Showing posts with label Pac-Man clones. Show all posts
Showing posts with label Pac-Man clones. Show all posts

Thursday, August 24, 2017

Manual Stimulation: Onyanko Town (Famicom)

My last post focused on Onyanko Town's lovely packaging. This one, as should be obvious (assuming you read the headline above), focuses on that Japanese Famicom game's manual.

Sadly, I can't say I find the Onyanko Town instruction booklet as stunning as its outer box or cartridge label. That's mainly because it's painfully short, but it's also because its small handful of pages tend to be covered in text and little else.

Thankfully, its cover sports a rather nice illustration of the game's main characters. Sure, the art was recycled from Onyanko Town's box front, but that's hardly surprising given we're talking about a 1985 release.



Granted, you could say it's hardly surprising given we're talking about a game, period. I mean, how many games released in recent years come with manuals that feature a unique piece of art?

Things take a bit of a dip once you venture inside the Onyanko Town manual, however. I'm not even sure what information its first page, below, shares with readers, to be honest, but even if it reveals the game's deepest secrets, it would be hard to argue it's anything more than visually boring.

The same is true of the next page, although at least it passes along some important info about the game's controls.



Should you ever play Onyanko Town yourself, here's how things work: your controller's directional pad moves the protagonist (Mirukii), while its A button causes her to jump and its B button prompts her to flip a nearby manhole.

Speaking of Mirukii, she's introduced on the third page of the Onyanko Town instruction booklet, as is her son, Michael (the kitten in the lower-left corner of the scan below), the "nasty dogs" (upper-right) that wander each stage and the fishmonger (lower-left) who chases you if you snatch one of his wares.

Unfortunately, that's all I can share with you about this game's cast of characters, as my understanding of the Japanese language remains limited. I can't imagine the blurbs to the right of their precious, hand-drawn portraits offer up anything interesting, though.



On a far more positive note, I can share with you what's said on the last page of the Onyanko Town manual (see below--and don't forget to click on that scan or any of the others included here if you want a closer look at them). Basically, it educates interested parties as to how many points they'll receive for completing various actions while playing the game

For example, if you cause one "nasty dog" to tumble into an uncovered manhole, you nab 100 points. Two nets you 400 points, and three awards you 800 points. (I'm guessing this is per dog, but don't quote me on that.)



Also, you earn even more points if you pick up some of the random accoutrements--such as the dress, shoes or ring depicted in the scan above--that pop up while scrambling around each stage.

Like I said earlier, the Onyanko Town instruction booklet isn't exactly amazing. It gets the job done, though, and also offers up some nicely realized illustrations along the way, so it's hard to complain about its ho-hum-ness too loudly.

See also: previous 'Manual Stimulation' posts about the Famicom Disk Writer version of Bubble Bobble, Donkey Kong, Mother (aka EarthBound Beginnings), Super Mario Bros. and Yume Penguin Monogatari

Tuesday, August 22, 2017

Nice Package! (Onyanko Town, Famicom)

I've written about this Japan-only Famicom game a few times before. I first mentioned Onyanko Town last fall in this "Shall We Do It?" write-up after my maiden experience with it. Early this year, I brought it up again in a post about my five favorite Pac-Man clones.

So, why am I covering it once more? Because neither of the aforementioned posts included photos of Onyanko Town's adorable packaging.

By far the most appealing component of this game's packaging is its outer box--or at least that's my opinion on the subject.



I mean, you'd need a heart of stone to dislike the Onyanko Town logo, which is lovingly crafted out of yellow-orange bubble letters. The same is true of the so-cute-it-could-make-you-barf cover illustration that sits beneath that logo.

The characters showcased on the front and back sides of this Famicom game's box are the only ones you encounter while playing it, by the way.



The larger cat on the far right of its cover art, the one grasping a fish, is who you control once the game begins. As for the kitten she's holding with her other paw, that's her baby, Michael. He runs away (or something of the sort) at the start of every level, and then you, as Mirukii, chase after him and drag him back home.

The "nasty dog" depicted in the upper-right corner of the manual page below (see the whole Onyanko Town instruction booklet here) basically serves as this title's version of the ghosts that populate Pac-Man's pellet-riddled screens. A number of them stalk this copycat's levels. Should they catch you or your son, it's game over.



The fishmonger seen in the lower-right corner of the sample manual page above, as well as on the far left of the cart label below, also gives chase if you dare to steal one of his future fillets.

Thankfully, you can get these brutes off your tail by flipping the lids of the manholes that cover Onyanko Town's busy streets and sending them tumbling into their putrid depths.



This evasive action only offers a temporary reprieve, however, so keep that in mind if you ever decide to play Onyanko Town yourself.

With all that out of the way, this 1985 release's packaging is surprisingly nice, wouldn't you agree? Its key art is recycled a bit more than I'd like, I've got to admit, but other than that I personally think it's pretty sweet.

See also: previous 'Nice Package!' posts about the Famicom Disk Writer version of Bubble Bubble, Final Fantasy and Rainbow Islands

Saturday, March 04, 2017

Shall We Do It? (Go! Go! Kokopolo 3D, Kirby: Planet Robobot and Poochy & Yoshi's Woolly World)

My last post focused on impressions of a trio of mobile games: Dandy DungeonForget-Me-Not and Heart Star. I enjoyed all three and solidly recommended each of them as result.

Of course, it's easy to throw your weight behind games that basically are free. (You can hand over money to help you through Dandy Dungeon, but in my experience it's not necessary. Also, you can pay a couple of bucks to remove ads from Heart Star, but otherwise it won't cost you a dime.)

The 3DS titles discussed in this write-up are not so cheap. Go! Go! Kokopolo 3D will set you back just shy of six bucks (or a smidgen over after you factor in taxes), while Kirby: Planet Robobot and Poochy & Yoshi's Woolly World will cost you five to seven times that amount (about $30 to $40), depending on where you pick up a copy.

Are they worth those amounts? Poochy & Yoshi's Woolly World is more than worth its asking price, assuming you tend to like platformers. I'd say the same about Kirby: Planet Robobot if the asking price in question is closer to $30 than $40 and if you're OK with straightforward games that are more about letting go and having fun than they are about uncovering secrets or strategically taking out tough-as-nails foes.

As for Go! Go! Kokopolo 3D, I think I'll make you read the next couple of paragraphs to find out whether I consider its price tag to be just right or a tad too high. And while you're at it, read the paragraphs that follow, too. They'll help explain why I'm so gung ho about Poochy & Yoshi's Woolly World and not quite as gung ho about the latest Kirby title.


Go! Go! Kokopolo 3D--Although the original Go! Go! Kokopolo fascinated me when it was released back in 2011, I didn't own a DSi at the time and so had to pass on it. I finally bought it a month or so ago when it dawned on me that it was still available on the Japanese 3DS eShop, though, and after giving this curious "chase 'em up" a thorough once-over I sternly berated myself for ignoring it for so long.

The good news for those of you who are unable to access the first Go! Go! Kokopolo (it was pulled from the European and North American 3DS eShops some time ago for reasons I can't recall): this follow-up is nearly identical to its precursor in terms of looks, sounds and gameplay. Yes, Go! Go! Kokopolo 3D features a ton of new level designs and a pair of additional playable characters, but in general it's almost indistinguishable from Tanukii Studios' first effort.

Which is great--for the most part. I say that because while I adore its aesthetic (seriously, the sprites and backdrops showcased in Go! Go! Kokopolo 3D are of the highest order) and enjoy its classic, Pac-Man-inspired gameplay, I also think it has a tendency to be complicated, confusing--due in large part to its overly long, winding and asymmetrical stages as well as its too-tight camera--and frantic.

In the end, I wish a Go! Go! Kokopolo 3D demo existed so folks could see if it's their cup of tea before handing over hard-earned cash to acquire it. Since that's not the case, my suggestion would be to watch a few videos of the game in action. If what you see seems appealing, you probably won't regret your purchase.

As for me, I'm happy Go! Go! Kokopolo 3D exists and I'm glad it's currently taking up space on my 3DS' home screen, but I'm not sure how much more time I'm going to put into it. I honestly find it a fraction too frenetic at the moment, so for now it's moving to my system's back burner, as the saying goes. I'll do my best to let you know if that changes and this digital title returns to my good graces.


Kirby: Planet Robobot--I wish I could tell you why I passed on Kirby: Triple Deluxe even though it excited me when it was first announced. I guess I just wasn't in the mood for another Kirby game at the time. Hell, I turned my nose up at Planet Robobot well past its release date, too. I only picked up a copy a couple of weeks back because I had some "free" money burning a hole in my pocket and I'd read so many positive assessments of the game that I figured I should break down and give it a go.

Now that I've done just that--and then some (I dropped nine hours into Planet Robobot during my week-long playthrough)--what are my impressions of the experience? For starters, I've got to say it's an audio-visual delight. Many of the stages on offer here (the one featuring giant ice cream cones that fall forward and attempt to impede your progress is a prime example) will make you grin from ear to ear, as will the buoyant tunes that accompany them.

Beyond those admittedly superficial details, this 3DS entry follows in the footsteps of every other worthwhile Kirby title in that it proves to be a blast to play. That's true when it comes to testing out the new copy abilities--I especially got a kick out of the "doctor" and "ESP" ones--and it's even more true when it comes to rampaging through entire sections of a particular stage using the titular Robobot Armor.

The lone complaint I'm willing to level at Planet Robobot: sometimes I wished it were a little less straightforward. So much care was put into ensuring this game was as colorful and charming as can be that it's a real shame you're rarely encouraged or even allowed to slow down and appreciate your surroundings. Still, if you're in the mood for a breezy platformer that won't tax you too much, you could do far worse than purchase Kirby: Planet Robobot.


Poochy & Yoshi's Woolly World--It's been a long time since I've fallen in love with a Yoshi game. Although I liked Yoshi's New Island well enough, it pales in comparison to the 16-bit original. The same could be said of Yoshi's Story for the Nintendo 64.

Well, Poochy & Yoshi's Woolly World is miles better than both of those titles, in my opinion. Not only that, but it's nearly on par with the game that started it all. In a few respects, I'd go so far to say it surpasses that effort. One example: its gameplay. This 3DS title is a bit slower than Island, but it makes up for that possible shortcoming with (seemingly) longer levels that beg to be explored. It also tosses tons of unique and interesting challenges at players. One of my favorites pops up in a stage that forces you to use disappearing Bullet Bill contrails as platforms, although it's just the tip of the iceberg as far as such things are concerned within Woolly World.

Aside from that, Woolly World's crafty art style is to die for (think Kirby's Epic Yarn, but better), its soundtrack is the best since Yoshi's Island and it provides an almost obscene amount of overall content. (I've already put more than 15 hours into the game and I've only just started what I'm pretty sure is its final world.)

For me, Poochy & Yoshi's Woolly World is the clear winner among the trio of 3DS games discussed here. It's easily the most expensive of the bunch, but in my experience it also provides the most enjoyment.

To those of you who've played any or all of these portable titles: what do you think of them? Please share your impressions and opinions in the comments section of this post.

Wednesday, March 01, 2017

Shall We Do It? (Dandy Dungeon, Forget-Me-Not and Heart Star)

Now that I've finally put the Dragon Quest VII 3DS remake to bed, I have tons of time and energy to play other games--a fact that should be obvious by the number of titles discussed in this post as well as my next one.

I know what some of you are thinking: no Vita games? Nope, sorry. I keep meaning to boot up that system and play some Dragon Quest Builders or Mystery Chronicle: One Way Heroics or Yomawari, but I'm so wrapped up in the iOS games mentioned here (and the 3DS games that'll be highlighted in the write-up I'll publish in just a couple of days) that those plans inevitably fall by the wayside.

Who knows, though? Maybe I'll turn my attention to the Vita once I'm done with these titles. In the meantime, I hope you enjoy the impressions that follow.

Dandy Dungeon--I first downloaded this free-to-play mobile game because I heard Yoshiro Kimura had a hand in it. That was a big deal to me, as his past credits include Chulip, Little King's Story and Moon: Remix RPG Adventure. I also was pleased to discover Kazuyuki Kurashima acted as this title's art director, as he previously crafted the character designs for games like Freshly-Pickled Tingle's Rosy Rupeeland and UFO: A Day in the Life.

Dandy Dungeon
As you might imagine given its pedigree, Dandy Dungeon shares the bizarre quirkiness that's front and center in basically all of the aforementioned games. It plays nothing like them, though. Instead, Dandy Dungeon is one part roguelike and one part puzzler.

That likely won't make much sense to you until you experience the game for yourself, but the gist is that you're regularly sent into dungeons made up of five-square-by-five-square rooms and then tasked with drawing a single line that'll take the digital representation of the game's protagonist, Yamada-kun, from its entrance to its exit. As he wanders along that route, he'll grab any items in his path and fight any enemies in his way. (Your involvement in those battles is more or less limited to healing or reviving Yamada-kun or casting the occasional spell.)

Dandy Dungeon is a lot more engaging and interesting than that description likely makes it sound, so don't be shy about downloading it if you have a device that's capable of running it.

Forget-Me-Not--What timing! Just a week after I published a post about my five favorite Pac-Man clones, my friend Jess introduced me to another one. Will I be updating the write-up I just mentioned to include this 2011 release? Perhaps in the future, but not right now. Still, I'd be lying if I implied Forget-Me-Not failed to impress me during the handful of minutes I devoted to it over the last few days.

The thing I like about it most so far is that it turns the Pac-Man formula on its head just enough to feel fresh. For starters, Forget-Me-Not's maze-like stages are decidedly asymmetrical. Also, its Qbby-esque protagonist (if it can even be called that) automatically shoots lasers or bullets or some other sort of projectile in whichever direction it happens to be facing.

Forget-Me-Not
Oh, and to move from one level to the next, you first have to collect all of the current board's "flowers" (this game's version of the pac-dots that fill Namco's arcade classic) and then you have to unlock the door that appears in their wake using a key.

Beyond that, Forget-Me-Not sports an appealing aesthetic that makes it look like a minimalist Pac-Man Championship Edition. Also, destroying any of the enemy creatures that slither about each stage produces a plethora of yummy-looking food items that can be picked up for bonus points--and anyone who knows me knows I love games with nabbable noshies.

Unfortunately, this Nyarlu Labs creation lacks the kind of thumping soundtrack most would expect from such a game, but the bleeps and bloops that accompany the action on hand still do a good job of setting the right mood, so don't let that keep you from giving Forget-Me-Not a try.

Heart Star--I became aware of this mobile game while casually perusing Twitter a few days ago. A chap named Peter Willington praised its retro aesthetic and called it a "top puzzle platformer" while passing along a smattering of screenshots. That's all I needed to jump in with both feet. And guess what? Peter was right to applaud this Jussi Simpanen-made title. First, it looks like something Taito would've released back in its heyday (think Bubble Bobble and Rainbow Islands--or, better yet, Parasol Stars). Second, its gameplay hook is brilliantly unique.

Regarding the latter, your goal while playing Heart Star is to guide two characters--a red-headed girl and a blue-haired boy--through 60 single-screen stages. The catch: she can only stand on red platforms, while he can only stand on blue ones. So, to successfully complete a level you have to
switch between the two--don't worry, it can be done with the press of a button--while also carefully and creatively positioning them. (Sometimes one will have to carry the other, for example. Or one will have to serve as a temporary platform for the other.)

Anyway, it's a lot of fun, it's free--as long as you don't mind an ad popping up every few levels (and if you do mind it, forking over $1.99 will remove them)--and it's highly recommended by moi.

Have you played any mobile games that really left an impression on you? If so, let me and others know about them in this post's comments section.

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

Tuesday, October 13, 2015

Another Year of the GameBoy: Lock 'n' Chase

I had my eye on the GameBoy port of Lock 'n' Chase for a long time before I finally added it to my collection.

Why the wait? Well, to tell you the truth, I thought Lock 'n' Chase's gameplay looked kind of boring until I experienced it for myself.

Thankfully, a few months ago I went ahead and picked up a copy of this 1990 release despite my misgivings. I say "thankfully" here because now that I've thoroughly put this portable version of Lock 'n' Chase through its paces, I'd describe it as anything but a yawner.



Is it as worthy of praise as the Namco-made quarter-munching classic--that would be the original Pac-Man--that clearly inspired it? No, but how many games of this type are as worthy of praise?


Lock 'n' Chase does what it can to earn your attention even though it's "only" a Pac-Man clone at heart.

A good example is the game's behatted protagonist, who is as cute as a button and, at least initially, seems more visually interesting than his pellet-chomping counterpart.


The badge-sporting "baddies"--Lock 'n' Chase's equivalent to Pac-Man's multi-colored ghosties--are similarly adorable. Plus, they sport names like Stiffy (see below), which give them a leg up on the latter game's Pinky and Clyde.


And there are the different treasures--coins, money bags and jewels--that Lock 'n' Chase's main character nabs as he runs around each stage. They're quite an improvement over Pac-Man's "Power Pellets," don't you think?


Aside from all of that, though, Lock 'n' Chase doesn't do a whole lot to differentiate itself from Namco's genre-creating effort. I mean, the levels in the former often take up more than a single screen, but that's not always a positive.



Also, Lock 'n' Chase's levels are far less symmetrical than Pac-Man's but, again, that's just as liable to be annoying or off-putting than it is to be entertaining.

Still, this Data East title is worth checking out if you've got a GameBoy of some sort or other and you're looking for a cartridge that will grab your attention when you've got a few minutes of free time.

This is especially true if you can find a Japanese copy of the game. After all, the various aspects of that version's packaging feature some really spiffy illustrations, as you can see in the photos included throughout this post.

Friday, June 13, 2014

And the winner of The Gay Gamer Giveaway™: Painter Momopie Edition is ...

... finchiekins.

Congratulations! Also, sorry to those of you who threw your hats into the ring but didn't walk away winners.

Don't fret, though, as I'm planning to hold at least three more such "Gay Gamer Giveaways" in the coming weeks. In fact, I'll likely publish a post about the second one early next week.


In the meantime, finchiekins, please send me your address so I can mail this copy of Painter Momopie to you, pronto. We follow each other on Twitter, so maybe you could send that info via a direct message? If not, let me know and I'll share with you my e-mail address.

Congrats again, and thanks to everyone who participated!

See also: 'The Gay Gamer Giveaway™: Painter Momopie (GameBoy) Edition'

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.

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

Tuesday, March 04, 2014

Next gen, schmext gen: I'll take this copy of Painter Momopie (GameBoy) over the bulk of its 'au courant' counterparts any day

It could be said that I've been a bit obsessed with finding a complete copy of Painter Momopie, a Japan-only Pac-Man clone that was released by Sigma Entertainment in 1990, since I first heard about it early last year.

Unfortunately, even loose copies of this game can be hard to come by, so imagine my surprise when a pristine, complete-with-registration-card copy of it popped up on eBay about a month ago.

I snapped it up the second I saw it, of course, and just about blew a gasket when it arrived on my doorstep last week.

Would you like to ogle a few photos of it? I hope you're shaking your head in the affirmative, because that's just what you're going to get in this post.


Painter Momopie's cover art (above) is nice enough, I guess, but it's nothing compared to the cuteness on display elsewhere. Case in point: the adorable illustration featured on the box's top flap.



Honestly, I wish that drawing had been used on the front of the box, perhaps in a wrap-around fashion à la Don Doko Don 2 for the Famicom?


The back of the box (above) is pretty sweet, too. The characters seen in the upper-right corner, by the way, are the bulk of Painter Momopie's baddies.


I couldn't help but share a close-up photo of a specific portion of the back of Painter Momopie's box--a screenshot that includes multiple examples of giggle-worthy "Engrish."

Sadly, there's no English, or even Engrish, to be found in or on this game's instruction manual, although it does feature a number of adorable illustrations that are akin to the ones seen on the top flap of its box. Don't take my word for it; see them for yourself in this "Manual Stimulation" post.


Speaking of this game's manual, I don't suppose any of you would be able and willing to translate what Momopie is saying in the speech bubble above (which appears on the manual's cover)?


Finally, here (above) is the whole she-bang--box, cartridge, manual and registration card--for anyone who cares.

As I'm sure I've said before, this game is a nice little diversion for folks who are still interested in playing the odd GameBoy title. Copies of it may not be tremendously easy to find these days, but there's always emulation, right?

See also: my Painter Momopie review

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'