Of all the old systems I still spend time playing (and still spend money on), the PC Engine probably is the one with the most picked-over game catalog.
What I mean by that is there aren't many "hidden gems" in its library. Very few of the lesser-known or oft-ignored HuCards and CDs released for the console are must-buy or must-try titles, in my opinion.
Still, I'd say the handful below fit that bill. So if you're looking for a new PC Engine game or two (or five) to pick up and play, you could do worse than try the following. (And if you're looking for five Japanese PlayStation games you've overlooked and need to play ASAP, erm, click the embedded link to the left.)
Gekisha Boy--OK, so this Irem-made side-scroller isn't exactly an unknown quantity. I'd definitely say it doesn't get as much love as it deserves, though. I mean, a game that looks and sounds as interesting as this one does really should have a higher profile. (Listen to an example of its soundtrack in this recent post.) Plus, Gekisha Boy's gameplay is unlike almost any other title--PC Engine or otherwise--I've experienced. For that reason alone, I'd highly recommend trying it if you have the means and the time.
Hany on the Road--This Arc-made and Face-published HuCard is far more overlooked than the one discussed above. Don't expect it to be quite the treasure Gekisha Boy is, however. In all honesty, Hany on the Road is an imperfect game. Although its gameplay (which recalls Capcom's SonSon) is unique, it could be argued that it's not exactly compelling. I don't agree with those critics, mind you, but even if I did I'd still suggest giving it a chance--especially if you've already experienced better-known PC Engine platformers like Mizubaku Daibouken, Parasol Stars and the PC Genjin titles--because it tries something different.
Obocchama-kun--Namco released a whole lot of games (some arcade ports, some original efforts) for the PC Engine back in the day, and many of them are now fondly remembered classics. A few examples: Dragon Spirit, Galaga '88, Marchen Maze, Pac-Land, Pro Tennis World Court, Splatterhouse, The Tower of Druaga and Valkyrie no Densetsu. Obocchama-kun isn't one of them. That surprises me, as I've always found it to be a nice (and silly) change of pace from the console's many other platformers. So, if you've played more than your fair share of Adventure Island and Bikkuriman World, check out Obocchama-kun. (Bonus: a complete-in-box copy shouldn't cost you more than about $20 these days.)
Pop'n Magic--Everybody likes a good Bubble Bobble clone, right? That's what I've always thought, at least, but you wouldn't know it based on this game's shockingly low profile. Most who are aware of Pop'n Magic, though, love it. In fact, one swears it's better than the mighty Parasol Stars. I wouldn't go that far, but I agree that Pop'n Magic is a stellar experience in its own right. Its protagonists are every bit as cute as you would expect from the genre and its backing tunes are honest-to-goodness bops. Most importantly, though, Pop'n Magic's gameplay differs just enough from its competitors to seem like a breath of fresh air--even if you've worn out your Don Doko Don HuCard and Rainbow Islands CD.
Tricky--I've got to be honest here: I long ignored this Alfa System-developed and IGS-published puzzler because of its Japanese cover art, which I considered to be sub-par. (Still, it's miles better than the North American counterpart.) I also wasn't much of a fan of Tricky's in-game graphics. For whatever reason, though, I eventually shoved those negative opinions aside and put a few minutes into the game. That's all I needed to change my tune. Hell, after playing Tricky for a bit, I've even come to like its spritework, which is no doubt rough but also displays plenty of charm. If only I could finish a few more of its levels. (Seriously, most of them stump me to the point that I wonder if my brain has stopped functioning.)
Note: all of the screenshots included in this post were taken from the wonderful Video Game Den
Showing posts with label Obocchama-kun. Show all posts
Showing posts with label Obocchama-kun. Show all posts
Wednesday, October 19, 2016
Friday, August 01, 2014
PC Engine game recommendations for #PlatforMonth
Before we get to the PC Engine game recommendations that are promised in the header above, how about we deal the question that's sure to be on some of your minds: what in the heck is #PlatforMonth?
The answer, my dear readers, is that #PlatforMonth is yet another of Anne "apricotsushi" Lee's monthly game-alongs, with this one focusing on--you guessed it--platformers.
So why'd I decide to focus on must-play (in my opinion, naturally) PC Engine platformers in this post? Well, my original plan was to cover a whole slew of systems, but when I got to the PC Engine portion of said post I couldn't stop coming up with titles to recommend. So, I decided to devote an entire post to NEC's "little white wonder," as I like to call it.
Don't worry, I'm going to publish a second post that offers up platformer recommendations for other consoles and handhelds in a couple of days. For the time being, through, let's keep our minds trained on PC Engine run-and-jumpers.
Speaking of which, I know I could wrap up this post right here and now by suggesting you play all three of Red Company's PC Genjin--or Bonk, if you're a TurboGrafx-16 kind of guy or gal--titles, but I'd rather introduce folks to some new experiences this time around, such as:
Hany on the Road--Admittedly, this probably isn't the best place to begin a post like this one. After all, Hany on the Road isn't exactly a textbook example of the genre. Still, there's a lot of running and jumping to be done if you want to beat it, so why not include it here? As for how it plays: if you've played Capcom's ancient arcade game, Son Son, you've basically played this one, too--although I think Hany looks better and is more challenging than its archaic predecessor.
Jigoku Meguri--One lesson I learned some time ago is that the people who used to develop games for Taito know how to produce a top-tier platformer. This game--an arcade conversion, actually--is a prime example. At first, it appears to be your average side-scrolling, run-and-jump title--except for the fact that the shiny-headed protagonist is able to launch human-sized beads of various colors at his demonic foes. That simple action single-handed makes Jigoku Meguri a joy to play, by the way. There's just something fun about running around and tossing as many beads or marbles or whatever they're supposed to be at anything and everything in your way.
Mizubaku Daibouken--If you took Jigoku Meguri and exchanged its underworld setting for a bright and cheery one that wouldn't seem out of place in Rainbow Islands or Parasol Stars (two more Taito joints, coincidentally enough) and switched out its monk-like protagonist for the most adorable pixelated platypus you're ever likely to see, you'd have Mizubaku Daibouken (aka Liquid Kids outside of Japan). The only real difference: in the latter, the character you control tosses water bubbles at baddies rather than multi-hued prayer beads. If you've only got the budget or attention span for one of these two games, I say go for this one, although both are well worth your time if you've got money and mindshare to spare.
The New Zealand Story--One slight problem with the bulk of the titles discussed here so far is that a good number of them are ports of arcade games. That's rarely, if ever, a bad thing when it comes to Taito, though, so I say go with it. Of course, I'd say "go with it" in the case of this game even if it were a bit subpar, as it stars a cute-as-buttons kiwi bird who utilizes an array of weapons (including arrows, bombs and laser guns) and vehicles (balloons, blimps and even UFOs among them) to battle and/or avoid a menagerie of surprisingly relentless foes. Another of The New Zealand Story's positive attributes, in my opinion: its sometimes-perplexing, maze-like stages. Just do your best to ignore this iteration's ear-splitting soundtrack.
Obocchama-kun--Finally, an original effort! And I mean "original" in every possible way in the case of this odd-as-a-duck platformer, which focuses on the bratty star of Yoshinori Kobayashi's satirical manga from the 1980s. Like The New Zealand Story, Obocchama-kun takes platformer fans to some strange and unique places--chief among them being the kooky cast of allies (my favorite being the crying teen who seemingly flings what appears to be hairbrushes at enemies) players can summon into action, although its eccentric bosses are pretty great, too. (For more on this HuCard, check out my "Great Gaymathon" review of it.)
You may have noticed that I've left a bunch of this system's single-screen platformers (aka Bubble Bobble clones) off this list. I made a concerted effort to do that, actually, as I could have filled this post with such games.
Should you prefer to play a single-screen platformer rather than a garden-variety one during #PlatforMonth, however, here are the PC Engine releases I'd most recommend: Don Doko Don, Parasol Stars, Pop'n Magic and Rainbow Islands.
You may have noticed that I've left a bunch of this system's single-screen platformers (aka Bubble Bobble clones) off this list. I made a concerted effort to do that, actually, as I could have filled this post with such games.
Should you prefer to play a single-screen platformer rather than a garden-variety one during #PlatforMonth, however, here are the PC Engine releases I'd most recommend: Don Doko Don, Parasol Stars, Pop'n Magic and Rainbow Islands.
Thursday, June 26, 2014
Second Chances: Hana Tāka Daka!? (PC Engine)
It sometimes amazes me how many PC Engine games I initially ignored due to what I considered sub-par graphics. Jigoku Meguri is one such title. Gokuraku! Chuka Taisen is another, as is Obocchama-kun.
The funny thing is, all of the above-mentioned games have since become favorites.
Some of you may be shocked to hear that I include Taito's Hana Tāka Daka!? from 1991 in this bunch. After all, this horizontal shoot 'em up could hardly be called ugly. Its does take a while to get used to its unique visual stylings, though--or at least that was the case for me.
That's mainly due to the game's rather unappealing protagonist. What can I say, his big eyes, long nose and dangling, geta-hooved feet just don't do it for me--and on top of that, he's positively huge (compared to his surroundings) when it comes to this particular genre.
Speaking of this game's surroundings, I used to find them pretty unappealing, too--mainly due to their chunkiness, for lack of a better word, as well as their garish use of color.
How did I get over these supposed shortcomings? It finally dawned on me that Taito was a top-notch game developer and that maybe I should give some of their less appealing (at first blush, at least) efforts--like this one--a second or even third chance before deciding they weren't worth my time.
Once that was out of the way, I basically fell in love with Hana Tāka Daka!? and its charmingly weird cast of characters, setting and even gameplay (although the latter definitely is the least captivating aspect of this now-pricey HuCard, thanks to its rather pedestrian--although by no means boring or bad--mechanics).
I say "basically" because a few sticking points remain for me, with the most newsworthy being that the game puts up a pretty stiff challenge despite its candy-coated visuals.
That's rarely completely kept me from enjoying a game in the past, though, so I'm not about to let it keep me from enjoying this one. Just don't expect me to publish a post about "beating" Hana Tāka Daka!? anytime soon.
I'm also not the biggest fan of the way the game forces players to choose between having inadequate firepower and a small hitbox (i.e., a tiny protagonist-slash-"ship") and having ample firepower and a gigantic hitbox. This wouldn't be much of a problem if Hana Tāka Daka!? were a pushover, of course, but it's not, so a lack of firepower is sure to be an issue for those who aren't shmup gods or goddesses.
Aside from this colorful side-scroller's handful of negatives, there are a good number of positives associated with it too, such as its pleasantly discordant soundtrack and its surprisingly complex level design.
To those of you who've also spent a bit of time with this title: do you agree with the above, or do you have a different opinion Taito's effort here?
See also: previous 'Second Chances' posts
The funny thing is, all of the above-mentioned games have since become favorites.
Some of you may be shocked to hear that I include Taito's Hana Tāka Daka!? from 1991 in this bunch. After all, this horizontal shoot 'em up could hardly be called ugly. Its does take a while to get used to its unique visual stylings, though--or at least that was the case for me.
That's mainly due to the game's rather unappealing protagonist. What can I say, his big eyes, long nose and dangling, geta-hooved feet just don't do it for me--and on top of that, he's positively huge (compared to his surroundings) when it comes to this particular genre.
Speaking of this game's surroundings, I used to find them pretty unappealing, too--mainly due to their chunkiness, for lack of a better word, as well as their garish use of color.
How did I get over these supposed shortcomings? It finally dawned on me that Taito was a top-notch game developer and that maybe I should give some of their less appealing (at first blush, at least) efforts--like this one--a second or even third chance before deciding they weren't worth my time.
Once that was out of the way, I basically fell in love with Hana Tāka Daka!? and its charmingly weird cast of characters, setting and even gameplay (although the latter definitely is the least captivating aspect of this now-pricey HuCard, thanks to its rather pedestrian--although by no means boring or bad--mechanics).
I say "basically" because a few sticking points remain for me, with the most newsworthy being that the game puts up a pretty stiff challenge despite its candy-coated visuals.
That's rarely completely kept me from enjoying a game in the past, though, so I'm not about to let it keep me from enjoying this one. Just don't expect me to publish a post about "beating" Hana Tāka Daka!? anytime soon.
I'm also not the biggest fan of the way the game forces players to choose between having inadequate firepower and a small hitbox (i.e., a tiny protagonist-slash-"ship") and having ample firepower and a gigantic hitbox. This wouldn't be much of a problem if Hana Tāka Daka!? were a pushover, of course, but it's not, so a lack of firepower is sure to be an issue for those who aren't shmup gods or goddesses.
Aside from this colorful side-scroller's handful of negatives, there are a good number of positives associated with it too, such as its pleasantly discordant soundtrack and its surprisingly complex level design.
To those of you who've also spent a bit of time with this title: do you agree with the above, or do you have a different opinion Taito's effort here?
See also: previous 'Second Chances' posts
Wednesday, July 18, 2012
Five favorites: PC Engine platformers that don't involve Pithecanthropus Computerus
At first, coming up with a list of favorite PC Engine platformers that don't feature the third wheel in the race of the 16-bit mascots--that would be the "Pithecanthropus Computerus" mentioned in the headline above, who also goes by "PC Genjin" and "Bonk"--seems like a daunting task. After all, when most folks think of NEC's pint-sized system (the Japanese one, at least), the first games that come to mind are Hudson's PC Genjin trio (otherwise known as Bonk's Adventure, Bonk's Revenge and Bonk's Big Adventure in North America).
Think about it for a bit, though, and it becomes apparent that this "little console that could"--because it ably competed with the Genesis/Mega Drive and the SNES/Super Famicom despite the fact that it wasn't a full-fledged 16-bit system--was home to a number of top-shelf run-and-jump (or hop-and-bop) titles.
The five below are my personal favorites. Notice I'm not saying that I think they're the best platformers to grace the PC Engine. Although a couple of them are sure to fit that bill, others are too flawed to be so highly considered. Still, I can't help but like them more than a few of their closer-to-perfect counterparts.
One last thing before I get on with the show, so to speak: I'm not including single-screen platformers--games like Don Doko Don and Parasol Stars--in this post, mainly because they differ pretty substantially from the side-scrolling affairs discussed below.
Bikkuriman World--What a way to start a post like this, eh? I say that because many PC Engine fans likely consider this game's successors, Adventure Island and Dynastic Hero (they're all part of the Wonder Boy series), to be far superior efforts. Although I'd agree with those folks in some respects, I've spent a lot more time playing Bikkuriman World than I have playing either of its follow-ups over the years. I can't really tell you why that is, sadly, although if I had to guess I'd say that it's because I actually like the rather antiquated look--yes, even the Kewpie doll-esque protagonist--and feel of this particular HuCard. Also, I'm a bit of a masochist, which is a must for anyone who wants to tackle this tough-as-nails title.
Mizubaku Daibouken--You certainly don't have to be masochist to enjoy this Taito-made title, which was released outside of Japan as Liquid Kids. That's because this platformer is as cute as can be, what with its bubble-tossing protagonist, adorable enemies (I especially like the ones that look like tottering strawberries) and colorful stages that take players from a lush forest, to (what appears to be) a water-filled cave, to a sandy pyramid. Just because it's cute, though, doesn't mean it's a cake walk. In fact, I've yet to see the end credits of Mizubaku Daibouken--despite spending quite a bit of time with it. My favorite part of this game: Tossing "water bombs" (yeah, I'm not sure what that's supposed to mean either) at anything and everything. Believe me when I say it's addictive.
Think about it for a bit, though, and it becomes apparent that this "little console that could"--because it ably competed with the Genesis/Mega Drive and the SNES/Super Famicom despite the fact that it wasn't a full-fledged 16-bit system--was home to a number of top-shelf run-and-jump (or hop-and-bop) titles.
The five below are my personal favorites. Notice I'm not saying that I think they're the best platformers to grace the PC Engine. Although a couple of them are sure to fit that bill, others are too flawed to be so highly considered. Still, I can't help but like them more than a few of their closer-to-perfect counterparts.
One last thing before I get on with the show, so to speak: I'm not including single-screen platformers--games like Don Doko Don and Parasol Stars--in this post, mainly because they differ pretty substantially from the side-scrolling affairs discussed below.
Bikkuriman World--What a way to start a post like this, eh? I say that because many PC Engine fans likely consider this game's successors, Adventure Island and Dynastic Hero (they're all part of the Wonder Boy series), to be far superior efforts. Although I'd agree with those folks in some respects, I've spent a lot more time playing Bikkuriman World than I have playing either of its follow-ups over the years. I can't really tell you why that is, sadly, although if I had to guess I'd say that it's because I actually like the rather antiquated look--yes, even the Kewpie doll-esque protagonist--and feel of this particular HuCard. Also, I'm a bit of a masochist, which is a must for anyone who wants to tackle this tough-as-nails title.
Mizubaku Daibouken--You certainly don't have to be masochist to enjoy this Taito-made title, which was released outside of Japan as Liquid Kids. That's because this platformer is as cute as can be, what with its bubble-tossing protagonist, adorable enemies (I especially like the ones that look like tottering strawberries) and colorful stages that take players from a lush forest, to (what appears to be) a water-filled cave, to a sandy pyramid. Just because it's cute, though, doesn't mean it's a cake walk. In fact, I've yet to see the end credits of Mizubaku Daibouken--despite spending quite a bit of time with it. My favorite part of this game: Tossing "water bombs" (yeah, I'm not sure what that's supposed to mean either) at anything and everything. Believe me when I say it's addictive.
Wednesday, March 30, 2011
The Great Gaymathon Review #17: Obocchama-kun (PC Engine)
Game: Obocchama-kun
Genre: Platformer
Developer: Pack-In-Video
Publisher: Namcot
System: PC Engine (HuCard)
Release date: 1991
My first reaction upon playing this bizarre, Namcot-published platformer was, "oh, hell no." For starters, it's kind of ugly. Not Superman 64 ugly, mind you, but it's definitely uglier than your typical 16-bit game. That's due, in large part, to the game's homely protagonist--who bears a striking resemblance to Eddie Munster--as well as its garish use of color.
The thing is, after a while you get over the hideousness of it all (or at least I did) and that's when you realize this Pack-In-Video-developed title's actually pretty fun. Even better, it's interesting. It certainly isn't the kind of me-too, mascot-centric platformer that clogged store shelves--and brought the genre to its knees--back in the 1990s.
That's evident from the start of the very first level, when a seizure-inducing scene introduces each of the stage's featured enemies. Also setting this game apart from the platforming pack: the heavily browed Obocchama-kun doesn't just grab power-ups like the protagonists in other, more predictable examples of the genre; rather, he beckons them by jumping onto what looks like a giant turtle shell and striking a decidedly Elvis-esque pose.
Sometimes those poses produce power-ups and sometimes they summon allies--such as a blue-coifed bodybuilder, a crying teen who throws what appears to be hairbrushes and a helicopter-piloting Russian--that assist you through the stage at hand. Obocchama-kun's bosses, including one that can only be called a chicken choker, are a similarly eccentric bunch.
The game's sometimes-slippery controls can make those encounters and the stages that lead to them tougher than they would be otherwise, but even that quibble doesn't keep it from being an enjoyably odd experience.
See also: Previous 'Great Gaymathon' posts
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