Showing posts with label Pop'n Magic. Show all posts
Showing posts with label Pop'n Magic. Show all posts

Tuesday, May 23, 2017

The best PC Engine game manuals (I've seen)

NEC's PC Engine was and is beloved around the world for a lot of reasons, including the console's small footprint, its credit card-sized cartridges (called HuCards) and its eclectic library of games.

Another reason that should be added to that list, in my opinion: the drop-dead gorgeous instruction manuals that were packed inside many PC Engine game cases.

Speaking of which, I consider the manuals below to be among the system's best. Before you start scrolling through them, understand that this post shouldn't be considered exhaustive. I certainly haven't flipped through every PC Engine instruction manual in existence, after all. I have pored over a good number of them, though, so I'd say my thoughts on the matter are as valid as anyone's in this area.

With all that out of the way, here are my personal picks for "best PC Engine game manuals."



Don Doko Don--Something you need to know right off the bat when it comes to the instruction booklets produced for this system's games: the ones that accompanied Taito-made and Namco-made titles are the most impressive. I especially like Taito's PC Engine manuals. They're crude in a way that Namco's aren't, but I find that aspect to be surprisingly charming. Don Doko Don's is a perfect example of this. It's bursting with monochromatic depictions of this single-screen platformer's protagonists, enemies, bosses and items that are simple, yet captivating. To see the entirety of this HuCard's how-to pamphlet, by the way, check out my "Manual Stimulation" post devoted to it. You also may want to spend a few seconds or even minutes ogling The New Zealand Story's manual, which is similarly appealing.



Hany on the Road--It's a crying shame that this oddball platformer's instruction manual is so short. Not only is it full of vibrant color and adorable enemy illustrations, but it features a handful of wow-worthy clay models. A few more pages of the latter would've been warmly welcomed by yours truly. Still, the artists and designers at publisher FACE deserve kudos for offering up a booklet that's more beautiful than it has any right to be, regardless of its length. (FYI: the whole she-bang can be viewed here.)



Mizubaku Daibouken--In some ways, Mizubaku Daibouken's manual impresses me more than Don Doko Don's. As nice as the latter title's booklet is, the former's is a lot more adventurous. For starters, it kicks off with a multi-page comic that shares the game's backstory. It also uses eye-popping illustrations to introduce Mizubaku Daibouken's many worlds (see above) and explain its controls. That it wraps up with black-and-white doodles of some of this arcade port's enemy characters is the icing on the proverbial cake. Experience all of the above for yourself by perusing my "Manual Stimulation: Mizubaku Daibouken" write-up.



PC Genjin 2--Why did I choose PC Genjin 2's instruction booklet over those of the series' first or third entries? For me, the original PC Genjin's manual is a smidgen too safe. No one would use that word to describe the ambitious PC Genjin 3 manual, but I feel pretty comfortable calling it "a bit much." I love that it's bursting with color, and I appreciate its enemy illustrations, but taken as a whole it's nearly seizure-enducing. The PC Genjin 2 pamphlet provides some of the same thrills but without the headache that's sure to follow in their wake.



Pop'n Magic--I guess it shouldn't be a huge surprise that the manual made for a Bubble Bobble clone is as cute and colorful as can be. That said, the ones produced for genre mates Rainbow Islands and Parasol Stars are flat-out duds, as far as I'm concerned, so I'm fine with expressing some shock at the verve showcased in this Riot release's how-to booklet. The spread above is my favorite of this pamphlet's many pages, but that's not to suggest the remainder are stinkers. Decide for yourself by taking a magnifying glass to my "Manual Stimulation: Pop'n Magic" post.



Valkyrie no Densetsu--As I've said before, Namco's PC Engine games haven't always been favorites of mine. Thankfully, I pulled my head out of my butt some time ago and realized the bulk of them are well worth owning and playing--even if they aren't perfect replicas of their arcade counterparts. In general that's due to their attractive graphics and gameplay, but it's also due to their beautiful manuals. Valkyrie no Densetsu's (see it in all its glory here) is the best of the bunch, if you ask me, but even turds like Barunba came with booklets capable of taking your breath away.

For more awesome PC Engine game manuals, check out these "Manual Stimulation" posts or head over to Video Game Den and peruse that site's HuCard and CD-ROM2 sections.

Wednesday, October 19, 2016

Five overlooked PC Engine games you need to play as soon as possible

Of all the old systems I still spend time playing (and still spend money on), the PC Engine probably is the one with the most picked-over game catalog.

What I mean by that is there aren't many "hidden gems" in its library. Very few of the lesser-known or oft-ignored HuCards and CDs released for the console are must-buy or must-try titles, in my opinion.

Still, I'd say the handful below fit that bill. So if you're looking for a new PC Engine game or two (or five) to pick up and play, you could do worse than try the following. (And if you're looking for five Japanese PlayStation games you've overlooked and need to play ASAP, erm, click the embedded link to the left.)


Gekisha Boy--OK, so this Irem-made side-scroller isn't exactly an unknown quantity. I'd definitely say it doesn't get as much love as it deserves, though. I mean, a game that looks and sounds as interesting as this one does really should have a higher profile. (Listen to an example of its soundtrack in this recent post.) Plus, Gekisha Boy's gameplay is unlike almost any other title--PC Engine or otherwise--I've experienced. For that reason alone, I'd highly recommend trying it if you have the means and the time.


Hany on the Road--This Arc-made and Face-published HuCard is far more overlooked than the one discussed above. Don't expect it to be quite the treasure Gekisha Boy is, however. In all honesty, Hany on the Road is an imperfect game. Although its gameplay (which recalls Capcom's SonSon) is unique, it could be argued that it's not exactly compelling. I don't agree with those critics, mind you, but even if I did I'd still suggest giving it a chance--especially if you've already experienced better-known PC Engine platformers like Mizubaku Daibouken, Parasol Stars and the PC Genjin titles--because it tries something different.


Obocchama-kun--Namco released a whole lot of games (some arcade ports, some original efforts) for the PC Engine back in the day, and many of them are now fondly remembered classics. A few examples: Dragon Spirit, Galaga '88, Marchen Maze, Pac-Land, Pro Tennis World Court, Splatterhouse, The Tower of Druaga and Valkyrie no Densetsu. Obocchama-kun isn't one of them. That surprises me, as I've always found it to be a nice (and silly) change of pace from the console's many other platformers. So, if you've played more than your fair share of Adventure Island and Bikkuriman World, check out Obocchama-kun. (Bonus: a complete-in-box copy shouldn't cost you more than about $20 these days.)


Pop'n Magic--Everybody likes a good Bubble Bobble clone, right? That's what I've always thought, at least, but you wouldn't know it based on this game's shockingly low profile. Most who are aware of Pop'n Magic, though, love it. In fact, one swears it's better than the mighty Parasol Stars. I wouldn't go that far, but I agree that Pop'n Magic is a stellar experience in its own right. Its protagonists are every bit as cute as you would expect from the genre and its backing tunes are honest-to-goodness bops. Most importantly, though, Pop'n Magic's gameplay differs just enough from its competitors to seem like a breath of fresh air--even if you've worn out your Don Doko Don HuCard and Rainbow Islands CD.


Tricky--I've got to be honest here: I long ignored this Alfa System-developed and IGS-published puzzler because of its Japanese cover art, which I considered to be sub-par. (Still, it's miles better than the North American counterpart.) I also wasn't much of a fan of Tricky's in-game graphics. For whatever reason, though, I eventually shoved those negative opinions aside and put a few minutes into the game. That's all I needed to change my tune. Hell, after playing Tricky for a bit, I've even come to like its spritework, which is no doubt rough but also displays plenty of charm. If only I could finish a few more of its levels. (Seriously, most of them stump me to the point that I wonder if my brain has stopped functioning.)

Note: all of the screenshots included in this post were taken from the wonderful Video Game Den

Friday, August 10, 2012

Manual Stimulation: Pop'n Magic (PC Engine)

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

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





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

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





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

Wednesday, August 01, 2012

You say Bubble Bobble clone, I say Fairyland Story clone

Over the years, a lot of games--such as Chip Chan Kick!, Don Doko Don, Parasol StarsRod Land and Snow Bros.--have been called "Bubble Bobble clones." That's always struck me as a bit funny (despite the fact that I've often used the phrase myself--in this recent post about Pop'n Magic, for instance), as I think it would be a lot more accurate to call them clones of The Fairyland Story.


What, you've never heard of The Fairyland Story? No worries, here's a brief history of this not-quite-classic: Developed by Taito, it first hit the floors of the world's arcades--and bars and bowling alleys and whatnot--in 1985. The game's protagonist, a puny witch named Ptolemy, prances from castle-themed stage to castle-themed stage while transforming a cast of surprisingly cuddly enemies--including dragons, helmeted (and knife-wielding) pigs and wizards--into cakes with her trusty wand and then smooshing them to smithereens (often by pushing them off of ledges and onto unsuspecting baddies).


Getting back to why the above-mentioned games should be called clones of The Fairyland Story and not Bubble Bobble, there are three reasons for it, in my mind: 1) The Fairyland Story predates Bubble Bobble by a year, 2) the former clearly informed the development of the latter (a number of The Fairyland Story's power-ups, such as the fire cross and the earthquake book, also appear in Bubble Bobble) and 3) none of the titles listed in the opening paragraph of this post actually copied the mechanics of Taito's most classic of quarter-muchers.


So, does all of this mean that I'll stop describing games as "Bubble Bobble clones" and start calling them clones of The Fairyland Story instead? Probably not, but only because most folks have never heard of the earlier title. That said, I'll do my best to plop the phrase "Fairyland Story clone" into a post every now and then--you know, just to keep things honest.

Tuesday, July 31, 2012

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

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

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



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

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



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

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



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

See also: Previous 'Acquisition #123' posts

Tuesday, May 22, 2012

Five favorites: Bubble Bobble clones

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

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


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


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


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


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

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

Wednesday, May 16, 2012

Second Chances: Pop'n Magic

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

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

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


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

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

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


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

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

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

See also: Previous 'Second Chances' posts