If only I'd penned and published this post last summer as intended.
Back then, one of my favorite retro-game blogs, The Brothers Duomazov, was still alive and well.
OK, so maybe "well" isn't the right word to use here. After all, it hadn't been updated in more than three years at that point.
I could access and enjoy all of its reviews of old PC Engine and TurboGrafx-16 games whenever I wanted, though, and that was more than enough for me. (I swear I read some of them at least 10 times each. They were like comfort food for me.)
I bring up The Brothers Duomazov, by the way, because it was one of the only sites that offered up any real information on this obscure, Japan-only RPG from 1989.
Also, it pushed me to buy a copy of the game. Before I read the brothers' thoughts on Susano-o Densetsu, I skipped right over it each and every time I came across it on eBay or my go-to online stores.
What can I say? Its cover art screams "bad game" to me--despite the fact that a buff dude is front and center and the esteemed Hudson Soft logo sits just below his hairless torso.
Well, The Brothers Duomazov opened my eyes to the fact that Susano-o Densetsu is far from a bad game. Actually, their write-up made it seem pretty darn interesting.
For starters, it's a HuCard-based role-playing game--an honest-to-goodness rarity as far as the PC Engine is concerned.
Also, its battles don't rip off Dragon Quest or Final Fantasy like pretty much every other RPG did in the late 1980s. Instead, fights in Susano-o Densetsu offer players a bit more freedom than was typical for the genre at the time.
Combine that with this Alfa System-made game's cyberpunk-ish aesthetic, and it should be easy enough to understand why I'm now a proud owner of a complete copy.
The instruction manual showcased in this post was pulled from the interior of that copy, naturally. It's quite something, wouldn't you agree? Admittedly, it could use a few (or a lot) more illustrations, but I think it's pretty fabulous even in its current state.
I especially like the full-page world map featured on its fifth page. And of course I adore the item and enemy drawings highlighted on the Susano-o Densetsu manual's final spread.
What's your opinion of this surprisingly beefy booklet? Do you love it? Do you hate it? Or maybe it doesn't inspire any kind of emotional reaction from you? Regardless, I'd love to hear your thoughts.
See also: previous 'Manual Stimulation' posts about Dungeon Explorer, KiKi KaiKai, Parodius Da!, and Son Son II.
Showing posts with label PC Engine. Show all posts
Showing posts with label PC Engine. Show all posts
Saturday, October 06, 2018
Wednesday, October 03, 2018
Six 'seasonally appropriate' games I'm planning to play in the lead-up to Halloween
I've already completed a pair of Halloween-ish games in recent weeks: Creeping Terror for 3DS and Undertale for Switch.
They'll soon be joined by the following sextet of spooktacular titles, all of which I hope to play between now and All Hallows' Eve.
I can't promise I'll finish all of the games discussed below, mind you. I will start them, though, and then put as much time into them as I can before the calendar flips over to November.
Avenging Spirit (GameBoy)--If you're a bit of a Japanophile like I am, you may know this game as Phantasm rather than Avenging Spirit. You also probably know it's fairly well regarded by people who've played either version. That makes a lot of sense once you're clued in to its premise. A group of mobsters kidnap your girlfriend and then kill you. Now you're a ghost. A ghost that can possess other people. Make use of that unfortunately acquired skill to track down your lover and take revenge on the thugs who took your life. It's all quite thrilling--or at least that's how I'd describe the few minutes I've put into Avenging Spirit here and there--if not entirely "seasonally appropriate."
Death Mark (Switch)--I first became aware of this horror-themed visual novel when it was released (in Japan) for the Vita last summer. At the time, I didn't even know what kind of game it was--all I cared about was its stunning box art. So when the news broke a few months ago that a localized version of Death Mark would hit Western store shelves in time for Halloween, I almost fainted. Sadly, publisher Aksys Games switched out the Japanese release's cover illustration for one that's a bit more "by the numbers." Oh, well, I'm still excited to see how it compares to the other VNs I've played so far.
Dark Souls Remastered (Switch)--I thought I knew what I was getting myself into when I fired up this game's network test a couple of weekends ago. Boy, was I wrong. Not that I'm complaining; I actually enjoyed it--even if I did die innumerable times, and even if I did find it sort of suffocating. I will admit that this bite-sized portion of Dark Souls Remastered stumped me now and then, but I figured things out eventually thanks to a bit of internet sleuthing. Something else I'll admit: I'm still not sure this is my kind of game. I'm going to give it a go anyway, though, because I'd rather try it and hate it than ignore it and wonder "what if?"
Luigi's Mansion (3DS)--The original Luigi's Mansion is another one of those games that I've "always meant to play." Or maybe I should say I've always meant to play it for more than 30 minutes or so--because that's about the longest I've spent with it to date. I blame that appalling lack of attention on my nearly decade-long disinterest in playing games while tethered to a TV. This 3DS port of the game should solve at least part of that problem. Hopefully it'll solve the other part, too; in other words, hopefully I'll actually finish it this time around.
Magical Chase (PC Engine)--What I'm about to say may shock some of you: I've never been the biggest fan of this Quest-made shoot 'em up from 1991. Admittedly, it's likely my feelings on the game have been colored by the astronomical prices that tend to be attached to copies these days. That's not all of it, though. I'm also not too keen on what I see as Magical Chase's discordant theme. I mean, your "ship" is a broom-riding witch--why do you fly it through bright and colorful environments that look nothing like the creepy locales typically associated with such beings? Still, as much as I wish it were a little more like Cotton, I can appreciate its designers' attempts at creating something different. I'll try to remember that during this latest playthrough.
Super Mario Land 2 (GameBoy)--OK, so Super Mario Land 2 isn't exactly a Halloween-esque game through and through. It does feature a "zone" that fits the season at hand, though--or so I've been told. I can't say so myself, because I'm a Super Mario Land 2 virgin. (Gasp!) Of course, this isn't the first time I've suggested I was going to start my way through this title, though it will be my last. Why? Because I've already bought it (via the 3DS eShop). Here's hoping it's only a matter of time before I reach the "Pumpkin Zone" alluded to earlier.
Are you planning--or hoping--to play any spooky or scary games in the lead-up to October 31? If so, which ones?
They'll soon be joined by the following sextet of spooktacular titles, all of which I hope to play between now and All Hallows' Eve.
I can't promise I'll finish all of the games discussed below, mind you. I will start them, though, and then put as much time into them as I can before the calendar flips over to November.
Avenging Spirit (GameBoy)--If you're a bit of a Japanophile like I am, you may know this game as Phantasm rather than Avenging Spirit. You also probably know it's fairly well regarded by people who've played either version. That makes a lot of sense once you're clued in to its premise. A group of mobsters kidnap your girlfriend and then kill you. Now you're a ghost. A ghost that can possess other people. Make use of that unfortunately acquired skill to track down your lover and take revenge on the thugs who took your life. It's all quite thrilling--or at least that's how I'd describe the few minutes I've put into Avenging Spirit here and there--if not entirely "seasonally appropriate."
Avenging Spirit for GameBoy |
Death Mark (Switch)--I first became aware of this horror-themed visual novel when it was released (in Japan) for the Vita last summer. At the time, I didn't even know what kind of game it was--all I cared about was its stunning box art. So when the news broke a few months ago that a localized version of Death Mark would hit Western store shelves in time for Halloween, I almost fainted. Sadly, publisher Aksys Games switched out the Japanese release's cover illustration for one that's a bit more "by the numbers." Oh, well, I'm still excited to see how it compares to the other VNs I've played so far.
Dark Souls Remastered (Switch)--I thought I knew what I was getting myself into when I fired up this game's network test a couple of weekends ago. Boy, was I wrong. Not that I'm complaining; I actually enjoyed it--even if I did die innumerable times, and even if I did find it sort of suffocating. I will admit that this bite-sized portion of Dark Souls Remastered stumped me now and then, but I figured things out eventually thanks to a bit of internet sleuthing. Something else I'll admit: I'm still not sure this is my kind of game. I'm going to give it a go anyway, though, because I'd rather try it and hate it than ignore it and wonder "what if?"
Luigi's Mansion (3DS)--The original Luigi's Mansion is another one of those games that I've "always meant to play." Or maybe I should say I've always meant to play it for more than 30 minutes or so--because that's about the longest I've spent with it to date. I blame that appalling lack of attention on my nearly decade-long disinterest in playing games while tethered to a TV. This 3DS port of the game should solve at least part of that problem. Hopefully it'll solve the other part, too; in other words, hopefully I'll actually finish it this time around.
Magical Chase for PC Engine |
Magical Chase (PC Engine)--What I'm about to say may shock some of you: I've never been the biggest fan of this Quest-made shoot 'em up from 1991. Admittedly, it's likely my feelings on the game have been colored by the astronomical prices that tend to be attached to copies these days. That's not all of it, though. I'm also not too keen on what I see as Magical Chase's discordant theme. I mean, your "ship" is a broom-riding witch--why do you fly it through bright and colorful environments that look nothing like the creepy locales typically associated with such beings? Still, as much as I wish it were a little more like Cotton, I can appreciate its designers' attempts at creating something different. I'll try to remember that during this latest playthrough.
Super Mario Land 2 (GameBoy)--OK, so Super Mario Land 2 isn't exactly a Halloween-esque game through and through. It does feature a "zone" that fits the season at hand, though--or so I've been told. I can't say so myself, because I'm a Super Mario Land 2 virgin. (Gasp!) Of course, this isn't the first time I've suggested I was going to start my way through this title, though it will be my last. Why? Because I've already bought it (via the 3DS eShop). Here's hoping it's only a matter of time before I reach the "Pumpkin Zone" alluded to earlier.
Are you planning--or hoping--to play any spooky or scary games in the lead-up to October 31? If so, which ones?
Friday, August 17, 2018
Manual Stimulation: Double Dungeons (PC Engine)
I pretty much ignored first-person dungeon-crawlers until I tackled the original Etrian Odyssey back in 2007 or so.
Given my love of RPGs, that probably seems a bit odd. So what's the deal? I'm not sure, to tell you the truth. I've never really thought about why I tend to avoid (even today) first-person dungeon-crawlers. The only reason I can come up with at the moment is I like seeing my party members.
Did all of that change after I played and loved Etrian Odyssey? Not exactly--which is to say I still vastly prefer more traditional (Japanese) RPGs to these labyrinth-obsessed offshoots.
What prompted me to pick up Double Dungeons, a 1989 release that's about as "labyrinth obsessed" as you can get?
The main reason is I was on a real PC Engine kick when I picked up the copy that gave me access to the manual you see here. Also, it was dirt cheap, which always helps.
It's a good thing this HuCard can be picked up on the cheap, too, as it's not exactly the most stunning dungeon-crawler around.
Sure, Double Dungeons offers up an intriguing gimmick--two people can explore a level simultaneously (although not side by side, sadly)--but most who try it won't find it thrilling enough to overcome the title's otherwise-dull gameplay and graphics.
Still, you've got to give developer Masaya credit for attempting something unique with this typically staid genre.
You've also got to give credit to the artists and designers who worked on Double Dungeons' instruction manual.
It makes buying a complete copy of this game well worth the price of admission, as you're likely now aware.
I'm especially fond of the backdrop that frames Double Dungeons' story on the manual's second page. I also like the strangely sweet illustrations that sit in the corners of pages four and seven.
Line drawings of the title's enemies would've made the package even more appealing than it already is, in my opinion, but that ship sailed long ago.
Plus, the folks who pieced together the Double Dungeons how-to booklet included the requisite--for me, at least--depictions of the game's items and accessories (see pages 14 and 15, above), so you won't hear me complaining too loudly about it being a stinker.
What do you think of this edition of "Manual Stimulation"? Is it the most delicious thing you've ever seen, or is it a total dud?
See also: 'the best PC Engine game manuals (I've seen)'
Given my love of RPGs, that probably seems a bit odd. So what's the deal? I'm not sure, to tell you the truth. I've never really thought about why I tend to avoid (even today) first-person dungeon-crawlers. The only reason I can come up with at the moment is I like seeing my party members.
Did all of that change after I played and loved Etrian Odyssey? Not exactly--which is to say I still vastly prefer more traditional (Japanese) RPGs to these labyrinth-obsessed offshoots.
What prompted me to pick up Double Dungeons, a 1989 release that's about as "labyrinth obsessed" as you can get?
The main reason is I was on a real PC Engine kick when I picked up the copy that gave me access to the manual you see here. Also, it was dirt cheap, which always helps.
It's a good thing this HuCard can be picked up on the cheap, too, as it's not exactly the most stunning dungeon-crawler around.
Sure, Double Dungeons offers up an intriguing gimmick--two people can explore a level simultaneously (although not side by side, sadly)--but most who try it won't find it thrilling enough to overcome the title's otherwise-dull gameplay and graphics.
Still, you've got to give developer Masaya credit for attempting something unique with this typically staid genre.
You've also got to give credit to the artists and designers who worked on Double Dungeons' instruction manual.
It makes buying a complete copy of this game well worth the price of admission, as you're likely now aware.
I'm especially fond of the backdrop that frames Double Dungeons' story on the manual's second page. I also like the strangely sweet illustrations that sit in the corners of pages four and seven.
Line drawings of the title's enemies would've made the package even more appealing than it already is, in my opinion, but that ship sailed long ago.
Plus, the folks who pieced together the Double Dungeons how-to booklet included the requisite--for me, at least--depictions of the game's items and accessories (see pages 14 and 15, above), so you won't hear me complaining too loudly about it being a stinker.
What do you think of this edition of "Manual Stimulation"? Is it the most delicious thing you've ever seen, or is it a total dud?
See also: 'the best PC Engine game manuals (I've seen)'
Monday, October 30, 2017
Let's celebrate the 30th anniversary of the PC Engine's launch
It's almost hard for me to believe NEC Home Electronics and Hudson Soft launched the PC Engine all the way back on Oct. 30, 1987.
I say "almost" because I have fairly vivid childhood memories of ogling photos of the diminutive console that were published in North American gaming magazines around the time of its Japanese release.
Considering it's been a good, long while since anyone's mistaken me for a kid, I'd say 30 years seems about right regarding when I first became aware of--and fell in love with--the PC Engine.
Of course, you don't have to be a decades-old fan of the PC Engine celebrate the 30th anniversary of its launch. Even those of you who are just discovering the system with this post can and should join in the fun.
After all, the PC Engine was home to some of the wackiest video games ever to see the light of day--in my humble opinion, of course. Actually, it was home to a lot of games, period. Some were amazing, some were atrocious, but most continue to be worth at least a quick look if you tend to enjoy games made with pixels rather than polygons.
Hell, I'm still becoming acquainted with the PC Engine and its vast catalog myself. For proof, see this post about the 12 HuCards (that's what the system's credit card-sized game carts are called) I've picked up this year alone.
Itching to learn more about this deliciously odd little console? Read my write-up about five overlooked PC Engine games you should play as soon as possible. And when you're done with it, head over to this follow-up--which details five more overlooked HuCards I think are well worth even a few minutes of your time.
I'd also recommend taking a look at my post about the best PC Engine game manuals I've seen (so far). And if that write-up trips your trigger, you'll probably enjoy looking through all 27 PC Engine manuals I've scanned and shared to date.
Are any of you PC Engine fans, too? If so, let the love flow in the comments section that follows.
See also: 'Seven ways you can celebrate the 27th anniversary of the PC Engine's release'
I say "almost" because I have fairly vivid childhood memories of ogling photos of the diminutive console that were published in North American gaming magazines around the time of its Japanese release.
Considering it's been a good, long while since anyone's mistaken me for a kid, I'd say 30 years seems about right regarding when I first became aware of--and fell in love with--the PC Engine.
Of course, you don't have to be a decades-old fan of the PC Engine celebrate the 30th anniversary of its launch. Even those of you who are just discovering the system with this post can and should join in the fun.
After all, the PC Engine was home to some of the wackiest video games ever to see the light of day--in my humble opinion, of course. Actually, it was home to a lot of games, period. Some were amazing, some were atrocious, but most continue to be worth at least a quick look if you tend to enjoy games made with pixels rather than polygons.
Hell, I'm still becoming acquainted with the PC Engine and its vast catalog myself. For proof, see this post about the 12 HuCards (that's what the system's credit card-sized game carts are called) I've picked up this year alone.
Itching to learn more about this deliciously odd little console? Read my write-up about five overlooked PC Engine games you should play as soon as possible. And when you're done with it, head over to this follow-up--which details five more overlooked HuCards I think are well worth even a few minutes of your time.
I'd also recommend taking a look at my post about the best PC Engine game manuals I've seen (so far). And if that write-up trips your trigger, you'll probably enjoy looking through all 27 PC Engine manuals I've scanned and shared to date.
Are any of you PC Engine fans, too? If so, let the love flow in the comments section that follows.
See also: 'Seven ways you can celebrate the 27th anniversary of the PC Engine's release'
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Tuesday, October 24, 2017
Manual Stimulation: Daichi-kun Crisis (PC Engine)
A few of the things that surprised me when I first flipped through this Japanese PC Engine game's instruction manual:
1. It's surprisingly short. If you include the page that tells you not to bend or pour water onto your HuCard, the Daichi-kun Crisis: Do Natural manual consists of six whole pages. That surprised me because this game is made up of a few components. One part of it is a simplistic life sim; another part leans toward the tower defense genre. I can't imagine all of that is easy to explain in just five small pages of text.
2. I imagined it would feature a lot more cow illustrations than it does. Seriously, the main characters in Daichi-kun Crisis: Do Natural are anthropomorphic cows--as well as a bear and crow with similarly human-like characteristics. Given that, I assumed its instruction booklet would be heavily weighted toward adorable depictions of said wildlife. In reality, besides the examples that are slapped across the manual's front and back covers, only a couple can be seen on its interior spreads.
3. It doesn't offer up a single screenshot. Some might say this is for the best, as black-and-white screenshots from this era tended to be the opposite of eye-popping. Even if that weren't true, they probably wouldn't have properly portrayed Daichi-kun Crisis: Do Natural's colorful (if a bit rough-hewn) landscapes. In other words, I probably should be happy this booklet sticks to text and the odd illustration.
4. As much as I like the second-to-last page's item art, I would've preferred drawings. Seriously, it would be difficult to argue that the folks at Salio took the easy way out while producing the Daichi-kun Crisis: Do Natural manual. Granted, the company may have had just a handful of staffers when it made this game, so maybe my criticism is out of line. Surely its in-house or even outsourced artist could've whipped up some item doodles in just an hour or two, though?
All that said, I'm still pretty fond of the Daichi-kun Crisis instruction manual. It's not exactly stellar, but it's also not a total dud. Speaking of not-duds: if you've got the time and interest, I'd highly recommend checking out my "Nice Package!" post on this game. That write-up does a better job of explaining its gameplay and is filled with photos of its packaging.
See also: previous 'Manual Stimulation' posts about Don Doko Don, Hana Taaka Daka!?, KiKi KaiKai and Parasol Stars
1. It's surprisingly short. If you include the page that tells you not to bend or pour water onto your HuCard, the Daichi-kun Crisis: Do Natural manual consists of six whole pages. That surprised me because this game is made up of a few components. One part of it is a simplistic life sim; another part leans toward the tower defense genre. I can't imagine all of that is easy to explain in just five small pages of text.
2. I imagined it would feature a lot more cow illustrations than it does. Seriously, the main characters in Daichi-kun Crisis: Do Natural are anthropomorphic cows--as well as a bear and crow with similarly human-like characteristics. Given that, I assumed its instruction booklet would be heavily weighted toward adorable depictions of said wildlife. In reality, besides the examples that are slapped across the manual's front and back covers, only a couple can be seen on its interior spreads.
3. It doesn't offer up a single screenshot. Some might say this is for the best, as black-and-white screenshots from this era tended to be the opposite of eye-popping. Even if that weren't true, they probably wouldn't have properly portrayed Daichi-kun Crisis: Do Natural's colorful (if a bit rough-hewn) landscapes. In other words, I probably should be happy this booklet sticks to text and the odd illustration.
4. As much as I like the second-to-last page's item art, I would've preferred drawings. Seriously, it would be difficult to argue that the folks at Salio took the easy way out while producing the Daichi-kun Crisis: Do Natural manual. Granted, the company may have had just a handful of staffers when it made this game, so maybe my criticism is out of line. Surely its in-house or even outsourced artist could've whipped up some item doodles in just an hour or two, though?
All that said, I'm still pretty fond of the Daichi-kun Crisis instruction manual. It's not exactly stellar, but it's also not a total dud. Speaking of not-duds: if you've got the time and interest, I'd highly recommend checking out my "Nice Package!" post on this game. That write-up does a better job of explaining its gameplay and is filled with photos of its packaging.
See also: previous 'Manual Stimulation' posts about Don Doko Don, Hana Taaka Daka!?, KiKi KaiKai and Parasol Stars
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
Saturday, August 12, 2017
Photographic proof I may be more obsessed with the PC Engine than I am with the Wii at this point
And that's saying something, as I'm really into the Wii right now thanks to all the fun I'm having with Opoona and Tabemon. (Here are some Opoona impressions, for the curious.)
So what do I mean when I say I'm obsessed with NEC's little white wonder, aka the PC Engine? Well, I mean that beyond playing the many PC Engine games I've owned for years now, I've been buying new ones over the last month or two.
In fact, I've bought at least 12 PC Engine games in that time. All are HuCards. Most are RPGs.
Their titles aren't completely visible in the snapshots included to the right, so I'll spell them out for you (in order, from top to bottom) while also sharing little descriptions for those who aren't so versed in PC Engine HuCards.
War of the Dead--A post-apocalyptic RPG from 1989 that features battles focused on side-scrolling action rather than selecting options from drop-down menus. Oh, and War of the Dead's badass protagonist--a woman, amazingly--uses guns, grenade launchers and the like rather than swords and magic to mow down the ghoulies that get in her way. Given all of that, is it any wonder I've wanted to play this since I first pinged my radar?
Necros no Yōsai--I told you early I was really into HuCard RPGs right now. Well, here's another. This one was released in 1990 and offers players slightly more traditional battles than War of the Dead. I say slightly because they're (said to be) far more cinematic than what's typical for the genre and for the time. Not that I've played it yet, mind you. The Brothers Duomazov have, though, and I always trust their judgment.
Susano Oh Densetsu--Surprise! Another chip-based role-playing game. This one is based on the Japanese manga, Susano Oh, created by Go Nagai. Again, word on the street is Susano Oh Densetu isn't your typical RPG. Enemies are visible on the overworld screen and the fights they pick with you via your avatar seem to be pretty strategic. Toss into the mix the ability to use everything from axes to rocket launchers against your opponents, and you've got a game I'm very much itching to play.
Double Dungeons--I can't say I've been itching to play this HuCard dungeon crawler, but I have long thought it looked interesting, so I went ahead and purchased a copy when I came across a cheap one while perusing eBay recently. The differentiator here is two people can tackle a dungeon at the same time. I'll likely never have the opportunity to experience Double Dungeons that way, of course, but hopefully I'll enjoy my eventual playthrough all the same.
R-Type I and II--The R-Type II shown and discussed here isn't the arcade sequel (to the original R-Type, naturally) Irem released in 1989. Bizarrely, the company split the first R-Type into two parts while porting it to the PC Engine. Yes, that meant the game was released on two HuCards. Ridiculous, right? Still, I have fond memories of playing the North American version (on my beloved TurboGrafx-16) back in the day, so I picked up both Japanese chips during one of my impromptu eBay shopping sprees.
Gomola Speed--I've had my eyes on this strange, Snake-inspired PC Engine title for ages now, but it wasn't until I had a Twitter chat about it with Snow Kitten that I finally bit the bullet and bought a copy. It sports some great cover art, plus its gameplay looks like good, breezy fun, so I'll definitely give it a go sooner rather than later.
Daichi-kun Crisis: Do Natural--Here's a HuCard with which I've had an on-again, off-again relationship since I first became aware of it. My interest in it should be easy enough to understand once you glimpse its cover art, which shows an erupting volcano surrounded by a bunch of adorable cows. As for why it took me so long to add Daichi-kun Crisis to my ever-growing collection of PC Engine games: its gameplay looks, well, bonkers--and not necessarily in a good way. That's rarely stopped me from trying something, so here's hoping it pays off this time around.
Nazo no Masquerade--This is the kind of game I would've avoided like the plague before I started learning Japanese. (Read about my progress in this recent post.) Now, though, I use such titles as inspiration to keep me going. Not that I see myself successfully completing an adventure game like this one anytime soon. Still, I may boot up Nazo no Masquerade in the coming weeks just to see what I'm able to suss out, as I'm attracted to its "1920s mansion" setting.
Momotarō Katsugeki--No need to know Japanese for this game, which is a side-scrolling platformer starring that country's popular "Peach Boy." (Momotarō often is translated to Peach Boy.) Momotarō Katsugeki looks quite PC Genjin-esque to me, and seeing as though I've loved every PC Genjin (or Bonk) title I've played, I have a feeling I'll love this Hudson Soft-published effort, too--once I finally pop it into my trusty PC Engine Core Grafx II.
Momotarō Densetsu Turbo and Momotarō Densetsu Gaiden--These games also were made and published by Hudson Soft, and they also star the above-mentioned Peach Boy. They differ from Katsugeki in terms of gameplay, though. Both are Dragon Quest-esque RPGs full of turn-based battles and travels across exotic landscapes. The latter's supposed to be miles better than the former, so most would say I should start with Gaiden, but I'll probably do the opposite.
Have you played any of these PC Engine games? If so, let me (and others) know what you think of them in the comments section below.
So what do I mean when I say I'm obsessed with NEC's little white wonder, aka the PC Engine? Well, I mean that beyond playing the many PC Engine games I've owned for years now, I've been buying new ones over the last month or two.
In fact, I've bought at least 12 PC Engine games in that time. All are HuCards. Most are RPGs.
Their titles aren't completely visible in the snapshots included to the right, so I'll spell them out for you (in order, from top to bottom) while also sharing little descriptions for those who aren't so versed in PC Engine HuCards.
War of the Dead--A post-apocalyptic RPG from 1989 that features battles focused on side-scrolling action rather than selecting options from drop-down menus. Oh, and War of the Dead's badass protagonist--a woman, amazingly--uses guns, grenade launchers and the like rather than swords and magic to mow down the ghoulies that get in her way. Given all of that, is it any wonder I've wanted to play this since I first pinged my radar?
Necros no Yōsai--I told you early I was really into HuCard RPGs right now. Well, here's another. This one was released in 1990 and offers players slightly more traditional battles than War of the Dead. I say slightly because they're (said to be) far more cinematic than what's typical for the genre and for the time. Not that I've played it yet, mind you. The Brothers Duomazov have, though, and I always trust their judgment.
Susano Oh Densetsu--Surprise! Another chip-based role-playing game. This one is based on the Japanese manga, Susano Oh, created by Go Nagai. Again, word on the street is Susano Oh Densetu isn't your typical RPG. Enemies are visible on the overworld screen and the fights they pick with you via your avatar seem to be pretty strategic. Toss into the mix the ability to use everything from axes to rocket launchers against your opponents, and you've got a game I'm very much itching to play.
Double Dungeons--I can't say I've been itching to play this HuCard dungeon crawler, but I have long thought it looked interesting, so I went ahead and purchased a copy when I came across a cheap one while perusing eBay recently. The differentiator here is two people can tackle a dungeon at the same time. I'll likely never have the opportunity to experience Double Dungeons that way, of course, but hopefully I'll enjoy my eventual playthrough all the same.
R-Type I and II--The R-Type II shown and discussed here isn't the arcade sequel (to the original R-Type, naturally) Irem released in 1989. Bizarrely, the company split the first R-Type into two parts while porting it to the PC Engine. Yes, that meant the game was released on two HuCards. Ridiculous, right? Still, I have fond memories of playing the North American version (on my beloved TurboGrafx-16) back in the day, so I picked up both Japanese chips during one of my impromptu eBay shopping sprees.
Gomola Speed--I've had my eyes on this strange, Snake-inspired PC Engine title for ages now, but it wasn't until I had a Twitter chat about it with Snow Kitten that I finally bit the bullet and bought a copy. It sports some great cover art, plus its gameplay looks like good, breezy fun, so I'll definitely give it a go sooner rather than later.
Daichi-kun Crisis: Do Natural--Here's a HuCard with which I've had an on-again, off-again relationship since I first became aware of it. My interest in it should be easy enough to understand once you glimpse its cover art, which shows an erupting volcano surrounded by a bunch of adorable cows. As for why it took me so long to add Daichi-kun Crisis to my ever-growing collection of PC Engine games: its gameplay looks, well, bonkers--and not necessarily in a good way. That's rarely stopped me from trying something, so here's hoping it pays off this time around.
Nazo no Masquerade--This is the kind of game I would've avoided like the plague before I started learning Japanese. (Read about my progress in this recent post.) Now, though, I use such titles as inspiration to keep me going. Not that I see myself successfully completing an adventure game like this one anytime soon. Still, I may boot up Nazo no Masquerade in the coming weeks just to see what I'm able to suss out, as I'm attracted to its "1920s mansion" setting.
Momotarō Katsugeki--No need to know Japanese for this game, which is a side-scrolling platformer starring that country's popular "Peach Boy." (Momotarō often is translated to Peach Boy.) Momotarō Katsugeki looks quite PC Genjin-esque to me, and seeing as though I've loved every PC Genjin (or Bonk) title I've played, I have a feeling I'll love this Hudson Soft-published effort, too--once I finally pop it into my trusty PC Engine Core Grafx II.
Momotarō Densetsu Turbo and Momotarō Densetsu Gaiden--These games also were made and published by Hudson Soft, and they also star the above-mentioned Peach Boy. They differ from Katsugeki in terms of gameplay, though. Both are Dragon Quest-esque RPGs full of turn-based battles and travels across exotic landscapes. The latter's supposed to be miles better than the former, so most would say I should start with Gaiden, but I'll probably do the opposite.
Have you played any of these PC Engine games? If so, let me (and others) know what you think of them in the comments section below.
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.
Tuesday, May 23, 2017
The best PC Engine game manuals (I've seen)
NEC's PC Engine was and is beloved around the world for a lot of reasons, including the console's small footprint, its credit card-sized cartridges (called HuCards) and its eclectic library of games.
Another reason that should be added to that list, in my opinion: the drop-dead gorgeous instruction manuals that were packed inside many PC Engine game cases.
Speaking of which, I consider the manuals below to be among the system's best. Before you start scrolling through them, understand that this post shouldn't be considered exhaustive. I certainly haven't flipped through every PC Engine instruction manual in existence, after all. I have pored over a good number of them, though, so I'd say my thoughts on the matter are as valid as anyone's in this area.
With all that out of the way, here are my personal picks for "best PC Engine game manuals."
Don Doko Don--Something you need to know right off the bat when it comes to the instruction booklets produced for this system's games: the ones that accompanied Taito-made and Namco-made titles are the most impressive. I especially like Taito's PC Engine manuals. They're crude in a way that Namco's aren't, but I find that aspect to be surprisingly charming. Don Doko Don's is a perfect example of this. It's bursting with monochromatic depictions of this single-screen platformer's protagonists, enemies, bosses and items that are simple, yet captivating. To see the entirety of this HuCard's how-to pamphlet, by the way, check out my "Manual Stimulation" post devoted to it. You also may want to spend a few seconds or even minutes ogling The New Zealand Story's manual, which is similarly appealing.
Hany on the Road--It's a crying shame that this oddball platformer's instruction manual is so short. Not only is it full of vibrant color and adorable enemy illustrations, but it features a handful of wow-worthy clay models. A few more pages of the latter would've been warmly welcomed by yours truly. Still, the artists and designers at publisher FACE deserve kudos for offering up a booklet that's more beautiful than it has any right to be, regardless of its length. (FYI: the whole she-bang can be viewed here.)
Mizubaku Daibouken--In some ways, Mizubaku Daibouken's manual impresses me more than Don Doko Don's. As nice as the latter title's booklet is, the former's is a lot more adventurous. For starters, it kicks off with a multi-page comic that shares the game's backstory. It also uses eye-popping illustrations to introduce Mizubaku Daibouken's many worlds (see above) and explain its controls. That it wraps up with black-and-white doodles of some of this arcade port's enemy characters is the icing on the proverbial cake. Experience all of the above for yourself by perusing my "Manual Stimulation: Mizubaku Daibouken" write-up.
PC Genjin 2--Why did I choose PC Genjin 2's instruction booklet over those of the series' first or third entries? For me, the original PC Genjin's manual is a smidgen too safe. No one would use that word to describe the ambitious PC Genjin 3 manual, but I feel pretty comfortable calling it "a bit much." I love that it's bursting with color, and I appreciate its enemy illustrations, but taken as a whole it's nearly seizure-enducing. The PC Genjin 2 pamphlet provides some of the same thrills but without the headache that's sure to follow in their wake.
Pop'n Magic--I guess it shouldn't be a huge surprise that the manual made for a Bubble Bobble clone is as cute and colorful as can be. That said, the ones produced for genre mates Rainbow Islands and Parasol Stars are flat-out duds, as far as I'm concerned, so I'm fine with expressing some shock at the verve showcased in this Riot release's how-to booklet. The spread above is my favorite of this pamphlet's many pages, but that's not to suggest the remainder are stinkers. Decide for yourself by taking a magnifying glass to my "Manual Stimulation: Pop'n Magic" post.
Valkyrie no Densetsu--As I've said before, Namco's PC Engine games haven't always been favorites of mine. Thankfully, I pulled my head out of my butt some time ago and realized the bulk of them are well worth owning and playing--even if they aren't perfect replicas of their arcade counterparts. In general that's due to their attractive graphics and gameplay, but it's also due to their beautiful manuals. Valkyrie no Densetsu's (see it in all its glory here) is the best of the bunch, if you ask me, but even turds like Barunba came with booklets capable of taking your breath away.
For more awesome PC Engine game manuals, check out these "Manual Stimulation" posts or head over to Video Game Den and peruse that site's HuCard and CD-ROM2 sections.
Another reason that should be added to that list, in my opinion: the drop-dead gorgeous instruction manuals that were packed inside many PC Engine game cases.
Speaking of which, I consider the manuals below to be among the system's best. Before you start scrolling through them, understand that this post shouldn't be considered exhaustive. I certainly haven't flipped through every PC Engine instruction manual in existence, after all. I have pored over a good number of them, though, so I'd say my thoughts on the matter are as valid as anyone's in this area.
With all that out of the way, here are my personal picks for "best PC Engine game manuals."
Don Doko Don--Something you need to know right off the bat when it comes to the instruction booklets produced for this system's games: the ones that accompanied Taito-made and Namco-made titles are the most impressive. I especially like Taito's PC Engine manuals. They're crude in a way that Namco's aren't, but I find that aspect to be surprisingly charming. Don Doko Don's is a perfect example of this. It's bursting with monochromatic depictions of this single-screen platformer's protagonists, enemies, bosses and items that are simple, yet captivating. To see the entirety of this HuCard's how-to pamphlet, by the way, check out my "Manual Stimulation" post devoted to it. You also may want to spend a few seconds or even minutes ogling The New Zealand Story's manual, which is similarly appealing.
Hany on the Road--It's a crying shame that this oddball platformer's instruction manual is so short. Not only is it full of vibrant color and adorable enemy illustrations, but it features a handful of wow-worthy clay models. A few more pages of the latter would've been warmly welcomed by yours truly. Still, the artists and designers at publisher FACE deserve kudos for offering up a booklet that's more beautiful than it has any right to be, regardless of its length. (FYI: the whole she-bang can be viewed here.)
Mizubaku Daibouken--In some ways, Mizubaku Daibouken's manual impresses me more than Don Doko Don's. As nice as the latter title's booklet is, the former's is a lot more adventurous. For starters, it kicks off with a multi-page comic that shares the game's backstory. It also uses eye-popping illustrations to introduce Mizubaku Daibouken's many worlds (see above) and explain its controls. That it wraps up with black-and-white doodles of some of this arcade port's enemy characters is the icing on the proverbial cake. Experience all of the above for yourself by perusing my "Manual Stimulation: Mizubaku Daibouken" write-up.
PC Genjin 2--Why did I choose PC Genjin 2's instruction booklet over those of the series' first or third entries? For me, the original PC Genjin's manual is a smidgen too safe. No one would use that word to describe the ambitious PC Genjin 3 manual, but I feel pretty comfortable calling it "a bit much." I love that it's bursting with color, and I appreciate its enemy illustrations, but taken as a whole it's nearly seizure-enducing. The PC Genjin 2 pamphlet provides some of the same thrills but without the headache that's sure to follow in their wake.
Pop'n Magic--I guess it shouldn't be a huge surprise that the manual made for a Bubble Bobble clone is as cute and colorful as can be. That said, the ones produced for genre mates Rainbow Islands and Parasol Stars are flat-out duds, as far as I'm concerned, so I'm fine with expressing some shock at the verve showcased in this Riot release's how-to booklet. The spread above is my favorite of this pamphlet's many pages, but that's not to suggest the remainder are stinkers. Decide for yourself by taking a magnifying glass to my "Manual Stimulation: Pop'n Magic" post.
Valkyrie no Densetsu--As I've said before, Namco's PC Engine games haven't always been favorites of mine. Thankfully, I pulled my head out of my butt some time ago and realized the bulk of them are well worth owning and playing--even if they aren't perfect replicas of their arcade counterparts. In general that's due to their attractive graphics and gameplay, but it's also due to their beautiful manuals. Valkyrie no Densetsu's (see it in all its glory here) is the best of the bunch, if you ask me, but even turds like Barunba came with booklets capable of taking your breath away.
For more awesome PC Engine game manuals, check out these "Manual Stimulation" posts or head over to Video Game Den and peruse that site's HuCard and CD-ROM2 sections.
Monday, March 20, 2017
Five more overlooked PC Engine games you need to play as soon as possible
First, my apologies for pretty much only including HuCards rather than CDs in my two "overlooked PC Engine games" posts. (Here's the first one, in case you missed it earlier.)
The fact is, these days I have far more experience with PC Engine HuCards than I do with CDs--especially when it comes to ones the masses have largely ignored. (This is quite the turnaround from when I was a teen and owned a TurboGrafx-16. At that point in my life, I much preferred the system's disc-based games to its cards.)
With that out of the way, here are five additional PC Engine games I think deserve a lot more attention than they currently receive.
Dragon Egg!--Before I get to why you should play this NCS-published HuCard, please understand it's probably the "worst" of the five games discussed in this post. It's also likely to provide the most limited thrills--thanks to the fact it can be breezed through in an hour or less if you're properly skilled. Still, I've had a soft spot for it ever since I first played it a few years ago. Why? Its female protagonist and her dragon companion (who doubles as both a weapon and a form of transportation, depending on how much he's powered up) are the main reasons, although its "early Mega Drive" graphics and gameplay aren't far behind.
Final Match Tennis--It probably seems strange that I would include a tennis game here. And, really, if you loathe the sport this HuCard depicts (in an arcade-y way), you're unlikely to get much enjoyment from it. Everyone else, though, should give Final Match Tennis a chance. It's easily one of the most accessible--not to mention fun--tennis games around, in my opinion, with only Super Tennis for the SNES (Super Tennis World Circuit for the Super Famicom) topping it. One area where this Human Entertainment-made card bests that TOSE-made cart: its snappier gameplay, which helps keep points, games and matches from becoming boring.
Genji Tsushin Agedama--At first glance, Genji Tsushin Agedama appears to be your standard 16-bit side-scroller. That assessment goes out the window as soon as you advance past the game's title screen. To begin with, almost all of its stages are of the auto-scrolling sort. Also, its power-up system is more like something you'd experience in a shoot 'em up (think Gradius or R-Type). Add to this backdrops that are as bright and colorful as can be plus some nicely drawn and animated enemy sprites, and you've got a PC Engine title that should have a far higher profile than does right now.
Makai Prince Dorabocchan--I turned up my nose for a long time at this platformer because I assumed it was nothing more than a poor man's version of Konami's Akumajō Special: Boku Dracula-kun. And, in a way, that's basically what it is. That doesn't mean it's a stinker that should be avoided like rabid skunk, though. It's not as graphically appealing as the aforementioned Famicom (and GameBoy) title, but it makes up for its comparably basic visuals with stages that provide players with an ample number of surprises and boss battles that are fun as they are thrilling.
Mesopotamia--Of all the PC Engine games highlighted here, Mesopotamia likely is the least ignored of the bunch. That's because Atlus both developed and published it (in North America, it's name was changed to Somer Assault). Also, this HuCard is as wacky as any to be made for NEC's Japan-conquering console thanks to its odd protagonist (if it can be called such a thing), which looks like a pink Slinky that can shoot bullets. To make your way through its many maze-like environments, you crawl end-over-end along their walls, floors and ceilings. One bummer: enjoying the scenery isn't an option due to the unfriendly (meaning tight) time limit that's imposed on each and every stage.
See also: previous posts about overlooked Famicom, PlayStation, Game Gear, GameBoy, GameBoy Advance and DS games
The fact is, these days I have far more experience with PC Engine HuCards than I do with CDs--especially when it comes to ones the masses have largely ignored. (This is quite the turnaround from when I was a teen and owned a TurboGrafx-16. At that point in my life, I much preferred the system's disc-based games to its cards.)
With that out of the way, here are five additional PC Engine games I think deserve a lot more attention than they currently receive.
Dragon Egg!--Before I get to why you should play this NCS-published HuCard, please understand it's probably the "worst" of the five games discussed in this post. It's also likely to provide the most limited thrills--thanks to the fact it can be breezed through in an hour or less if you're properly skilled. Still, I've had a soft spot for it ever since I first played it a few years ago. Why? Its female protagonist and her dragon companion (who doubles as both a weapon and a form of transportation, depending on how much he's powered up) are the main reasons, although its "early Mega Drive" graphics and gameplay aren't far behind.
Final Match Tennis--It probably seems strange that I would include a tennis game here. And, really, if you loathe the sport this HuCard depicts (in an arcade-y way), you're unlikely to get much enjoyment from it. Everyone else, though, should give Final Match Tennis a chance. It's easily one of the most accessible--not to mention fun--tennis games around, in my opinion, with only Super Tennis for the SNES (Super Tennis World Circuit for the Super Famicom) topping it. One area where this Human Entertainment-made card bests that TOSE-made cart: its snappier gameplay, which helps keep points, games and matches from becoming boring.
Genji Tsushin Agedama--At first glance, Genji Tsushin Agedama appears to be your standard 16-bit side-scroller. That assessment goes out the window as soon as you advance past the game's title screen. To begin with, almost all of its stages are of the auto-scrolling sort. Also, its power-up system is more like something you'd experience in a shoot 'em up (think Gradius or R-Type). Add to this backdrops that are as bright and colorful as can be plus some nicely drawn and animated enemy sprites, and you've got a PC Engine title that should have a far higher profile than does right now.
Makai Prince Dorabocchan--I turned up my nose for a long time at this platformer because I assumed it was nothing more than a poor man's version of Konami's Akumajō Special: Boku Dracula-kun. And, in a way, that's basically what it is. That doesn't mean it's a stinker that should be avoided like rabid skunk, though. It's not as graphically appealing as the aforementioned Famicom (and GameBoy) title, but it makes up for its comparably basic visuals with stages that provide players with an ample number of surprises and boss battles that are fun as they are thrilling.
Mesopotamia--Of all the PC Engine games highlighted here, Mesopotamia likely is the least ignored of the bunch. That's because Atlus both developed and published it (in North America, it's name was changed to Somer Assault). Also, this HuCard is as wacky as any to be made for NEC's Japan-conquering console thanks to its odd protagonist (if it can be called such a thing), which looks like a pink Slinky that can shoot bullets. To make your way through its many maze-like environments, you crawl end-over-end along their walls, floors and ceilings. One bummer: enjoying the scenery isn't an option due to the unfriendly (meaning tight) time limit that's imposed on each and every stage.
See also: previous posts about overlooked Famicom, PlayStation, Game Gear, GameBoy, GameBoy Advance and DS games
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