Showing posts with label PC Engine CD. Show all posts
Showing posts with label PC Engine CD. Show all posts

Thursday, September 13, 2012

'What an awesome crotch'

A few days ago, I happened across the following illustration thanks to Tumblr user dizzybone (proprietor of the tumblog known as the laboratory).

The drawing caught my attention for two reasons: 1) it features the flame-haired protagonist of a rather awesome Mega CD/PC Engine/Super Famicom action-adventure game called Popful Mail, and 2) when the aforementioned tumblogger re-blogged it, he/she added the comment, "What an awesome crotch."


Which, of course, made me chuckle.

As for who is responsible for creating this lovely drawing: I don't know his/her exact name, sadly, but I can direct you to his/her Tumblr, SssHannah-Man.

Friday, August 10, 2012

Manual Stimulation: Pop'n Magic (PC Engine)

Diabetics beware! The manual below--for the PC Engine CD game, Pop'n Magic--is about as sugary sweet as you're about to see in these "Manual Stimulation" posts.

Actually, both the manual's cover and one of its first two inside pages literally are sugary sweet, as both feature photos of colorful candy.





Strangely, that's it as far as photos of candy are concerned. I wonder if the designers of this manual were worried about putting readers into confectionary comas?

Regardless, they certainly didn't seem to be afraid that readers would suffer from an overdose of cuteness. The guy and gal seen in the spread below, by the way, are Pop'n Magic's rather adorable protagonists.





I really like how the folks at Riot/Telenet spruced things up throughout this manual with splashes of color and the occasional illustration--a number of which can be seen in the pages above and below.

Tuesday, July 31, 2012

Acquisition #139: Pop'n Magic (PC Engine)

Two months ago, I detailed in this post why I gave the Riot/Telenet-developed "Bubble Bobble clone" called Pop'n Magic a second chance.

I was loathe to admit it at the time, but I may as well do so now: I didn't actually own a copy of Pop'n Magic when I wrote the aforementioned post.



There are a couple of reasons for that, of course. One is, well, I didn't much like this rather precious (but not too precious) single-screen platformer when I first played it. Another is that even used copies of Pop'n Magic can be kind of pricey.

Thankfully, I found a reasonably priced copy on eBay a few weeks ago. The case and manual are a tad worn (you can't really tell in the photos below), but that's OK. The only thing I care about is that the game runs properly when I stick it into my trusty PC Engine Super CD-ROM2 system (which it does).



Anyway, Pop'n Magic's cover art is pretty nice, don't you think? I'm not entirely sure why the main illustration was placed on top of a photograph of an assortment of candy, although I have a feeling it's because this game, like most that follow Bubble Bobble's lead, features quite a bit of the sweet stuff. (It pops up every time you defeat an enemy, naturally.)

The inside of its manual is similarly colorful, so expect to see a Pop'n Magic-centric "Manual Stimulation" post appear soon.



All of the photos above, plus an additional one, have been added to my Flickr photostream, by the way. Check them out in all their cacophonous glory here.

See also: Previous 'Acquisition #123' posts

Tuesday, May 22, 2012

Five favorites: Bubble Bobble clones

Is Fukio Mitsugi's Bubble Bobble the best single-screen platformer ever made? I believe so, but that doesn't mean it's the only example of the genre worth playing. Cases in point: each of the so-called "Bubble Bobble clones" (I'm not a huge fan of this phrase, by the way, despite the fact that I used it in the headline above--more on that in an upcoming post) below more than hold their own against the Taito-published arcade classic that possibly-maybe inspired them.

1. Chip Chan Kick! (PC-FX, 1996)--This particular clone is solely responsible for me wanting to add a PC-FX to my console collection. Why? Well, it's chock-full of the kind of charm and craziness that one expects from this genre, for starters. Surprisingly, I'm not all that enamored with the pig-tailed protagonists, but I do like the Puyo Puyo-esque blobs they chuck at baddies. (When one connects, the baddie in question becomes confused and can be finished off with a kick.) Everything else about this game is pretty par for the course (I mean that in a good way) except for its end-of-level bosses, many of which are huge and all of which take a lot of hits before raising a white flag.


2. Parasol Stars (PC Engine, 1991)--For the longest time, I thought this Taito-made title paled in comparison to its predecessors, Bubble Bobble and Rainbow Islands. Today, I'm not so sure about that stance--thanks to the strategic element that's added to the game via the creation and collection of its "miracle icons." Regardless, this one is special, with adorably crafted enemy sprites, color-splashed backdrops and a can't-get-it-out-of-your-head soundtrack. The only criticisms I can level at Parasol Stars: a few of its bosses could put up a better fight (I'm lookin' at you, Loch Ness Monster-ish leader of world three) and it would be nice if there were a way to jump down from platforms.


3. Pop'n Magic (PC Engine CD, 1992)--As I mentioned in this recent post, Pop'n Magic hasn't always been my cup of tea. In fact, I used to find it downright boring. After giving it a second chance, though, I discovered there's a lot to like about this title, which seems to turn to both Bubble Bobble and Parasol Stars for inspiration. (Pop'n Magic's blue-haired protagonist encases foes in bubbles and then tosses them at each other in order to get rid of them.) One thing this game has that its fellow clones don't: beautifully animated backdrops.


4. Rod Land (Arcade, 1990)--Don't worry, I didn't include this Jaleco-made game simply because of its "suggestive" title. Actually, that title is by far the worst thing about this quarter-muncher, if you ask me. The best things: the awww-inducing (get it?) enemies--including walking sharks and what appear to be bow-sporting leeches--and the main character's ability to bash them to kingdom come using her trusty rod-whip doohickey. Sure, Rod Land's backdrops are the stuff that yawns are made of and its soundtrack is a bit bromidic, but the rest of what's on display here is of the first order.


5. Zupapa! (Neo Geo, 2001)--Never heard of this one? No worries. It's a fairly obscure addition to the genre. It's also a very worthy addition to the genre, though, with flashy graphics and frenetic, toss-things-at-your-foes gameplay that calls to mind the first game mentioned in this post, Chip Chan Kick! Zupapa! sets itself apart from that title by giving its Zooks (the aforementioned, toss-able "things") a ton of personality. (Leave them alone and they'll start juggling or fall asleep; throw them around too much and they'll run away from you.) Also, touching an enemy that's been stunned by one or more Zooks creates an explosion that can take out other enemies--a tactic that's expertly employed during this delightful game's boss battles.

Honorable mentions: Don Doko Don (Arcade/PC Engine), The Fairyland Story (Arcade), Nightmare in the Dark (Neo Geo) and Wani Wani World (Mega Drive).

Wednesday, May 16, 2012

Second Chances: Pop'n Magic

Just in case you didn't receive the memo: I'm a card-carrying member of the "Single-Screen Platformer Fan Club." (As I'm sure you can imagine, it's a fairly small club.)

The game that's chiefly responsible for me joining this club is Bubble Bobble, of course. (That game's second sequel, Parasol Stars, prompted me to sign up for a life-long membership.)

Anyway, I'm always on the lookout for good single-screen platformer in the Bubble Bobble mold as a result. Some of the ones I come across, like Don Doko Don and Rod Land, quickly become favorites, while others, like Snow Bros., are played a few times and then all but forgotten.


I used to include Pop'n Magic, made by Riot/Telenet and released for the PC Engine Super CD-ROM2 in 1992, in the latter category. I'm not entirely sure why, to tell you the truth, although I think it had something to do with the game's slightly generic (although wonderfully colorful) graphics, stilted animation and stiff controls.

After re-reading The Brothers Duomazov's write-up of the game last week, though, I decided to give it another chance. And you know what? I'm now really digging it.

Don't get me wrong: I still think the game's art style is a bit generic, but I find it kind of charming, too. (I especially like the blue blobs that appear throughout the first world and the surprisingly cute zombies that appear throughout the second.) Also, I still think the animation's a bit stilted and the controls are kind of stiff, but neither aspect is so off-putting that the game seems unplayable or unenjoyable.


Re-playing Pop'n Magic has helped me recognize and appreciate some of its other aspects, too--such as its backgrounds, all of which seem to feature some amount animation, and the strategic nature of its gameplay. (As in Bubble Bobble, the protagonist in this game encases enemies in bubbles. What sets Pop'n Magic apart, though, is that every enemy turns into a bubble of a different color, and to rid a stage of them you have to throw bubbles of different colors against each other.)

I also can't help but like how, when you throw one bubble against a number of others (as opposed to just one other bubble), candies and fruits and other power-ups pour from the broken bubbles like treats from a piƱata.

Do I now hold Pop'n Magic in higher esteem than, say, Parasol Stars and Bubble Bobble? Not quite. I do consider it to be a top-shelf single-screen platformer, though, and I definitely recommend it to anyone who has an interest in the genre.

See also: Previous 'Second Chances' posts

Friday, September 23, 2011

Reason #397 I could be considered an 'eccentric' (aka bat-sh*t crazy) gamer

I desperately want a PC Engine CD-ROM2 peripheral.

If you don't know what that means, here's a photo of said system (connected to the original, white PC Engine console):





I know what some of you are thinking: That doesn't seem all that insane. Plenty of people probably want a PC Engine CD-ROM2 peripheral!

I'd love to agree with you, but I can't. Why? Because I already own a PC Engine Core Grafx II console and its piggybacking Super CD-ROM2 peripheral. (Here's a photo of both of them, and here's another.) As such, picking up the original CD-ROM2 attachment at this point seems at best a bit silly and at worst completely bonkers.

Still, I want it. As for whether or not I'll ever actually acquire one, well, that's another question entirely...

See also: Other reasons I could be considered an 'eccentric' (aka bat-sh*t crazy) gamer

Thursday, August 04, 2011

At long last, I can play Dragon Knight II (once I, you know, actually buy it)

I'm not at all into women (duh, right?), but for some strange reason I've always had a bit of a thing--aesthetically speaking--for the kind of girls Japanese anime artists specialize in bringing to life. You know, the kind with huge, glassy eyes, tiny, pixie-like noses and rainbow-hued hair that runs the gamut from blue and green to orange and pink.

A number of such girls appear in Dragon Knight II, an eroge ("erotic game") RPG developed by the folks at ELF and released for the PC Engine CD-ROM2 system in 1992.


Unsurprisingly, I've wanted to play this saucy little title ever since I saw screenshots (like the one above) of it in an issue of PC Engine Fan magazine as a teenager. I've long refrained from picking up a copy, though, because I don't know a lick of Japanese--and based on the aforementioned screenshots, the Dragon Knight games definitely seem to be the sort that require at least a slight understanding of their language of origin.

Thanks to a handy-dandy guide recently created by The Brothers Duomazov's IvaNEC--check it out here--I (and you, too) can go ahead and pick up a copy of the series' second release later this year and finally play through, if not fully understand, it.

Friday, March 11, 2011

The Great Gaymathon Review #12: Monster Lair (PC Engine CD-ROM2)


Game: Wonder Boy III: Monster Lair
Genre: Platformer/Shooter
Developer: Alfa System
Publisher: Hudson
System: PC Engine CD-ROM2
Release date: 1989

I'm pretty sure I've told this story a number of times before, but I'm going to share it again just in case my memory is failing me (it certainly wouldn't be the first time): Monster Lair was the game that prompted me to buy the TurboGrafx-16 CD attachment way back when. I'd never played--or even heard of--the arcade original, so that wasn't what attracted me to this platformer-shooter hybrid. No, what attracted me to it was its bright, beautifully drawn graphics--especially its so-cute-they-could-make-you-puke enemies and bosses. There's more to Monster Lair than fetching foes, though; there's also a rockin' Red Book soundtrack and a whole lotta challenging levels (14, to be exact). All that said, I wouldn't buy this game expecting it to become your favorite PC Engine title, but I would expect it to be well worth whatever you pay for it (which, at this point, should be less than $20).


See also: Previous 'Great Gaymathon' posts

Wednesday, February 09, 2011

The Great Gaymathon Review #2: Rainbow Islands (PC Engine CD-ROM2)


Game: Rainbow Islands
Genre: Platformer
System: PC Engine CD-ROM2
Developer: NEC Avenue
Publisher: NEC Avenue
Release date: 1993

Most platformers follow in Super Mario Bros' hugely successful footsteps and scroll horizontally. Well, Fukio Mitsuji's arcade classic--technically the first sequel to Bubble Bobble--turns that tried-and-true tradition on its head and scrolls vertically, much like those odd overworld sections of Kid Icarus that caused you to pull out your hair by the handful. (Or was that just me?) As much as I like that mythological Famicom Disk System title, though, it has nothing on Rainbow Islands, what with the latter's titular arcs of light--which can be used as weapons or as platforms--shimmering, Wizard of Oz-esque soundtrack (i.e., the main theme sounds an awful lot like "Over the Rainbow") and almost shocking array of enemies and environments. That's not to say this Bubble Bobble follow-up is faultless. Some players are bound to hate its floaty jumps, or struggle to perfect its run-up-a-slew-of-rainbows-like-a-flight-of-stairs mechanic. Making matters worse, Rainbow Islands' can be merciless from a difficulty perspective. And the boss battles that pop up at the end of each world, while visually impressive, often feel "cheap" rather than satisfying due to the suffocating size of said baddies. Still, Rainbow Islands deserves all the kudos that can be tossed at it due to its surprising amount of depth and to how boldly, radically and successfully its gameplay veers from that of its predecessor.


See also: previous 'Great Gaymathon' posts