penguin-kun Wars, it's an arcade-style game that stars a handful of animals (specifically, a bat, a cow, a rabbit, a rat and, of course, a penguin) who, for some reason or another, come together to toss balls across a table at each other.
You, the player, choose and then control one of the above-mentioned creatures in a timed battle against another animal, with the goal being to get all 10 balls onto your opponent's side of the table before the clock runs out. Should you fail to accomplish that task, the next best thing is to ensure there are fewer balls on your side of the table than there are on your opponent's when the buzzer rings.
Not all animals are treated equally in any version of Penguin-kun Wars, by they way. For example, the rat moves quickly side to side but throws balls slowly. The cow, on the other hand, lacks foot speed but is fast to recover when hit by a ball. (Sorry, I forgot to mention earlier that characters are knocked unconscious when pelted by said projectiles.)
It's hardly the deepest of experiences, mind you, but it's good, clean fun while also being pretty darn cute, so it's an easy title to recommend even with its shallow gameplay.
Penguin-kun Wars began life--in 1985--as an arcade game, by the way. That same year, ASCII published home ports for both the MSX and the Famicom. The portable port discussed and highlighted here, which added multiplayer tournaments via the Game Boy Video Link to the mix, didn't see the light of day until early 1990.
Unlike the Famicom and MSX iterations Penguin-kun Wars, Penguin-kun Wars Vs. wasn't a Japan-only product. In fact, Nexoft brought it to North America as Penguin Wars, while Nintendo handled its release, as King of the Zoo, throughout Europe.
Considering every other version of Penguin-kun Wars is crammed with color, a GameBoy conversion could've been a major disappointment. Like Bubble Bobble Junior, Tumblepop and Snow Bros. Jr., though, Penguin-kun Wars Vs. is surprisingly easy on the eyes despite being a black-and-green affair. Actually, I'd go so far as to say the sprites showcased in the latter game look better than either of its homebound counterparts.
Unfortunately, Penguin-kun Wars for Famicom bests this on-the-go effort in the area of gameplay due to the portable title's somewhat stutter-y frame rate. Don't let that scare you away from it, though; it's still perfectly playable--it's just not perfect.
Granted, I'd probably recommend this game for its packaging alone. I'm especially fond of its cover art, though the interior of its instruction booklet has its moments, too. Speaking of which, you can virtually flip through the entirety of the Penguin-kun Wars Vs. manual in this "Manual Stimulation" post of mine.
In the meantime, have any of you played Penguin-kun Wars in some form or fashion? If so, I'd love it if you're share your opinions of the experience(s) in the comments section of this post.
See also: previous 'Year of the GameBoy' posts
Wednesday, July 05, 2017
Nice Package! (Bikkuriman World, PC Engine)
Over the years, I've "come around" to loads of games I initially found underwhelming (or worse).
A few examples I've written about as part of my on-again, off-again "Second Chances" series: Bubble Bobble Junior for the GameBoy, Don Doko Don for Famicom, Magical Taruruuto-kun for Game Gear and Valkyrie no Densetsu for PC Engine.
Why I've yet to publish a "Second Chances" entry on Hudson Soft's Bikkuriman World is beyond me. After all, while my first experiences with this PC Engine reimagining of Sega's Wonder Boy in Monster Land left me feeling unimpressed, my opinion of it improved substantially following subsequent playthroughs.
That's not to say my negative early impressions of Bikkuriman World weren't warranted. The game features tiny character sprites, a rather intrusive HUD (status bar, basically) and controls that are equal parts slippery and stiff.
Later jaunts through its adorable environments were far less annoying. The complaints I just leveled at the game remained true, of course, but some of them slowly, but surely, morphed into aspects I either accepted (its controls) or appreciated (its graphics).
A few things I didn't have to come around to regarding Bikkuriman World are its HuCard label and manual cover.
Both are showcased in the photos above. Even when I wasn't a fan of the game, I still liked the chibi character illustrations that are the focus of its cover and cart-label art. I've always long loved the bubbly Bikkuriman logo, too.
Sadly, the instruction manual packed inside copies of this side-scrolling platformer isn't quite as visually impressive as that booklet's cover imagery. To see what I mean, check out my "Manual Stimulation" post about Bikkuriman World.
Also, if you're a PC Engine fan in general, keep an eye out in the coming weeks and months for more "Nice Package!" posts devoted to games made for NEC's console.
In the meantime, enjoy the ones I've already published about Dungeon Explorer, Pac-Land, Parodius Da! and Son Son II.
A few examples I've written about as part of my on-again, off-again "Second Chances" series: Bubble Bobble Junior for the GameBoy, Don Doko Don for Famicom, Magical Taruruuto-kun for Game Gear and Valkyrie no Densetsu for PC Engine.
Why I've yet to publish a "Second Chances" entry on Hudson Soft's Bikkuriman World is beyond me. After all, while my first experiences with this PC Engine reimagining of Sega's Wonder Boy in Monster Land left me feeling unimpressed, my opinion of it improved substantially following subsequent playthroughs.
That's not to say my negative early impressions of Bikkuriman World weren't warranted. The game features tiny character sprites, a rather intrusive HUD (status bar, basically) and controls that are equal parts slippery and stiff.
Later jaunts through its adorable environments were far less annoying. The complaints I just leveled at the game remained true, of course, but some of them slowly, but surely, morphed into aspects I either accepted (its controls) or appreciated (its graphics).
A few things I didn't have to come around to regarding Bikkuriman World are its HuCard label and manual cover.
Both are showcased in the photos above. Even when I wasn't a fan of the game, I still liked the chibi character illustrations that are the focus of its cover and cart-label art. I've always long loved the bubbly Bikkuriman logo, too.
Sadly, the instruction manual packed inside copies of this side-scrolling platformer isn't quite as visually impressive as that booklet's cover imagery. To see what I mean, check out my "Manual Stimulation" post about Bikkuriman World.
Also, if you're a PC Engine fan in general, keep an eye out in the coming weeks and months for more "Nice Package!" posts devoted to games made for NEC's console.
In the meantime, enjoy the ones I've already published about Dungeon Explorer, Pac-Land, Parodius Da! and Son Son II.
Sunday, June 11, 2017
Nice Package! (Mizzurna Falls, PlayStation)
I've been obsessed with Mizzurna Falls since I first read an article about it on the now-defunct Eastern Mind blog a number of years ago.
You might think it piqued my interest because it's often described as being something of a precursor to the 2010 cult classic, Deadly Premonition. In reality, the thing that initially attracted me to Mizzurna Falls, which released in Japan (and only in Japan) in 1998, was its captivating cover art.
There's just something about its wintry landscape, and the illuminated town that's nestled among its shadowy mountains and trees, that made me want to own and play this game.
I also was drawn to its odd title and even odder subtitle (the latter being "Country of the Woods and Repose"). And then, of course, I couldn't help but find the Twin Peaks-esque story--that focuses on the mystery of a missing girl--and open-world gameplay alluring.
Another intriguing aspect of Mizzurna Falls: it was developed and published by Human Entertainment, the same company that gave the world the classic survival-horror title, Clock Tower.
Not that the two games are at all alike. Oh, Mizzurna Falls has an unsettling air about it, but I wouldn't say it ever even approaches the terrifying heights of Clock Tower.
Given the above, it shouldn't be too surprising to hear this game's instruction manual is a bit quirky. My favorite spread is the one highlighted above, which details the titular town's map.
I also like the pages near the end of Mizzurna Falls' manual, which offer up English and Japanese lyrics to the title's theme song.
For some dumb reason, I failed to take a photo of the Mizzurna Falls game disc when I snapped the others showcased here. I'd take one now, but I didn't bring the CD with me when I left Seattle early this year. (It's currently in storage--and won't be reunited with me until sometime this summer.)
I can tell you that you're not missing a whole lot. The disc basically depicts the same scene printed on the Mizzurna Falls manual cover--only in black and white rather than in color.
Oh, well, the gameplay embedded on that disc is what's important, right? And Mizzurna Falls' exploration-heavy gameplay is--or at least seems to be, I've only played a small portion of it so far--pretty special.
I'll try to share some more detailed impressions of Mizzurna Falls once I get my hands on its CD again in a month or two. At that time, I'll also scan its instruction manual and share the resulting images in a future installment of my "Manual Stimulation" series.
In the meantime, I'd highly recommend reading the Eastern Mind blog post I linked to earlier. It's more than a review; it offers up all sorts of background information and in-depth analysis that help explain why Mizzurna Falls is so impressive--especially for a 19-year-old game.
See also: previous 'Nice Package!' posts about The Adventure of Puppet Princess, Moon: Remix RPG Adventure, Ore no Shikabane o Koete Yuke and PoPoLoCrois Monogatari.
You might think it piqued my interest because it's often described as being something of a precursor to the 2010 cult classic, Deadly Premonition. In reality, the thing that initially attracted me to Mizzurna Falls, which released in Japan (and only in Japan) in 1998, was its captivating cover art.
There's just something about its wintry landscape, and the illuminated town that's nestled among its shadowy mountains and trees, that made me want to own and play this game.
I also was drawn to its odd title and even odder subtitle (the latter being "Country of the Woods and Repose"). And then, of course, I couldn't help but find the Twin Peaks-esque story--that focuses on the mystery of a missing girl--and open-world gameplay alluring.
Another intriguing aspect of Mizzurna Falls: it was developed and published by Human Entertainment, the same company that gave the world the classic survival-horror title, Clock Tower.
Not that the two games are at all alike. Oh, Mizzurna Falls has an unsettling air about it, but I wouldn't say it ever even approaches the terrifying heights of Clock Tower.
Given the above, it shouldn't be too surprising to hear this game's instruction manual is a bit quirky. My favorite spread is the one highlighted above, which details the titular town's map.
I also like the pages near the end of Mizzurna Falls' manual, which offer up English and Japanese lyrics to the title's theme song.
I can tell you that you're not missing a whole lot. The disc basically depicts the same scene printed on the Mizzurna Falls manual cover--only in black and white rather than in color.
Oh, well, the gameplay embedded on that disc is what's important, right? And Mizzurna Falls' exploration-heavy gameplay is--or at least seems to be, I've only played a small portion of it so far--pretty special.
I'll try to share some more detailed impressions of Mizzurna Falls once I get my hands on its CD again in a month or two. At that time, I'll also scan its instruction manual and share the resulting images in a future installment of my "Manual Stimulation" series.
In the meantime, I'd highly recommend reading the Eastern Mind blog post I linked to earlier. It's more than a review; it offers up all sorts of background information and in-depth analysis that help explain why Mizzurna Falls is so impressive--especially for a 19-year-old game.
Friday, May 12, 2017
Nice Package! (Puzzle Bobble, WonderSwan)
I've got to be honest here: I was more than a bit apprehensive about buying a black-and-white port of Taito's Puzzle Bobble.
The fact is, I'm generally not all that interested in black-and-white ports of games that usually are drenched in color. You know, like, the platformer--Bubble Bobble--that spawned this puzzler. Or Puyo Puyo. Hell, even Pac-Man, Bomberman and Adventures of Lolo come to mind.
Still, I've had some good times with the pair of Bubble Bobble titles that were published for the GameBoy in 1990 and 1993. Also, I'm surprisingly fond of Rainbow Islands: Putty's Party, as I explained in my most recent "Welcome to WonderSwan World" write-up.
So, when I came across a rather cheap complete-in-box copy of Puzzle Bobble for WonderSwan a couple of months ago, I bit the bullet and bought it despite my initial reservations.
Am I happy I with my purchase now that I've spent some time with this seemingly gimped conversion of Taito's classic coin-op? Yes, I am.
I don't want to say too much about why that is in this post, though, because I'll cover a lot of that ground in a future installment of "Welcome to WonderSwan World."
What I'm willing to say here: Puzzle Bobble's WonderSwan port both looks and sounds better than you're probably imagining (you can see and hear what I'm talking about in this YouTube longplay of the game). Also, it's surprisingly enjoyable to play.
This iteration's graphics and gameplay aren't solely responsible for why I'm glad I added this title to my growing collection of WonderSwan carts, however. Just as responsible: its packaging, of course.
The best part of owning a complete-in-box copy of Puzzle Bobble for WonderSwan, in my humble opinion, is its cover art. Although not as amazing as the illustration conjured up for the game's Neo Geo Pocket Color port (see it here), it's basically on par with the one plastered across the front of the Puzzle Bobble Super Famicom box.
Going back to Puzzle Bobble's WonderSwan cover imagery, while looking at this post's first photo, you may notice it sports both a Taito as well as a Sunsoft logo.
That's because, unlike the original arcade release of Puzzle Bobble, which Taito developed and published, Sunsoft published this one--at the beginning of July in 1999.
Sunsoft didn't develop it, though. A company called Yoshidayama Workshop handled that task.
Don't worry if Yoshidayama Workshop doesn't ring a bell; before I started doing my research for this post, I'd never come across its name either.
Which makes sense, as according to GameFAQs, Yoshidayama Workshop only ever developed a small handful of video games. Besides this portable Puzzle Bobble, it also produced two other WonderSwan titles (Meta Communication Therapy: Nee Kiite!, released in 2000, and Wonder Classic, released in 2001) and a Japan-only GameBoy cartridge called Itsudemo! Nyan to Wonderful.
I can't speak to the quality of that trio of games, as I've never played any of them, but I can say Yoshidayama Workshop did a pretty good job down-porting Taito's Bubble Bobble-inspired puzzler to the WonderSwan hardware.
I wish I could say the same about the designers who created this title's instruction booklet. Sure, it's colorful, as a glance at the photo above should make clear, but it's also devoid of the kinds of illustrations that pop up in every other Bubble Bobble or Puzzle Bobble manual I've seen to date.
Oh, well, it's hardly the end of the world--especially when the rest of this Puzzle Bobble release's packaging is so stellar.
What do you think of the box, cartridge and manual shots shown throughout this post? Also, what do you think of this version of Puzzle Bobble? Share your thoughts in the comments section below.
See also: previous 'Nice Package!' posts
The fact is, I'm generally not all that interested in black-and-white ports of games that usually are drenched in color. You know, like, the platformer--Bubble Bobble--that spawned this puzzler. Or Puyo Puyo. Hell, even Pac-Man, Bomberman and Adventures of Lolo come to mind.
Still, I've had some good times with the pair of Bubble Bobble titles that were published for the GameBoy in 1990 and 1993. Also, I'm surprisingly fond of Rainbow Islands: Putty's Party, as I explained in my most recent "Welcome to WonderSwan World" write-up.
So, when I came across a rather cheap complete-in-box copy of Puzzle Bobble for WonderSwan a couple of months ago, I bit the bullet and bought it despite my initial reservations.
Am I happy I with my purchase now that I've spent some time with this seemingly gimped conversion of Taito's classic coin-op? Yes, I am.
I don't want to say too much about why that is in this post, though, because I'll cover a lot of that ground in a future installment of "Welcome to WonderSwan World."
What I'm willing to say here: Puzzle Bobble's WonderSwan port both looks and sounds better than you're probably imagining (you can see and hear what I'm talking about in this YouTube longplay of the game). Also, it's surprisingly enjoyable to play.
This iteration's graphics and gameplay aren't solely responsible for why I'm glad I added this title to my growing collection of WonderSwan carts, however. Just as responsible: its packaging, of course.
The best part of owning a complete-in-box copy of Puzzle Bobble for WonderSwan, in my humble opinion, is its cover art. Although not as amazing as the illustration conjured up for the game's Neo Geo Pocket Color port (see it here), it's basically on par with the one plastered across the front of the Puzzle Bobble Super Famicom box.
Going back to Puzzle Bobble's WonderSwan cover imagery, while looking at this post's first photo, you may notice it sports both a Taito as well as a Sunsoft logo.
That's because, unlike the original arcade release of Puzzle Bobble, which Taito developed and published, Sunsoft published this one--at the beginning of July in 1999.
Sunsoft didn't develop it, though. A company called Yoshidayama Workshop handled that task.
Don't worry if Yoshidayama Workshop doesn't ring a bell; before I started doing my research for this post, I'd never come across its name either.
Which makes sense, as according to GameFAQs, Yoshidayama Workshop only ever developed a small handful of video games. Besides this portable Puzzle Bobble, it also produced two other WonderSwan titles (Meta Communication Therapy: Nee Kiite!, released in 2000, and Wonder Classic, released in 2001) and a Japan-only GameBoy cartridge called Itsudemo! Nyan to Wonderful.
I can't speak to the quality of that trio of games, as I've never played any of them, but I can say Yoshidayama Workshop did a pretty good job down-porting Taito's Bubble Bobble-inspired puzzler to the WonderSwan hardware.
I wish I could say the same about the designers who created this title's instruction booklet. Sure, it's colorful, as a glance at the photo above should make clear, but it's also devoid of the kinds of illustrations that pop up in every other Bubble Bobble or Puzzle Bobble manual I've seen to date.
Oh, well, it's hardly the end of the world--especially when the rest of this Puzzle Bobble release's packaging is so stellar.
What do you think of the box, cartridge and manual shots shown throughout this post? Also, what do you think of this version of Puzzle Bobble? Share your thoughts in the comments section below.
See also: previous 'Nice Package!' posts
Wednesday, May 03, 2017
Nice Package! (Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu, 3DS)
Although I've wanted a copy of Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu since it was first announced for release, I wasn't willing to pay full price for one.
So, I bided my time. That patience paid off last fall--three-and-a-half years after it first hit the streets of Japan--when I came across an unopened copy of this 3DS title being sold for just $20.
Was it worth the wait--and my 20 bucks? I'd say so, though I've only played Sakura-hime to Karyu no Himitsu for a couple of hours thus far.
Thankfully, that was enough for me to see that this latest Ninja Jajamaru-kun sequel (you can read about earlier ones via hardcoregaming101.net) is a real treat for the eyes, at the very least.
It's fun, too, don't get me wrong. Sakura-hime to Karyu no Himitsu's platforming action isn't going to win awards for its uniqueness, but it's crisp and solid and enjoyable enough. That's more than I was expecting from it, to be honest, so I'm happy with my investment.
All that said, I wouldn't have minded if Jaleco's designers had made the protagonist and enemy sprites larger. In their current state, they're a bit too small for my liking. Still, they're well drawn and nicely animated, so it's hard to complain too loudly.
With that out of the way, are you up for a little history lesson? The first tidbit I'd like to pass along is that Sakura-hime to Karyu no Himitsu actually began life (in 2006) as a DS game. And not only that, but it had a different subtitle at that point in time: Pen wa Ken Yori mo Tsuyoshi de Gozaru, which according to the folks at Hardcore Gaming 101 translates to something like The Pen is Greater than the Sword.
For whatever reason, Ninja Jajamaru-kun: Pen wa Ken Yori mo Tsuyoshi de Gozaru never saw the light of day. However, it's pretty clear that game lives on in Sakura-hime to Karyu no Himitsu, which hit Japanese store shelves (as well as that region's 3DS eShop) in 2013. Early screenshots of the DS title show off characters and environments that are nearly identical to comparable elements found in the 3DS release.
Also, you may have noticed that the cover art and cartridge label above sport "Hamster" logos. That's because although Jaleco developed Sakura-hime to Karyu no Himitsu and seemingly intended to publish it as well, those plans changed when the company was bought out by Game Yarou.
At some point along the way, Hamster Corporation stepped in and brought the game to market. I wish I could tell you when or why or how this intervention came about, but I can't.
As for Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu's packaging, I, for one, think it's fairly nice. I especially like the colorful cover art. Curiously, copies don't come with a full-fledged instruction manual; instead, they come with a single sheet of paper that explains the game's controls and that's it.
Oh, well, I guess it's better than nothing--which is what you get when you buy a boxed 3DS game these days.
See also: previous 'Nice Package!' posts about KiKi KaiKai and Son Son II for the PC Engine
So, I bided my time. That patience paid off last fall--three-and-a-half years after it first hit the streets of Japan--when I came across an unopened copy of this 3DS title being sold for just $20.
Was it worth the wait--and my 20 bucks? I'd say so, though I've only played Sakura-hime to Karyu no Himitsu for a couple of hours thus far.
Thankfully, that was enough for me to see that this latest Ninja Jajamaru-kun sequel (you can read about earlier ones via hardcoregaming101.net) is a real treat for the eyes, at the very least.
It's fun, too, don't get me wrong. Sakura-hime to Karyu no Himitsu's platforming action isn't going to win awards for its uniqueness, but it's crisp and solid and enjoyable enough. That's more than I was expecting from it, to be honest, so I'm happy with my investment.
All that said, I wouldn't have minded if Jaleco's designers had made the protagonist and enemy sprites larger. In their current state, they're a bit too small for my liking. Still, they're well drawn and nicely animated, so it's hard to complain too loudly.
With that out of the way, are you up for a little history lesson? The first tidbit I'd like to pass along is that Sakura-hime to Karyu no Himitsu actually began life (in 2006) as a DS game. And not only that, but it had a different subtitle at that point in time: Pen wa Ken Yori mo Tsuyoshi de Gozaru, which according to the folks at Hardcore Gaming 101 translates to something like The Pen is Greater than the Sword.
For whatever reason, Ninja Jajamaru-kun: Pen wa Ken Yori mo Tsuyoshi de Gozaru never saw the light of day. However, it's pretty clear that game lives on in Sakura-hime to Karyu no Himitsu, which hit Japanese store shelves (as well as that region's 3DS eShop) in 2013. Early screenshots of the DS title show off characters and environments that are nearly identical to comparable elements found in the 3DS release.
Also, you may have noticed that the cover art and cartridge label above sport "Hamster" logos. That's because although Jaleco developed Sakura-hime to Karyu no Himitsu and seemingly intended to publish it as well, those plans changed when the company was bought out by Game Yarou.
At some point along the way, Hamster Corporation stepped in and brought the game to market. I wish I could tell you when or why or how this intervention came about, but I can't.
As for Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu's packaging, I, for one, think it's fairly nice. I especially like the colorful cover art. Curiously, copies don't come with a full-fledged instruction manual; instead, they come with a single sheet of paper that explains the game's controls and that's it.
Oh, well, I guess it's better than nothing--which is what you get when you buy a boxed 3DS game these days.
See also: previous 'Nice Package!' posts about KiKi KaiKai and Son Son II for the PC Engine
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