Last week, the Cool Box Art Twitter account wisely highlighted the European cover of Namco's colorful, Pac-Man-esque Wii game, The Munchables.
I say wisely because, in my humble opinion, The Munchables' Euro (as well as North American) box art is top notch.
As much as I like that cover imagery, though, I like its Japanese counterpart--showcased in the photo that follows--even more.
If you can't quite make out all of the wonderful details of the Tabemon (that's what The Munchables was called in Japan) box art in the snapshot above, take a gander at the one below. Or check out this scan.
Seriously, Tabemon's cover illustration and logo are among my favorites produced for a Nintendo Wii game.
Sadly, I can't say I love its gameplay as much as its packaging. Tabemon (or The Munchables, if that's how you prefer to refer to this title) looks great, no question. Its Pac-Man-esque gameplay, though, is just a little too superficial for my liking.
Speaking of which, I can't help but wonder if Tabemon or The Munchables would've benefited from a bit more structure. Think about Pac-Man--or Ms. Pac-Man or even Pac-Man Championship Edition. To me, part of what makes all three of those games so great is that they place limits on what players can do and where they can go.
Anyway, don't take that to mean I think you should avoid Tabemon or The Munchables like the plague. While its gameplay isn't quite as enjoyable as I expected it to be, it's still fun enough to own.
Plus, as you hopefully can see here, its packaging--which includes its box and disc art as well as its instruction manual--is worth the price of admission.
I don't know if you can see it the photo that kicks off this post, but Tabemon's instruction manual is billed as being as recipe book. Cute, right?
The cute continues throughout, too. Seriously, the Tabemon manual is stuffed full of adorable, food-themed art. Sadly, I wasn't able to scan this booklet before I put the bulk of my games collection into storage and left Seattle, so I it won't star in one of my "Manual Stimulation" posts until the end of this year at the earliest.
In the meantime, have any of you played either The Munchables or Tabemon? If so, what did you think of the experience?
See also: previous 'Nice Package!' posts
Showing posts with label Pac-Man. Show all posts
Showing posts with label Pac-Man. Show all posts
Saturday, February 25, 2017
Tuesday, February 21, 2017
Five favorite Pac-Man clones
Full disclosure: I'm not the world's biggest Pac-Man fan. Oh, I like the character well enough, and I love Ms. Pac-Man to death, but the Namco-made quartermuncher that started it all? It kind of bores me, if I'm allowed to be honest.
In fact, I'd much rather play any of the Pac-Man clones described below than the arcade classic that seemingly inspired their creation.
Crush Roller (Neo Geo Pocket Color)--OK, so this ADK-developed title, a remake of a 1981 arcade game called Make Trax, isn't a total rip-off of Pac-Man. After all, rather than tasking players with clearing each screen of something, Crush Roller tasks them with filling them with something. Paint, in particular. That's easier said than done, of course, thanks to the baddies, which look a bit like Dragon Quest slimes to my eyes, that chase you as attempt to "paint the town red" (or whatever color you're given for a specific stage). These baddies don't always play fair (they're often a smidgen faster than the paint roller you control), and as a result the game can be teeth-gnashingly frustrating. Still, I enjoy playing it now and then, and I have a feeling most people who have even a passing interest in Pac-Man would (mostly) enjoy it, too. If you'd like to see this Neo Geo Pocket Color game's packaging, by the way, you can do it in this old post of mine: "It's just a little Crush (Roller)."
Devil World (Famicom)--Although I like all of the Pac-Man clones included in this post, I like this one the least. Sure, it sports some great, early-Famicom-era (or early-NES-era) graphics and music, but its gameplay is a tad more complicated than it needs to be, in my humble opinion. Instead of having players focus on eating dots and avoiding enemies à la Pac-Man, Devil World has them perform those actions while also collecting crosses and bibles as well as staying far away from the crushing ropes that ring each maze-like stage. Speaking of which, the stages in Devil World are a lot more convoluted than those found in Pac-Man, which can lead to confusion and even death if you're not careful. In Devil World's favor, its cover art and the contents of its instruction manual are stellar and are worth owning on their own. (Bonus round: read my overly succinct Devil World review.)
Lock 'n' Chase (GameBoy)--At first glance, Lock 'n' Chase appears to be a lazy and uninspired Pac-Man clone. Hell, the protagonist looks like everyone's favorite spherical dot-muncher with a dapper fedora plopped onto his head. Thankfully, Data East's title differs from Namco's in a few other notable ways--chief among them being the former's larger, scrolling levels. Also, the levels in Lock 'n' Chase are far less symmetrical than the ones in Pac-Man, which I guess could be a positive or a negative, depending on your personality. Another feather in the snazzy cap of Lock 'n' Chase: its baddies all sport police hats. Unfortunately, the lack of color in this GameBoy port hurts its replay value by making it difficult to tell one screen from the next. If you can overlook that fact, though, you'll probably get a kick out of this portable Pac-Man homage.
Onyanko Town (Famicom)--This Micronics-developed and Pony Canyon-published Famicom cartridge belongs in the same camp as the one that houses Crush Roller. Onyanko Town looks great (although not as great as Crush Roller, it has to be said) and offers up an adorably appealing premise--which puts you in the paws of a mama cat who has to track down her kittens and safely bring them home--but it also tends to be beyond aggravating. That's due in part to the title's often-enormous stage layouts and in part to the extremely slow speed at which the mama cat moves. Add in a background tune that gives new meaning to the term "earsplitting," and you have a Japan-only release that's sure to turn off a large chunk of the population. I consider it a favorite Pac-Man clone anyway, though, because I'm a sucker for games starring pixelated pups (the majority of Onyanko Town's enemies) and felines.
Painter Momopie (GameBoy)--There are a lot distressingly overlooked Japanese GameBoy games. Astro Rabby is one. Burning Paper is another. And then there's Sigma Entertainment's Painter Momopie. It may not be quite as fantastic as those other two efforts, but it's just as fascinating. After all, how many games have you played that have you paint the floors of cozy-looking kitchens, bedrooms and the like while avoiding mice and ghosts and other creatures? None, I'm sure. Plus, Painter Momopie's soundtrack is nearly as heart-warming as its homey setting. The same can be said of its outer box and its instruction manual. Another reason I'd recommend Painter Momopie to anyone who's open to playing a GameBoy cart in this day and age: it's almost assuredly the most relaxing (or at least stress-free) of all the Pac-Man clones discussed in this post.
See also: all of the "five overlooked games you need to play as soon as possible" posts I've published so far
In fact, I'd much rather play any of the Pac-Man clones described below than the arcade classic that seemingly inspired their creation.
Crush Roller (Neo Geo Pocket Color)--OK, so this ADK-developed title, a remake of a 1981 arcade game called Make Trax, isn't a total rip-off of Pac-Man. After all, rather than tasking players with clearing each screen of something, Crush Roller tasks them with filling them with something. Paint, in particular. That's easier said than done, of course, thanks to the baddies, which look a bit like Dragon Quest slimes to my eyes, that chase you as attempt to "paint the town red" (or whatever color you're given for a specific stage). These baddies don't always play fair (they're often a smidgen faster than the paint roller you control), and as a result the game can be teeth-gnashingly frustrating. Still, I enjoy playing it now and then, and I have a feeling most people who have even a passing interest in Pac-Man would (mostly) enjoy it, too. If you'd like to see this Neo Geo Pocket Color game's packaging, by the way, you can do it in this old post of mine: "It's just a little Crush (Roller)."
Devil World (Famicom)--Although I like all of the Pac-Man clones included in this post, I like this one the least. Sure, it sports some great, early-Famicom-era (or early-NES-era) graphics and music, but its gameplay is a tad more complicated than it needs to be, in my humble opinion. Instead of having players focus on eating dots and avoiding enemies à la Pac-Man, Devil World has them perform those actions while also collecting crosses and bibles as well as staying far away from the crushing ropes that ring each maze-like stage. Speaking of which, the stages in Devil World are a lot more convoluted than those found in Pac-Man, which can lead to confusion and even death if you're not careful. In Devil World's favor, its cover art and the contents of its instruction manual are stellar and are worth owning on their own. (Bonus round: read my overly succinct Devil World review.)
Lock 'n' Chase (GameBoy)--At first glance, Lock 'n' Chase appears to be a lazy and uninspired Pac-Man clone. Hell, the protagonist looks like everyone's favorite spherical dot-muncher with a dapper fedora plopped onto his head. Thankfully, Data East's title differs from Namco's in a few other notable ways--chief among them being the former's larger, scrolling levels. Also, the levels in Lock 'n' Chase are far less symmetrical than the ones in Pac-Man, which I guess could be a positive or a negative, depending on your personality. Another feather in the snazzy cap of Lock 'n' Chase: its baddies all sport police hats. Unfortunately, the lack of color in this GameBoy port hurts its replay value by making it difficult to tell one screen from the next. If you can overlook that fact, though, you'll probably get a kick out of this portable Pac-Man homage.
Onyanko Town (Famicom)--This Micronics-developed and Pony Canyon-published Famicom cartridge belongs in the same camp as the one that houses Crush Roller. Onyanko Town looks great (although not as great as Crush Roller, it has to be said) and offers up an adorably appealing premise--which puts you in the paws of a mama cat who has to track down her kittens and safely bring them home--but it also tends to be beyond aggravating. That's due in part to the title's often-enormous stage layouts and in part to the extremely slow speed at which the mama cat moves. Add in a background tune that gives new meaning to the term "earsplitting," and you have a Japan-only release that's sure to turn off a large chunk of the population. I consider it a favorite Pac-Man clone anyway, though, because I'm a sucker for games starring pixelated pups (the majority of Onyanko Town's enemies) and felines.
Painter Momopie (GameBoy)--There are a lot distressingly overlooked Japanese GameBoy games. Astro Rabby is one. Burning Paper is another. And then there's Sigma Entertainment's Painter Momopie. It may not be quite as fantastic as those other two efforts, but it's just as fascinating. After all, how many games have you played that have you paint the floors of cozy-looking kitchens, bedrooms and the like while avoiding mice and ghosts and other creatures? None, I'm sure. Plus, Painter Momopie's soundtrack is nearly as heart-warming as its homey setting. The same can be said of its outer box and its instruction manual. Another reason I'd recommend Painter Momopie to anyone who's open to playing a GameBoy cart in this day and age: it's almost assuredly the most relaxing (or at least stress-free) of all the Pac-Man clones discussed in this post.
See also: all of the "five overlooked games you need to play as soon as possible" posts I've published so far
Tuesday, September 06, 2016
Manual Stimulation (Pac-Land, PC Engine)
I've said it before--or at least I've suggested it before, such as in this recent post--but it's worth repeating: Pac-Land doesn't get enough love.
That's not to say there aren't reasons for that lack of affection and attention. After all, the 1990 TurboGrafx-16 port of this Namco-made Pac-Man platformer, originally released in the arcades five years earlier, was roundly ignored on this side of the pond.
The TG-16's dearth of sales had a lot to do with that, of course, as did the game's age by that time. Also, Pac-Land in any form could be described as antiquated, difficult and repetitive.
Still, I think it has just enough positive attributes to be worth checking out if you're a fan of the genre. The main ones: its graphics, which look like something pulled from a Saturday morning cartoon, and its infectious soundtrack.
It also has a pretty great instruction manual, as you'll see if you continue scrolling through this write-up. Granted, that's not going to help you enjoy playing the PC Engine version of Pac-Land, but it should help you feel better about owning a copy (if you happen to buy one, that is).
The highlight of Pac-Land's booklet, in my humble opinion: its abundance of color. Although I've liked a lot of black-and-white PC Engine manuals over the years--the ones made for Don Doko Don, Mizubaku Daibouken and The New Zealand Story are good examples--I usually prefer a bit of color.
Well, there isn't a single black-and-white spread in this particular manual. Hell, there's only a couple of black-and-white illustrations--both of which can be found in the scan below.
Every other page of the Pac-Land instruction booklet features illustrations awash in color. Some of them aren't of the highest quality, mind you, but as my mom's always told me, nothing's perfect.
Thankfully, most of the art that's on offer here is nice enough that no one should regret spending $10 to $20 to obtain it (along with the game's HuCard and outer case, naturally).
Now that I've wasted a number of sentences discussing and dissecting the quality of the art that appears in the Pac-Land manual, let's change course a bit and chat about the theme that surrounds that art. Specifically, I'm talking about the game's odd "alpine aesthetic," for lack of a better phrase.
Don't see it? Look at every single depiction of Pac-Man in the scans shared in this post. The old pellet-chomper sports some sort of mountaineering hat in all of them. He also spends a surprising amount of time leaping from log to log and traipsing through forests and fields in this side-scrolling adventure.
That's just a side note to the rainbow-swathed drawings and screenshots scattered throughout this booklet, though.
And although I can't say I like them more than the ones included in another Namco PC Engine instruction manual, for Valkyrie no Densetsu, they're better than what you'll find in less thrilling manuals--Parasol Star's is an unfortunate example--so you won't hear me complaining anytime soon.
See also: previous 'Manual Stimulation' posts
That's not to say there aren't reasons for that lack of affection and attention. After all, the 1990 TurboGrafx-16 port of this Namco-made Pac-Man platformer, originally released in the arcades five years earlier, was roundly ignored on this side of the pond.
The TG-16's dearth of sales had a lot to do with that, of course, as did the game's age by that time. Also, Pac-Land in any form could be described as antiquated, difficult and repetitive.
Still, I think it has just enough positive attributes to be worth checking out if you're a fan of the genre. The main ones: its graphics, which look like something pulled from a Saturday morning cartoon, and its infectious soundtrack.
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It also has a pretty great instruction manual, as you'll see if you continue scrolling through this write-up. Granted, that's not going to help you enjoy playing the PC Engine version of Pac-Land, but it should help you feel better about owning a copy (if you happen to buy one, that is).
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The highlight of Pac-Land's booklet, in my humble opinion: its abundance of color. Although I've liked a lot of black-and-white PC Engine manuals over the years--the ones made for Don Doko Don, Mizubaku Daibouken and The New Zealand Story are good examples--I usually prefer a bit of color.
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Well, there isn't a single black-and-white spread in this particular manual. Hell, there's only a couple of black-and-white illustrations--both of which can be found in the scan below.
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Every other page of the Pac-Land instruction booklet features illustrations awash in color. Some of them aren't of the highest quality, mind you, but as my mom's always told me, nothing's perfect.
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Thankfully, most of the art that's on offer here is nice enough that no one should regret spending $10 to $20 to obtain it (along with the game's HuCard and outer case, naturally).
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Now that I've wasted a number of sentences discussing and dissecting the quality of the art that appears in the Pac-Land manual, let's change course a bit and chat about the theme that surrounds that art. Specifically, I'm talking about the game's odd "alpine aesthetic," for lack of a better phrase.

Don't see it? Look at every single depiction of Pac-Man in the scans shared in this post. The old pellet-chomper sports some sort of mountaineering hat in all of them. He also spends a surprising amount of time leaping from log to log and traipsing through forests and fields in this side-scrolling adventure.

That's just a side note to the rainbow-swathed drawings and screenshots scattered throughout this booklet, though.
And although I can't say I like them more than the ones included in another Namco PC Engine instruction manual, for Valkyrie no Densetsu, they're better than what you'll find in less thrilling manuals--Parasol Star's is an unfortunate example--so you won't hear me complaining anytime soon.
See also: previous 'Manual Stimulation' posts
Sunday, August 07, 2016
Anyone up for a few more photos of Pac-Land's PC Engine case, HuCard and manual?
When I went to add the Pac-Land packaging snapshots showcased in my last post to Flickr yesterday, I noticed a bunch of unused ones sitting in my photos folder that I'd previously ignored.
So, I whipped them into shape shortly thereafter and then decided to give them a post of their very own.
Granted, the photos seen above and below probably aren't going to blow anyone away. Still, they should whet appetites until I publish my upcoming "Manual Stimulation" post about Namco's Pac-Land PC Engine port.
Speaking of Pac-Land's instructional booklet, it's pretty darn colorful, isn't it? The illustrations that contain all of that color could be a tad cleaner, I guess, but they make me smile even in their slightly rough state.
I'd never call the art included in the following spread at all "rough," by the way. Rather, it's pretty much perfect as far as these things go.
If you'd like to see a few more such spreads, check out this old "Manual Stimulation" write-up, which highlights the booklet made for another Namco-published PC Engine title, the otherwise humdrum shmup known as Barunba.
See also: previous 'Nice Package!' and 'Manual Stimulation' posts
So, I whipped them into shape shortly thereafter and then decided to give them a post of their very own.

Granted, the photos seen above and below probably aren't going to blow anyone away. Still, they should whet appetites until I publish my upcoming "Manual Stimulation" post about Namco's Pac-Land PC Engine port.
Speaking of Pac-Land's instructional booklet, it's pretty darn colorful, isn't it? The illustrations that contain all of that color could be a tad cleaner, I guess, but they make me smile even in their slightly rough state.
I'd never call the art included in the following spread at all "rough," by the way. Rather, it's pretty much perfect as far as these things go.

If you'd like to see a few more such spreads, check out this old "Manual Stimulation" write-up, which highlights the booklet made for another Namco-published PC Engine title, the otherwise humdrum shmup known as Barunba.
See also: previous 'Nice Package!' and 'Manual Stimulation' posts
Labels:
acquisitions,
game manuals,
game packaging,
HuCards,
imports,
Namco,
Namcot,
NEC,
old games,
Pac-Land,
Pac-Man,
PC Engine,
photos,
retro
Friday, August 05, 2016
Nice Package! (Pac-Land, PC Engine)
I've mentioned before (in this not-so-old post, for example) that I have a strange attraction to Pac-Land.
The gist: I became aware of it at a time in my life when both Namco's Pac-Man and Nintendo's Super Mario Bros.--and a bunch of other classics--were front and center in my mind. As a result, an arcade game that combined both of those titles into one blew my teenage mind.
Did this quarter-muncher's graphics and gameplay really deserve such a response? Not really. Pac-Land was more than a bit questionable even back then, especially in the looks and controls departments.
Still, it could be fun to play, and it had a stellar soundtrack, so I plopped money into it whenever I was able--which wasn't very often, as the only cabinet I knew of at the time was located in a mall arcade a couple of hours from my hometown.
Given all of the above, you'd think I would've picked up a copy of the TurboGrafx-16 port of Pac-Land shortly after I bought that system. Instead, I ignored it for games like The Addams Family, Fighting Street and Valis II and III. (Don't worry, I also owned a ton of great TG-16 titles.)
I recently made up for that by buying the Japanese PC Engine version of the game. It was well worth the handful of dollars I spent on it. How so? Just look at the photos showcased throughout this post. They tell you everything you need to know, don't you think?
Thankfully, the game that's packed into the Pac-Land HuCard is, as I said earlier, a good bit of fun. Hey, it may not be on par with any of the 8-bit Super Mario Bros. titles, but it's miles better than the woeful Keith Courage.
Plus, this port allows players to use their console's d-pad to control Pac-Man, which is a change from the arcade original. (In the latter, you used a pair of buttons to move the iconic character left and right, while you nudged a joystick to make him jump.)
Anyway, as is the case with pretty much all of Namco's--or Namcot's--PC Engine releases, this one comes with a really eye-pleasing instruction manual (see above for a glimpse of one of its pages).
Speaking of which, look for one of my "Manual Stimulation" posts that'll detail both the exterior and interior of this game's how-to booklet in the next week or two.
In the meantime, are any of you Pac-Land fans? If so, share your thoughts and memories in the comments section that follows.
See also: previous 'Nice Package!' posts
The gist: I became aware of it at a time in my life when both Namco's Pac-Man and Nintendo's Super Mario Bros.--and a bunch of other classics--were front and center in my mind. As a result, an arcade game that combined both of those titles into one blew my teenage mind.
Did this quarter-muncher's graphics and gameplay really deserve such a response? Not really. Pac-Land was more than a bit questionable even back then, especially in the looks and controls departments.

Still, it could be fun to play, and it had a stellar soundtrack, so I plopped money into it whenever I was able--which wasn't very often, as the only cabinet I knew of at the time was located in a mall arcade a couple of hours from my hometown.
Given all of the above, you'd think I would've picked up a copy of the TurboGrafx-16 port of Pac-Land shortly after I bought that system. Instead, I ignored it for games like The Addams Family, Fighting Street and Valis II and III. (Don't worry, I also owned a ton of great TG-16 titles.)
I recently made up for that by buying the Japanese PC Engine version of the game. It was well worth the handful of dollars I spent on it. How so? Just look at the photos showcased throughout this post. They tell you everything you need to know, don't you think?
Thankfully, the game that's packed into the Pac-Land HuCard is, as I said earlier, a good bit of fun. Hey, it may not be on par with any of the 8-bit Super Mario Bros. titles, but it's miles better than the woeful Keith Courage.
Plus, this port allows players to use their console's d-pad to control Pac-Man, which is a change from the arcade original. (In the latter, you used a pair of buttons to move the iconic character left and right, while you nudged a joystick to make him jump.)

Anyway, as is the case with pretty much all of Namco's--or Namcot's--PC Engine releases, this one comes with a really eye-pleasing instruction manual (see above for a glimpse of one of its pages).
Speaking of which, look for one of my "Manual Stimulation" posts that'll detail both the exterior and interior of this game's how-to booklet in the next week or two.
In the meantime, are any of you Pac-Land fans? If so, share your thoughts and memories in the comments section that follows.
See also: previous 'Nice Package!' posts
Friday, August 07, 2015
Shall We Do It Again? (Astro Rabby, Crush Roller, Mappy, Pac-Man, Puzzle Bobble and Tumble Pop)
If you were on Twitter last weekend, you may have noticed my mention that I spent a rather obscene amount of time playing old GameBoy and Game Gear titles on Saturday.
I also spent some time playing a couple of Neo Geo Pocket Color games--a fact I didn't mention on Twitter because, well, I ran out of characters.
Anyway, because I played so many of these "golden oldies," and because I so thoroughly enjoyed the time I spent with them (two of them in particular), I thought I'd write up a second "Shall We Do It?" post for the week that focuses on those experiences.
Before I get to all of that, though, I want to make one thing clear: I played all of these retro games via emulation (thanks to my soft-modded Wii).
Yes, I own a couple of GameBoys, and I own a Game Gear, too. (No Neo Geo Pocket Color, though--at least not yet.) I also own copies of four of the six titles mentioned here. I was too lazy to get them out of their hiding places, though; plus, I didn't want to deal with the battery drama--so, I took the easy route and emulated them.
With all of that out of the way, here are a few, random thoughts on the GameBoy, Game Gear and Neo Geo Pocket Color carts--er, ROMs--that ruthlessly captured my attention this past weekend.
Astro Rabby (GameBoy)--Would you believe I've owned this Japan-only release from 1990 for some time now (over a year, if I were to guess), yet I'd only put a small handful of minutes into it before I fully acquainted myself with it a few days ago?
Er, yeah, I guess some of you would believe that based on my propensity to buy and then sit on games. (Not literally sit on them, of course.)
Whatever. That's not supposed to be the point here; what is supposed to be the point is that I'm now slapping myself across the face for taking so long to properly give this game a shot. It's actually quite a bit of fun--if you can overlook the totally lame "bonus rounds" that pop up every few stages.
As for why that is, well, try to imagine if someone had attempted to make something similar to Jumping Flash! for the GameBoy before the folks at Exact Co., Ltd. and Ultra Co., Ltd produced the beauty that launched shortly after the original PlayStation hit store shelves in Japan.
That's basically the gist of Astro Rabby, which puts you in the shoes (paws?) of a cyborg rabbit who, for some reason or other, is forced to hop through space in search of "power-up parts" while staying clear of evil frogs and bad octopi as well as keeping from plummeting into seemingly bottomless holes. This hopping-through-space action is depicted in a top-down fashion, by the way, which can make the titular hare's leaps kind of dicey from time to time, but after a few minutes it not only feels pretty natural but also feels pretty exhilarating.
Thankfully, it's OK to fail at the aforementioned bonus rounds, which boil down to a musical game of Concentration and are far more frustrating than my abbreviated description probably makes them sound. Still, I wish they were a bit more ... traditional in nature so I could enjoy the entirety of Astro Rabby and not just a good portion of it.
Crush Roller (Neo Geo Pocket Color)--I wrote about this colorful, portable take on the Pac-Man formula all the way back in 2013 (in a post titled, "It's Just a Little Crush Roller"), but haven't said a thing about it since.
That's a real shame, as Crush Roller is a treat. A tough, pull-your-hair-out-in-giant-clumps "treat" at times, but a treat nonetheless.
Unfortunately, although I became pretty skillful at playing this ADK-developed game the first time I gave it a go (I even made it all the way to the end credits, after some effort), this time around I found things quite a bit more trying.
Oh, well. Its paint-roads-while-desperarely-avoiding-Dragon-Quest-slime-like-enemies action still put a smile on my face--when it wasn't causing me to cuss at it under my breath, of course.
Mappy (Game Gear)--Here's another Japan-only handheld title that I've chatted about previously.
What prompted me to pick it up again this past weekend? I don't know, to tell you the truth. I guess I was just in the mood for a little classic, arcade-style, cat-and-mouse action.
Just in case I've never mentioned this before: the Game Gear port of Mappy--originally a Namco quarter-muncher--is top-notch. Everything about it is "correct," as the reviewer at Video Game Den used to like to say; plus, it's simply a blast to play.
So, if you've got a Game Gear and a wad of batteries (or an AC adapter, I guess), you could do far worse than buy a copy of this 1991 release and stick it in your system when you've got a couple of minutes to burn.
I also spent some time playing a couple of Neo Geo Pocket Color games--a fact I didn't mention on Twitter because, well, I ran out of characters.
Anyway, because I played so many of these "golden oldies," and because I so thoroughly enjoyed the time I spent with them (two of them in particular), I thought I'd write up a second "Shall We Do It?" post for the week that focuses on those experiences.
Before I get to all of that, though, I want to make one thing clear: I played all of these retro games via emulation (thanks to my soft-modded Wii).
Yes, I own a couple of GameBoys, and I own a Game Gear, too. (No Neo Geo Pocket Color, though--at least not yet.) I also own copies of four of the six titles mentioned here. I was too lazy to get them out of their hiding places, though; plus, I didn't want to deal with the battery drama--so, I took the easy route and emulated them.
With all of that out of the way, here are a few, random thoughts on the GameBoy, Game Gear and Neo Geo Pocket Color carts--er, ROMs--that ruthlessly captured my attention this past weekend.
Astro Rabby (GameBoy)--Would you believe I've owned this Japan-only release from 1990 for some time now (over a year, if I were to guess), yet I'd only put a small handful of minutes into it before I fully acquainted myself with it a few days ago?
Er, yeah, I guess some of you would believe that based on my propensity to buy and then sit on games. (Not literally sit on them, of course.)
Whatever. That's not supposed to be the point here; what is supposed to be the point is that I'm now slapping myself across the face for taking so long to properly give this game a shot. It's actually quite a bit of fun--if you can overlook the totally lame "bonus rounds" that pop up every few stages.
As for why that is, well, try to imagine if someone had attempted to make something similar to Jumping Flash! for the GameBoy before the folks at Exact Co., Ltd. and Ultra Co., Ltd produced the beauty that launched shortly after the original PlayStation hit store shelves in Japan.
That's basically the gist of Astro Rabby, which puts you in the shoes (paws?) of a cyborg rabbit who, for some reason or other, is forced to hop through space in search of "power-up parts" while staying clear of evil frogs and bad octopi as well as keeping from plummeting into seemingly bottomless holes. This hopping-through-space action is depicted in a top-down fashion, by the way, which can make the titular hare's leaps kind of dicey from time to time, but after a few minutes it not only feels pretty natural but also feels pretty exhilarating.
Thankfully, it's OK to fail at the aforementioned bonus rounds, which boil down to a musical game of Concentration and are far more frustrating than my abbreviated description probably makes them sound. Still, I wish they were a bit more ... traditional in nature so I could enjoy the entirety of Astro Rabby and not just a good portion of it.
Crush Roller (Neo Geo Pocket Color)--I wrote about this colorful, portable take on the Pac-Man formula all the way back in 2013 (in a post titled, "It's Just a Little Crush Roller"), but haven't said a thing about it since.
That's a real shame, as Crush Roller is a treat. A tough, pull-your-hair-out-in-giant-clumps "treat" at times, but a treat nonetheless.
Unfortunately, although I became pretty skillful at playing this ADK-developed game the first time I gave it a go (I even made it all the way to the end credits, after some effort), this time around I found things quite a bit more trying.
Oh, well. Its paint-roads-while-desperarely-avoiding-Dragon-Quest-slime-like-enemies action still put a smile on my face--when it wasn't causing me to cuss at it under my breath, of course.
Mappy (Game Gear)--Here's another Japan-only handheld title that I've chatted about previously.
What prompted me to pick it up again this past weekend? I don't know, to tell you the truth. I guess I was just in the mood for a little classic, arcade-style, cat-and-mouse action.
Just in case I've never mentioned this before: the Game Gear port of Mappy--originally a Namco quarter-muncher--is top-notch. Everything about it is "correct," as the reviewer at Video Game Den used to like to say; plus, it's simply a blast to play.
So, if you've got a Game Gear and a wad of batteries (or an AC adapter, I guess), you could do far worse than buy a copy of this 1991 release and stick it in your system when you've got a couple of minutes to burn.
Thursday, January 08, 2015
Boy, does this piece of Pac-Land art (produced by madamluna) bring back memories...
Of all the games I've attached memories to over the years, Pac-Land has to be among the oddest. After all, it's not like this quarter-muncher from 1984 is one of Namco's most-loved releases. Hell, it's not even one of the company's most-loved Pac-Man spin-offs.
I guess Pac-Land just came into my life at the right place and time. The former is especially relevant to this story, I think, considering the setting of my earliest memory of the game is a shopping-mall arcade that was located a few hours away from where I grew up.
I'm sad to say I can't remember exactly how old I was when I first encountered the Pac-Land cabinet in the aforementioned arcade, but I'm pretty sure I was in my early teens. Regardless, I distinctly remember my incredulous reaction to it. After all, this was a Pac-Man game that looked and played like the original Super Mario Bros.
And don't forget: this was back when the Internet was but a gleam in Al Gore's eye. If you didn't read gaming mags at that time, you often didn't know which quarter-munchers were being released or when until you walked into your local arcade, bar, bowling alley and the like.
Anyway, I was blown away the first time I laid eyes on Pac-Land. Admittedly, its odd control scheme--one button moves Pac-Man to the right, one moves him to the left and one makes him jump--leaves something to be desired, as does the repetitive simplicity of its overall gameplay, but this platformer's vividly colorful, "Saturday morning cartoon" visuals do quite a bit to make up for those flaws--or at least that's the effect they've always had on me.
All of the above should help explain why the piece of art that serves as the focus of this post resonated with me as much as it did when I first came across it late last week. Actually, I'm pretty sure it would have resonated with me even if I weren't an unabashed Pac-Land fan thanks to the unmistakable look of innocence and wonder that's splashed across Pac-Man's face.
Artist Pauli Kohberger, aka madamluna, is responsible for this winsome illustration, by the way. If you'd like to see more examples of her work--and, really, why wouldn't you?--head over to madamluna.deviantart.com at your earliest convenience.
I guess Pac-Land just came into my life at the right place and time. The former is especially relevant to this story, I think, considering the setting of my earliest memory of the game is a shopping-mall arcade that was located a few hours away from where I grew up.
I'm sad to say I can't remember exactly how old I was when I first encountered the Pac-Land cabinet in the aforementioned arcade, but I'm pretty sure I was in my early teens. Regardless, I distinctly remember my incredulous reaction to it. After all, this was a Pac-Man game that looked and played like the original Super Mario Bros.
And don't forget: this was back when the Internet was but a gleam in Al Gore's eye. If you didn't read gaming mags at that time, you often didn't know which quarter-munchers were being released or when until you walked into your local arcade, bar, bowling alley and the like.

All of the above should help explain why the piece of art that serves as the focus of this post resonated with me as much as it did when I first came across it late last week. Actually, I'm pretty sure it would have resonated with me even if I weren't an unabashed Pac-Land fan thanks to the unmistakable look of innocence and wonder that's splashed across Pac-Man's face.
Artist Pauli Kohberger, aka madamluna, is responsible for this winsome illustration, by the way. If you'd like to see more examples of her work--and, really, why wouldn't you?--head over to madamluna.deviantart.com at your earliest convenience.
Labels:
arcade games,
arcades,
art,
classics,
illustrations,
madamluna,
memories,
Namco,
Pac-Land,
Pac-Man,
Pauli Kohberger,
quarter-muncher,
retro
Tuesday, June 10, 2014
Anyone else own one of these as a kid?
I'd completely forgotten that I got one of these "official" Pac-Man mini-arcade machines for Christmas back in the day before I came across this blog post a couple of days ago.
I can't remember exactly which Christmas, of course, but I'm guessing it was in 1981 or shortly thereafter, as that's when this eBay listing says it was released.
If memory serves, it plays a pretty spot-on version of Namco's classic arcade game. Sadly, my memory's also suggesting to me that I sold my mini Pac-Man machine at a garage sale a few years later--most likely for chump change.
Should any of you want to relive those memories--or make some new ones--check out this auction, which ends at about 6:56 pm Pacific today. (Current bid is $100, not including shipping.)
(Via retro-treasures.blogspot.com)
I can't remember exactly which Christmas, of course, but I'm guessing it was in 1981 or shortly thereafter, as that's when this eBay listing says it was released.

If memory serves, it plays a pretty spot-on version of Namco's classic arcade game. Sadly, my memory's also suggesting to me that I sold my mini Pac-Man machine at a garage sale a few years later--most likely for chump change.
Should any of you want to relive those memories--or make some new ones--check out this auction, which ends at about 6:56 pm Pacific today. (Current bid is $100, not including shipping.)
(Via retro-treasures.blogspot.com)
Tuesday, June 03, 2014
The Gay Gamer Giveaway™: Painter Momopie (GameBoy) Edition
So, I'm going to do something a little silly over the next few weeks--I'm going to publish a handful of posts (like this one) that will result in one of you fine folks walking away with a free Japanese GameBoy cartridge.
Sadly, none of these copies are "complete"--you're only going to get the cart, not the box, the manual or even the plastic case--and all of them are a bit beaten up, but on the other end of the spectrum, they work and they're free, so who really cares, right?
The only rule for this particular giveaway: leave some sort of comment below that indicates you'd like to throw your hat into the ring for the copy of Sigma's Painter Momopie, a cute Pac-Man clone that never saw the light of day outside of Japan, seen above and below. (And if you're commenting anonymously, please share some sort of username so I can properly and easily identify you if you're victorious.)
I'll ship to wherever the winner may reside and I honestly don't care what the winner dos (keep, sell, turn into a piece of nerdtastic jewelry) with the cartridge he or she receives--although of course I'd love it if some or all of them actually get played by recipients.
The winner of this particular Gay Gamer Giveaway™ will be determined first thing in the morning on Monday, June 19. Shortly afterward, I'll publish a post that reveals the winner, and then I'll follow that with yet another post about the next giveaway--assuming there's any interest whatsoever in this first one.
Finally, should you want to read up on Painter Momopie before deciding whether you even want the cart shown above, check out this introductory post, this "Great Gaymathon" review or this "Manual Stimulation" installment that's devoted to this adorable title.
Sadly, none of these copies are "complete"--you're only going to get the cart, not the box, the manual or even the plastic case--and all of them are a bit beaten up, but on the other end of the spectrum, they work and they're free, so who really cares, right?
The only rule for this particular giveaway: leave some sort of comment below that indicates you'd like to throw your hat into the ring for the copy of Sigma's Painter Momopie, a cute Pac-Man clone that never saw the light of day outside of Japan, seen above and below. (And if you're commenting anonymously, please share some sort of username so I can properly and easily identify you if you're victorious.)
I'll ship to wherever the winner may reside and I honestly don't care what the winner dos (keep, sell, turn into a piece of nerdtastic jewelry) with the cartridge he or she receives--although of course I'd love it if some or all of them actually get played by recipients.
The winner of this particular Gay Gamer Giveaway™ will be determined first thing in the morning on Monday, June 19. Shortly afterward, I'll publish a post that reveals the winner, and then I'll follow that with yet another post about the next giveaway--assuming there's any interest whatsoever in this first one.
Finally, should you want to read up on Painter Momopie before deciding whether you even want the cart shown above, check out this introductory post, this "Great Gaymathon" review or this "Manual Stimulation" installment that's devoted to this adorable title.
Friday, March 14, 2014
The Great Gaymathon Review #66: Painter Momopie (GameBoy)
Game: Painter Momopie
Genre: Action
Developer: Sigma Entertainment
Publisher: Sigma Entertainment
System: GameBoy
Release date: 1990
I've mentioned this game in so many posts over the last six months that I thought I finally should write and publish a formal review of it.
So, what's the first thing you should know about this little-known import? I'd say it's that the game, at its heart, is a late-to-the-party Pac-Man clone. Actually, a better way of stating things might be to say that it plays like an inverted version of that Namco classic. After all, rather than ridding each stage of something (pellets in the case of Pac-Man), in Painter Momopie your aim is to fill each stage with something--specifically, you're tasked with painting the floors of someone's home. (The titular Momopie's? I would guess so, but I'm not entirely sure.)
Sigma's "clone" apes its main source of inspiration in another important way, too--that being that the witchy protagonist is forced to avoid, as best she can, a slew of baddies who "kill" her upon touch. Unlike their counterparts in Pac-Man, though, the enemies found in Painter Momopie aren't simply color swaps of one another. Here they're distinct creatures with similarly distinct personalities and routines. A few examples: the blubbery ghosts that float through walls, the tittering mice that occasionally leave behind footprints that have to be cleaned up and the odd-looking baddies known as "ojari" that drop deadly puffs of dust in their wake.
That isn't the only example of how this portable effort differs from its quarter-munching predecessor. Another: Painter Momopie's stages aren't abstract realities like those that appear in Pac-Man. In fact, as I mentioned earlier, the ones in the former seem to be the actual rooms of someone's house. The whole she-bang begins in the kitchen, for instance, then moves to the hallway, a couple of bedrooms and more. I wouldn't go so far as to describe these constructions as being anything close to ornate, but they get the job done and they're more visually intriguing than Pac-Man's neon-colored corridors, so I'm not about to complain.
Momopie's individual levels also are far less rigid than the ones found in Namco's genre king, with rooms laid out in a more organic and asymmetrical fashion. That's generally a good thing, by the way, but not always, as sometimes I find myself longing for even a couple of them to be a bit more structured so I can zone out like I do when I play, say, Ms. Pac-Man. (Because, really, who plays Pac-Man when they have access to his wife's game?)
What else should you know about Painter Momopie before spending your hard-earned dollars on a copy of it (or, you know, before you search for and download the ROM--hey, I'm not judging)? Well, it looks quite nice, even if it's far from a stunner. I especially like Momopie's sprite, for whatever reason.
Its soundtrack isn't quite so impressive, sadly. The tunes are jaunty enough, but they stick around too long--you have to listen to the same one over and over again for seven stages before a new one pops up. Granted, games like Bubble Bobble force you to listen to the same track from start to finish, so it seems harsh to complain about Momopie's situation, but then again the latter's music can't hold a candle to former's so maybe that's the real issue here.
The only other thing I can think of to say here is that you've got to stick with Painter Momopie a bit before it shows its teeth, so to speak. The first seven stages are a veritable cakewalk, but things do become more difficult after that. So, if your only quibble early on is that it's a bit too easy, play a few more levels before deciding to hang on to it or give it the heave-ho.
See also: photos of the Painter Momopie box and cartridge, and scans of the Painter Momopie manual
Wednesday, December 25, 2013
Four DS games I'd like to buy and play in 2014
A few weeks ago, I shared in this post that I'd like to buy a few DS games in the coming year.
Well, 7th Dragon, Maestro! Jump in Music and Nora to Koku no Koubou: Kiri no Mori no Majo (aka Noora and the Time Studio: The Witch of the Misty Forest) aren't the only such titles that are on my radar right now.
In fact, here are four more:
Catch! Touch! Yoshi!--I know I could pick up the North American version of this game--known here as Yoshi Touch & Go--on the cheap, but I really like the Japanese box art so I'm planning to buy that iteration instead. Regardless, I have a feeling I'll like its gameplay, too, once I get my hands on a copy.
Nanashi no Game--Now that this spooky title, published by Square Enix in 2008, has a fan translation, I desperately want to put it through its paces. And who knows, maybe by the time I've finally acquired and finished it, a fan translation will be released for its 2009 sequel (also a Japan-only affair, of course), Nanashi no Game: Me.
Pac-Pix--An odd choice, I'm sure, but I've always been curious about this one--in part because of its extensive use of the DS's touch screen and in part because of its adorably cartoonish art style. The main reason I've yet to add it to my collection is that I have a feeling it isn't the deepest of experiences, but since copies can be picked up for less than $10 I probably shouldn't worry about it so much.
Tomodachi Collection--Another import-only DS game that now has a fan translation--or at least a partial one. Actually, I'd want a copy of Tomodachi Collection even if some of it hadn't been translated into English, as it might help me with my Japanese studies--you know, when I finally back to them.
See also: 'Four Japanese retro games I'd like to buy (and play, of course) in 2014' and 'Four PSP games I'd like to buy and play in 2014'
Well, 7th Dragon, Maestro! Jump in Music and Nora to Koku no Koubou: Kiri no Mori no Majo (aka Noora and the Time Studio: The Witch of the Misty Forest) aren't the only such titles that are on my radar right now.
In fact, here are four more:
Catch! Touch! Yoshi!--I know I could pick up the North American version of this game--known here as Yoshi Touch & Go--on the cheap, but I really like the Japanese box art so I'm planning to buy that iteration instead. Regardless, I have a feeling I'll like its gameplay, too, once I get my hands on a copy.
Nanashi no Game--Now that this spooky title, published by Square Enix in 2008, has a fan translation, I desperately want to put it through its paces. And who knows, maybe by the time I've finally acquired and finished it, a fan translation will be released for its 2009 sequel (also a Japan-only affair, of course), Nanashi no Game: Me.
Pac-Pix--An odd choice, I'm sure, but I've always been curious about this one--in part because of its extensive use of the DS's touch screen and in part because of its adorably cartoonish art style. The main reason I've yet to add it to my collection is that I have a feeling it isn't the deepest of experiences, but since copies can be picked up for less than $10 I probably shouldn't worry about it so much.
Tomodachi Collection--Another import-only DS game that now has a fan translation--or at least a partial one. Actually, I'd want a copy of Tomodachi Collection even if some of it hadn't been translated into English, as it might help me with my Japanese studies--you know, when I finally back to them.
See also: 'Four Japanese retro games I'd like to buy (and play, of course) in 2014' and 'Four PSP games I'd like to buy and play in 2014'
Friday, December 06, 2013
It's just a little Crush (Roller)
If you were to corner the 20 people in the Western world who've played ADK's Crush Roller and ask them to describe it, at least 19 would include "Pac-Man clone" in their response.
There's a good reason for that, of course--Crush Roller (aka Make Trax) is awfully similar to Namco's classic quarter-muncher in terms of gameplay. (Both titles have players race through single-screen, maze-like stages while avoiding ghost-like baddies.)
That's not to suggest Crush Roller is an unoriginal bore. Actually, it's quite a lot of fun--especially once you come to terms with its, er, "crushing" difficulty. (Which, it has to be said, largely can be blamed on the fact that the aforementioned baddies often are a smidge faster than the paint-brush-shaped protagonist.)
To be completely honest, Crush Roller's challenging nature nearly caused me to give up on the game in disgust on a few occasions. What prompted me to soldier on? Its charmingly crafted graphics and its earworm-esque backing tracks.
Also, its gameplay becomes pretty darn enjoyable once you accept that a bit of frustration is part of the deal (and keeps it from becoming a cakewalk).
Anyway, all of the above is supposed to help explain why I recently went ahead and bought a copy of this game--despite the fact that I don't yet own a Neo Geo Pocket Color system to play it on.
In my defense, I only bought it after noticing that a local game shop (Pink Gorilla) was selling it for a mere $15. (I'd been keeping an eye on a copy that was going for more than twice that on eBay, so $15 seemed like a steal.)
Now that I have said copy in hand, I have to say it was worth every penny I spent on it. I mean, just look at that awesome, snap-closure case. And the colorful cover art. Oh, and the little cart protector that exists despite the fact that the outer case is plenty sturdy. What's up with that?
One thing you can't marvel at in these photos is the size of Crush Roller's packaging. Although it's not as small as, say, the boxes that encased early Japanese GameBoy titles, it's small enough. Maybe I should take a few snapshots of it sitting next to a bunch of DS, GameBoy, Game Gear and Wonderswan boxes soon?
See also: 'Did you know that Japanese Game Gear boxes are about the same size as WonderSwan boxes?' and 'WonderSwan cartridges (and boxes) in context'
There's a good reason for that, of course--Crush Roller (aka Make Trax) is awfully similar to Namco's classic quarter-muncher in terms of gameplay. (Both titles have players race through single-screen, maze-like stages while avoiding ghost-like baddies.)
That's not to suggest Crush Roller is an unoriginal bore. Actually, it's quite a lot of fun--especially once you come to terms with its, er, "crushing" difficulty. (Which, it has to be said, largely can be blamed on the fact that the aforementioned baddies often are a smidge faster than the paint-brush-shaped protagonist.)
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To be completely honest, Crush Roller's challenging nature nearly caused me to give up on the game in disgust on a few occasions. What prompted me to soldier on? Its charmingly crafted graphics and its earworm-esque backing tracks.
Also, its gameplay becomes pretty darn enjoyable once you accept that a bit of frustration is part of the deal (and keeps it from becoming a cakewalk).

Anyway, all of the above is supposed to help explain why I recently went ahead and bought a copy of this game--despite the fact that I don't yet own a Neo Geo Pocket Color system to play it on.
In my defense, I only bought it after noticing that a local game shop (Pink Gorilla) was selling it for a mere $15. (I'd been keeping an eye on a copy that was going for more than twice that on eBay, so $15 seemed like a steal.)

Now that I have said copy in hand, I have to say it was worth every penny I spent on it. I mean, just look at that awesome, snap-closure case. And the colorful cover art. Oh, and the little cart protector that exists despite the fact that the outer case is plenty sturdy. What's up with that?
One thing you can't marvel at in these photos is the size of Crush Roller's packaging. Although it's not as small as, say, the boxes that encased early Japanese GameBoy titles, it's small enough. Maybe I should take a few snapshots of it sitting next to a bunch of DS, GameBoy, Game Gear and Wonderswan boxes soon?
See also: 'Did you know that Japanese Game Gear boxes are about the same size as WonderSwan boxes?' and 'WonderSwan cartridges (and boxes) in context'
Labels:
acquisitions,
ADK,
box art,
cover art,
Crush Roller,
handhelds,
imports,
Japanese,
Make Trax,
Neo Geo Pocket Color,
NGPC,
Pac-Man,
Pac-Man clones,
photos,
portables,
retro,
SNK
Wednesday, November 06, 2013
You really need to try these three GameBoy titles, if you haven't already
Warning: despite the fact that I'm enjoying the hell out of my 3DSes right now--thanks in part to games like Pokemon X, Sayonara Umihara Kawase, Touch Detective: Funghi's Big Breed and, yes, Animal Crossing: New Leaf--that system actually pales in comparison to the original GameBoy and its catalog when it comes to taking up space in my brain at the moment.
Yes, I'm currently a bit obsessed Nintendo's first handheld. Actually, I've been obsessed with it for a few months now--ever since I became aware of and wrote about import-only curiosities like Noobow and Peetan.
Reading about and eventually playing those titles prompted me to do some digging to find a few similarly overlooked (by myself, if not by others) "gems," three of which can be seen in the photo above.
Although the GameBoy port of Snow Bros. Jr. (above, upper left) is well worth checking out, especially if you're into single screen platformers like Bubble Bobble, the games I want to focus on in this particular post are Painter Momopie (upper right), Penguin Land (lower right) and Osawagase! Penguin Boy (lower left).
Painter Momopie's probably my favorite of the bunch right now. Why? Because it stars an adorable little witch, for starters. Also, it's a surprisingly appealing Pac-Man clone--which tasks the aforementioned witch with racing through a home (hers? I'm not sure...) and painting (I think) its floors while avoiding various baddies. Sure, it gets a little repetitive after a while, but the same can be said for the iconic Pac-Man, so I'm not going to be too harsh on that aspect of it. My only real qualm: that its developers never released an updated version for the GameBoy Color.
As for Penguin Land: well, it's actually a port of Sega's Doki Doki Penguin Land, an odd little game that brings together the platformer and puzzler genres in a really unique (and fun) way. (Play revolves around guiding an egg to the bottom of each level by moving or destroying blocks that are in the way.) The Master System and Mega Drive versions of this title look better than this Pony Canyon-made one, of course, but I still wouldn't say the latter is at all unattractive. Plus, as is often the case with old games like this, there's far more to Penguin Land than its outward appearance.
Finally, there's Osawagase! Penguin Boy, released in North America as Amazing Penguin. I'm not exactly sure how this one escaped my attention for so long, although I think its rather terrible box art may have played a role. Thankfully, I first discovered Penguin Boy via a review of its gameplay, so the crappy cover didn't keep me from giving it a try once I became aware of it (the game, not the cover art). As for its gameplay: it's basically a mash-up of Pac-Man, Pengo and Qix, if that makes any sense. If not ... uh, watch the video above, which explains things pretty well.
See also: 'From the back of my boyhood closet, part seven'
Yes, I'm currently a bit obsessed Nintendo's first handheld. Actually, I've been obsessed with it for a few months now--ever since I became aware of and wrote about import-only curiosities like Noobow and Peetan.
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Reading about and eventually playing those titles prompted me to do some digging to find a few similarly overlooked (by myself, if not by others) "gems," three of which can be seen in the photo above.
Although the GameBoy port of Snow Bros. Jr. (above, upper left) is well worth checking out, especially if you're into single screen platformers like Bubble Bobble, the games I want to focus on in this particular post are Painter Momopie (upper right), Penguin Land (lower right) and Osawagase! Penguin Boy (lower left).
Painter Momopie's probably my favorite of the bunch right now. Why? Because it stars an adorable little witch, for starters. Also, it's a surprisingly appealing Pac-Man clone--which tasks the aforementioned witch with racing through a home (hers? I'm not sure...) and painting (I think) its floors while avoiding various baddies. Sure, it gets a little repetitive after a while, but the same can be said for the iconic Pac-Man, so I'm not going to be too harsh on that aspect of it. My only real qualm: that its developers never released an updated version for the GameBoy Color.
As for Penguin Land: well, it's actually a port of Sega's Doki Doki Penguin Land, an odd little game that brings together the platformer and puzzler genres in a really unique (and fun) way. (Play revolves around guiding an egg to the bottom of each level by moving or destroying blocks that are in the way.) The Master System and Mega Drive versions of this title look better than this Pony Canyon-made one, of course, but I still wouldn't say the latter is at all unattractive. Plus, as is often the case with old games like this, there's far more to Penguin Land than its outward appearance.
Finally, there's Osawagase! Penguin Boy, released in North America as Amazing Penguin. I'm not exactly sure how this one escaped my attention for so long, although I think its rather terrible box art may have played a role. Thankfully, I first discovered Penguin Boy via a review of its gameplay, so the crappy cover didn't keep me from giving it a try once I became aware of it (the game, not the cover art). As for its gameplay: it's basically a mash-up of Pac-Man, Pengo and Qix, if that makes any sense. If not ... uh, watch the video above, which explains things pretty well.
See also: 'From the back of my boyhood closet, part seven'
Thursday, June 13, 2013
Who's up for more Pac-Man? (Hint: I am! I AM!!!)
Those of you who followed my lead and answered in the affirmative should be happy to hear that the fine folks at Namco Bandai just announced--well, a few days ago--that they're prepping a digital compilation that'll be called Pac-Man Museum.
Which titles will this collection include? According to this press release, it'll feature "classic Pac-Man titles as well as newer arcade releases, allowing gamers to play through the evolution of Pac-Man from his humble beginnings from 1980 through 2008’s Pac-Man Championship Edition and 2010’s Pac-Man Battle Royale."
Unfortunately, all of us 3DS, PC, PS3, Wii U and/or Xbox 360 owners are going to have to wait until sometime this winter to get our four-player Pac-Man Battle Royale on.
In the meantime, PC, PS3 and Xbox 360 owners with copies of Pac-Man: Championship Edition DX can look forward to downloading a free update this summer that'll add a slew of new content--including "additional DLC mazes, music and graphics including classic Dig Dug and Rally-X sprites"--to this day-go digital title.
(Via joystiq.com and tinycartridge.com)
Which titles will this collection include? According to this press release, it'll feature "classic Pac-Man titles as well as newer arcade releases, allowing gamers to play through the evolution of Pac-Man from his humble beginnings from 1980 through 2008’s Pac-Man Championship Edition and 2010’s Pac-Man Battle Royale."
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Unfortunately, all of us 3DS, PC, PS3, Wii U and/or Xbox 360 owners are going to have to wait until sometime this winter to get our four-player Pac-Man Battle Royale on.
In the meantime, PC, PS3 and Xbox 360 owners with copies of Pac-Man: Championship Edition DX can look forward to downloading a free update this summer that'll add a slew of new content--including "additional DLC mazes, music and graphics including classic Dig Dug and Rally-X sprites"--to this day-go digital title.
(Via joystiq.com and tinycartridge.com)
Labels:
3DS,
Dig Dug,
digital downloads,
Namco,
Namco Bandai,
Pac-Man,
Pac-Man Battle Royale,
Pac-Man CE,
Pac-Man CE DX,
Pac-Man Museum,
PC,
PS3,
Rally-X,
Wii U,
Xbox 360
Wednesday, September 19, 2012
Mario art for those with a lot of moolah
What would I do if I had $2,000 burning a hole in my wallet? Well, I can tell you one thing: I wouldn't spend it on the piece of art below, which was produced by Princeton, New Jersey-based artist Erika Iris.
That's not to suggest I dislike Iris' work. On the contrary, I think this piece, called “Ghost in the Machine: Mario," is pretty darn fabulous. (I also like the pieces she's done that feature Link, Pac-Man and one of Super Mario Bros' goombas.)
Do I think it's worth spending $2,000 on? No, I can't say I do. Should you think it's worth that kind of money, though, by all means pick it up and then invite me over to your apartment, condo or house so I can come ogle it.
For more info on Iris and/or any of the pieces mentioned above, head on over to iri5.com.
That's not to suggest I dislike Iris' work. On the contrary, I think this piece, called “Ghost in the Machine: Mario," is pretty darn fabulous. (I also like the pieces she's done that feature Link, Pac-Man and one of Super Mario Bros' goombas.)
Do I think it's worth spending $2,000 on? No, I can't say I do. Should you think it's worth that kind of money, though, by all means pick it up and then invite me over to your apartment, condo or house so I can come ogle it.
For more info on Iris and/or any of the pieces mentioned above, head on over to iri5.com.
Labels:
art,
controller,
Erika Iris,
expensive,
Ghost in the Machine,
goomba,
Link,
mario,
NES,
nintendo,
Pac-Man
Wednesday, March 07, 2012
Who wouldn't want to play a weird Japanese arcade game featuring a former Prime Minister, Michael Jackson and Madonna?
Shortly after I get back to Seattle (this weekend), I'm going to do something I haven't done in a very long time. No, I'm not going to pluck my eyebrows--although I will do that at some point. Rather, I'm going to download an old arcade ROM and play it via MAME.
Which game, you ask? Gonbee no I'm Sorry, which was released (in Japan) by Coreland and Sega in 1985.
I discovered the existence of this odd little Pac-Man clone while perusing the rather humorously and straightforwardly titled VGJunk blog, which I've been following for some time now, yesterday--in case you're curious as to what prompted this recent addition to my "to do as soon as I get home" list.
As for why I just described Gonbee no I'm Sorry as "odd" (and why I'm so interested in giving it a go): This should-have-become-a-classic quarter-muncher stars former Japanese Prime Minister Kakuei Tanaka--who, according to VGJunk's proprietor (sorry, I don't know his name), was "so corrupt he'd make Silvio Berlusconi look above board."
That's not the only reason I want to play Gonbee no I'm Sorry, of course. Another reason I'm itching to spend some quality time with it: Two of the baddies that chase the corrupt former PM around each maze-like stage as he attempts to collect the gold bars that are scattered about are popstars Michael Jackson and Madonna, both of whom can be seen in the screenshot above.
While you wait for me to acquire and experience--and, possibly, review--this sure-to-be-weird title, all of you who are interested should head over to VGJunk and read all that blog has to say about it.
Which game, you ask? Gonbee no I'm Sorry, which was released (in Japan) by Coreland and Sega in 1985.
I discovered the existence of this odd little Pac-Man clone while perusing the rather humorously and straightforwardly titled VGJunk blog, which I've been following for some time now, yesterday--in case you're curious as to what prompted this recent addition to my "to do as soon as I get home" list.
As for why I just described Gonbee no I'm Sorry as "odd" (and why I'm so interested in giving it a go): This should-have-become-a-classic quarter-muncher stars former Japanese Prime Minister Kakuei Tanaka--who, according to VGJunk's proprietor (sorry, I don't know his name), was "so corrupt he'd make Silvio Berlusconi look above board."
That's not the only reason I want to play Gonbee no I'm Sorry, of course. Another reason I'm itching to spend some quality time with it: Two of the baddies that chase the corrupt former PM around each maze-like stage as he attempts to collect the gold bars that are scattered about are popstars Michael Jackson and Madonna, both of whom can be seen in the screenshot above.
While you wait for me to acquire and experience--and, possibly, review--this sure-to-be-weird title, all of you who are interested should head over to VGJunk and read all that blog has to say about it.
Labels:
arcade,
Banpresto,
Coreland,
Gonbee no I'm Sorry,
Japanese,
Kakuei Tanaka,
Madonna,
maze games,
Michael Jackson,
Pac-Man,
retro,
sega,
weird
Tuesday, November 08, 2011
Mario's mad mushroom man
Have you ever wondered how all of the power-ups that dot the Mushroom Kingdom landscape got to be placed within question blocks?
Artist Dan Taub (aka 1oddgent) has, and the result of his daydreaming is the decidedly creepy t-shirt design seen below (and here).
If you're a daring sort, check out oneoddgentleman.com to take a closer look and this mad mushroom man's Pac-Man-like eyes razor-sharp teeth.
Sadly, the t-shirt Taub is wearing in the photo above isn't yet available via his etsy shop. If you're itching to buy something of his, though, may I suggest picking up one of his "Arsenal of Power-Ups" prints?
See also: More of 1oddgent's art
Artist Dan Taub (aka 1oddgent) has, and the result of his daydreaming is the decidedly creepy t-shirt design seen below (and here).
If you're a daring sort, check out oneoddgentleman.com to take a closer look and this mad mushroom man's Pac-Man-like eyes razor-sharp teeth.
Sadly, the t-shirt Taub is wearing in the photo above isn't yet available via his etsy shop. If you're itching to buy something of his, though, may I suggest picking up one of his "Arsenal of Power-Ups" prints?
See also: More of 1oddgent's art
Labels:
1oddgent,
art,
creepy,
Dan Taub,
etsy.com,
Flickr,
illustrations,
Mad Mushroom Man,
mario,
nintendo,
Pac-Man,
scary,
Super Mario Bros.,
t-shirt
Wednesday, September 21, 2011
'Dinner Bell at the Bottom of the Food Pyramid'
Although there's a lot to like about the illustration below, produced by artist Pedro Delgado (aka gogopedro) for the "8-Bit Champions" show that recently opened in Paris, the following trio of elements were the first to jump out at me:
* The Rudolph the Red-Nosed Reindeer noses attached to both Mr. and Mrs. Pac-Man.
* The teal ghost--Inky, I believe the name is--who's praying that the aforementioned duo are so distracted by all of the pellets that surround them that they forget to gobble him up, too.
* The orange ghost--Clyde?--who's so scared by all that's happening around him that he's stuffed his fingers/hands/arms in his own mouth.
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Another reason I like Delgado's illustration (which also can be seen here): He and I both have fond memories of playing Pac-Man and/or Ms. Pac-Man at the local Pizza Hut.
"I'd squeeze in a few games between slices and soda during family social outings," he shared recently at theautumnsociety.com. "I remember they had a tabletop unit, and I recall being pretty enamored with how it looked and helped create a head to head play style if you happened to be sitting across from your younger brother."
See also: Other pieces of game-related art appearing in the '8-bit Champions' show
* The Rudolph the Red-Nosed Reindeer noses attached to both Mr. and Mrs. Pac-Man.
* The teal ghost--Inky, I believe the name is--who's praying that the aforementioned duo are so distracted by all of the pellets that surround them that they forget to gobble him up, too.
* The orange ghost--Clyde?--who's so scared by all that's happening around him that he's stuffed his fingers/hands/arms in his own mouth.

Another reason I like Delgado's illustration (which also can be seen here): He and I both have fond memories of playing Pac-Man and/or Ms. Pac-Man at the local Pizza Hut.
"I'd squeeze in a few games between slices and soda during family social outings," he shared recently at theautumnsociety.com. "I remember they had a tabletop unit, and I recall being pretty enamored with how it looked and helped create a head to head play style if you happened to be sitting across from your younger brother."
See also: Other pieces of game-related art appearing in the '8-bit Champions' show
Labels:
8-bit,
8-Bit Champions,
arcade,
art,
classic,
gogopedro,
illustrations,
Ms. Pac-Man,
Namco,
Pac-Man,
Pedro Delgado,
Pizza Hut,
retro
Sunday, June 19, 2011
Why didn't someone warn me that Pac-Man Championship Edition is even harder to control on the PSP than it is on the Xbox 360?
Last week I did something I've been meaning to do for a long time: I bought my first PSP game.
I know, I've talked about buying Cladun: This is an RPG, Half-Minute Hero, Hot Shots Tennis: Get a Grip, Patapon and quite a few other games since I picked up a PSP last year, but for various reasons I have yet to follow through and purchase any of them.
So, which game did I buy when I finally let loose last week? The PSP Minis version of Pac-Man Championship Edition. It was just $4.99 and it would allow me to play this awesome title on the go--how could I choose anything else, right?
After playing the game for a bit over the weekend, though, I'm currently asking myself a completely different question: Why in the hell didn't I choose something else?
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Before I get to why I'm asking myself that question, I have to say that nearly everything about this PSP Minis release is a mirror image of its Xbox 360 counterpart. The former looks and sounds just as good as the latter, as far as I'm concerned, and the former also shares all of the latter's modes and options--well, except for the ability to compare ones high scores with those of players elsewhere in the world via an online leaderboard.
Although I can see that irking some die-hard Pac-Man Championship Edition fans, that's not my big beef with the PSP iteration. No, my big beef with the game is that it controls terribly whether you use the portable system's directional pad or analog "nub." (Basically, the former is too tight and the latter is too loose, at least in my experience.) In fact, it's so difficult to control that I doubt I'll play it more than a handful of times--which is a shame, because this is could have and should have been the perfect title for on-the-go gamers.
Oh, well, at least it only set me back $4.99. Here's hoping my next PSP purchase--which is likely to be Cladun: This is an RPG, Hot Shots Tennis or Patchwork Heroes--will be less of a disappointment.
I know, I've talked about buying Cladun: This is an RPG, Half-Minute Hero, Hot Shots Tennis: Get a Grip, Patapon and quite a few other games since I picked up a PSP last year, but for various reasons I have yet to follow through and purchase any of them.
So, which game did I buy when I finally let loose last week? The PSP Minis version of Pac-Man Championship Edition. It was just $4.99 and it would allow me to play this awesome title on the go--how could I choose anything else, right?
After playing the game for a bit over the weekend, though, I'm currently asking myself a completely different question: Why in the hell didn't I choose something else?

Before I get to why I'm asking myself that question, I have to say that nearly everything about this PSP Minis release is a mirror image of its Xbox 360 counterpart. The former looks and sounds just as good as the latter, as far as I'm concerned, and the former also shares all of the latter's modes and options--well, except for the ability to compare ones high scores with those of players elsewhere in the world via an online leaderboard.
Although I can see that irking some die-hard Pac-Man Championship Edition fans, that's not my big beef with the PSP iteration. No, my big beef with the game is that it controls terribly whether you use the portable system's directional pad or analog "nub." (Basically, the former is too tight and the latter is too loose, at least in my experience.) In fact, it's so difficult to control that I doubt I'll play it more than a handful of times--which is a shame, because this is could have and should have been the perfect title for on-the-go gamers.
Oh, well, at least it only set me back $4.99. Here's hoping my next PSP purchase--which is likely to be Cladun: This is an RPG, Hot Shots Tennis or Patchwork Heroes--will be less of a disappointment.
Friday, May 06, 2011
Unpopular opinion of the day: Pac-Man CE DX isn't as good as its predecessor
Yep, you read that correctly: I'm currently of the opinion that Pac-Man Championship Edition DX isn't as good--or, in then end, as enjoyable--as the original Pac-Man Championship Edition.
Now, that isn't to say I don't like the game. On the contrary, I like it quite a bit--or, at least I like some aspects of it quite a bit.
I like, for instance, the bevy of options and modes included in Pac-Man Championship Edition DX. Players can choose from a number of different courses, graphical styles and soundtracks, all of which make this iteration of the game feel as though it's packed with content.
I have to say, though, that only that middle option--the one that allows you to alter the game's visuals at will--really interests me. The choose-your-own-soundtrack option is nice, but it's hardly a game changer (pun intended), and the huge number of selectable courses only seems impressive at the start--once you've played through them, you realize they're all a bit interchangeable.
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Those aren't the only bullet points offered up to potential Pac-Man Championship Edition DX purchasers; there's also the new "sleepy ghosts"--they remain stationary until you pass them, after which they follow you--and the slow-motion effect that kicks in whenever you get too close to a nearby baddie.
Both of those additions are enjoyable for a while, but in the end they make Pac-Man Championship Edition DX seem both easier and more straightforward than its more bare bones predecessor--which is why I'll likely continue to play the original at the expense of its more superficially enticing sequel.
See also: 'Raise your hand if you, too, think Pac-Man Championship Edition is digital crack'
Now, that isn't to say I don't like the game. On the contrary, I like it quite a bit--or, at least I like some aspects of it quite a bit.
I like, for instance, the bevy of options and modes included in Pac-Man Championship Edition DX. Players can choose from a number of different courses, graphical styles and soundtracks, all of which make this iteration of the game feel as though it's packed with content.
I have to say, though, that only that middle option--the one that allows you to alter the game's visuals at will--really interests me. The choose-your-own-soundtrack option is nice, but it's hardly a game changer (pun intended), and the huge number of selectable courses only seems impressive at the start--once you've played through them, you realize they're all a bit interchangeable.

Those aren't the only bullet points offered up to potential Pac-Man Championship Edition DX purchasers; there's also the new "sleepy ghosts"--they remain stationary until you pass them, after which they follow you--and the slow-motion effect that kicks in whenever you get too close to a nearby baddie.
Both of those additions are enjoyable for a while, but in the end they make Pac-Man Championship Edition DX seem both easier and more straightforward than its more bare bones predecessor--which is why I'll likely continue to play the original at the expense of its more superficially enticing sequel.
See also: 'Raise your hand if you, too, think Pac-Man Championship Edition is digital crack'
Labels:
Pac-Man,
Pac-Man CE,
Pac-Man CE DX,
PS3,
psn,
xbla,
Xbox 360
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