Showing posts with label Rainbow Islands. Show all posts
Showing posts with label Rainbow Islands. Show all posts

Sunday, December 18, 2022

My favorite games of 2022 that weren't released in 2022

I wasn't planning on publishing a post about my favorite games of 2022 that weren't actually released in 2022 (hence the little bonus note at the end of my last write-up), but then I got to thinking about it and decided I had a few things to say about these not-quite-current games after all. So, here we are again.


Chack'n Pop (Arcade, PS4, Switch)

OK, so I'm starting things off on a rather questionable note. I say that because technically the version of Chack'n Pop I played and enjoyed this year (Hamster's Arcade Archives port for the Nintendo Switch) was released during 2022. Calling it a 2022 release seems disingenuous at best, though, considering it was introduced to the world as an arcade game all the way back in 1983.

At any rate, Chack'n Pop is a wonder. It's often called a precursor to Bubble Bubble, and while that's true (Bubble Bobble didn't come out until 1986), it's only true in terms of release dates and a small amount of character overlap. In terms of gameplay, the two titles couldn't be more dissimilar. Chack'n Pop is slow and methodical, to the point it often feels like a puzzle game. Also, whereas even people who are terrible at Bubble Bobble can make it through a multitude of stages, especially if they use continues, those who find Chack'n Pop challenging will struggle to make it through more than a couple. I could be said to be included in this bunch, by the way, but that hasn't kept me from continuing to plug away at and thoroughly enjoy the game.


The Fairyland Story (Arcade, PS4, Switch)

Oh, look, another game often described as a Bubble Bobble precursor. This one more strongly resembles that 1986 classic, though, especially as far as its gameplay is concerned. That said, only those who don't quite know what they're doing will play The Fairyland Story in a similar fashion to how they play Bubble Bobble -- as in, spamming the attack button (which here causes protagonist Ptolemy to shoot magic from her wand) to turn each level's enemy creatures into mouth-watering hunks of cake. Clued-in players tackle The Fairyland Story in a far more deliberate manner.

If this is news to you, the gist is that dropping a piece of cake onto two or more enemies at once nets you a medal that, once grabbed, adds a multiplier to your score as long as you stay alive. Along with this, The Fairyland Story's enemies are highly manipulatable, and combining this aspect of the game with the aforementioned one can result in scores that make your eyes roll back and your head spin.

As is true of most such things, pulling off the above at all, let alone consistently, is easier to suggest than it is to accomplish. I myself am still a rough work in progress here. Knowing what is possible is a hell of a motivator, though, as are the rest of this game's components, like its adorable sprite art and charming backing tunes.


The House in Fata Morgana (PC, PS4, Switch, Vita)

This is one of those "games" (in quotes because it's not really a game, but rather a Visual Novel) that various people whose opinions I respect told me I needed to play (experience?) for years before I finally dove into it earlier this year. Did I share their high praise of The House in Fata Morgana in the end? Yes... and no. Don't get me wrong, this VN does many things well. The story is entrancing, haunting, and surprising. The art is gorgeous, as is the exotic, ethereal soundtrack.

I struggled with some other aspects of The House in Fata Morgana, though. At times, its story is too haunting, verging on tortuous. I also thought it overstayed its welcome by a good bit.

In the end, I appreciated The House in Fata Morgana's positive attributes more than I abhorred its negative ones. Its story went places I didn't expect -- at all -- and for that alone it earns the exalted position it has among VN fans. I'm not sure I ever see myself going through it again, mind you, but I'm glad I reached its credit roll at least once.


Pocket Card Jockey (3DS)

I could probably include Pocket Card Jockey in every post like this I ever publish, or at least I could over a period of 10 or so years. Which is a long way of saying this digital 3DS offering, made by the folks at Game Freak (you might know them from a little series called Pokémon), worms its way back into my heart on a regular basis. A case in point: 2022 was the sixth year I put more than 20 hours into Pocket Card Jockey since its Japanese release in 2013. (I put just under 35 hours into it this year, for the record.)

Pocket Card Jockey is one of those Nintendo games like Endless Ocean that I just don't understand how they didn't blow up with the masses. I'm guessing the fact that it's a 3DS game and not a DS one, and that the only way to buy it is to venture onto the eShop (as opposed to walking into a retail store or logging onto Amazon), is chiefly responsible for holding it back. The horse-racing theme probably didn't do it any favors either. Regardless, it's a crying shame, as Pocket Card Jockey is a blast. How the wizards at Game Freak turned the typically sedate game of solitaire into such a nail-biting, just-one-more-try electronic experience is beyond me. Thankfully, I don't need to understand how they conceived of Pocket Card Jockey or brought to life; I only need to sit down and enjoy the spoils of their hard work.

(Related aside: if you're struggling with this game, read my guide on how to play and succeed at Pocket Card Jockey.)


Rainbow Islands (PC Engine)

I swear I didn't intend to make this write-up so Bubble Bobble-centric. I guess that's just what happens when you start playing a game that's related to Bubble Bobble, and that leads to you playing another and then another. At any rate, Rainbow Islands is my favorite of the bunch. And by that I don't simply mean my favorite of the Bubble Bobble-adjacent games I played in 2022, or even of all the Bubble Bobble-adjacent games in existence. Honestly, I think I like Rainbow Islands even more than the great Bubble Bobble itself at this point.

Now you're going to want to know why. I'm not sure I know myself. I guess the main thing I prefer about Rainbow Islands to its brethren (sistren?) is that it is, or it can be, a more exhilarating experience. Once you're powered up to a certain degree, you can practically (and sometimes literally) fly through its vertical-oriented stages, quickly hopping here and there and wiping out the game's adorable, big-eyed baddies with rapidly slung rainbows along the way. If you're anything like me, such runs will inevitably come to a crashing halt because of one dumb decision or another. I always dust myself off and get back up again, though, ready to give it another shot while bopping my head to its main "Not Somewhere Over the Rainbow (No, Really)" backing tune. 


Rusty's Real Deal Baseball (3DS)

Rusty's Real Deal Baseball is another victim of the 3DS eShop curse. As in, it's a great -- brilliant, really -- game that was mostly and sadly overlooked by millions upon millions of Nintendo 3DS owners because it wasn't a DS game and/or wasn't given a physical (boxed) release. Also, much like Pocket Card Jockey may have been hurt by its horse-racing and -breeding theme, Rusty's may have been hurt by its focus on baseball.

All you and anyone else need to know is that I love Rusty's to death -- and I hate baseball. OK, so hate may be too strong of a word here, but I'm certainly no fan of the sport. The reason I adore Rusty's Real Deal Baseball despite its unfortunate theme: it often feels like an offshoot of Nintendo's just-as-bonkers Rhythm Tengoku series. That's right, it feels like a rhythm game. Add to that the game's ugly-cute anthropomorphic dog characters and its head-scratchingly dark story, and you've got yourself a must-play 3DS game -- even for folks who have no love for the so-called American pastime.

Saturday, April 29, 2017

Welcome to WonderSwan World: Rainbow Islands Putty's Party

Before you get too excited about this portable reimagining of Taito's classic quarter-muncher--and Bubble Bobble sequel--from 1987, I have to share the following, potentially buzz-killing details:

* A company called DigitalWare developed this version of Rainbow Islands. Besides Putty's Party, the only other releases on its resume are a small handful of "Simple" series games for the PS2 and DS. (In other words, neither legendary developer Fukio Mitsuji nor anyone else at Taito had a hand in this "port.")

* Less damning than the above, but still plenty relevant to this conversation: a company called MegaHouse published Putty's Party (in 2000). The only other games it helped bring to the masses are another WonderSwan game (Tetsujin 28-gou) and a trio of fairly random, Japan-only DS titles.

* Unlike basically every other Rainbow Islands game around, Putty's Party is rendered in black, white and a few shades of gray.

* As far as I'm aware, Putty's Party doesn't include all 10 of the arcade original's islands.

Sorry for that last "as far as I'm aware" bit, but up 'til now I've only been able to complete the game's first four islands (Darius, Doh's, Insect and Monster)--which, intriguingly, can be tackled in any order.

Unfortunately, simply finishing those islands doesn't cause any new ones to appear. My gut tells me more are revealed if you manage to nab all seven collectible diamonds on each of the initial isles, but I can't say that with any certainty since I've yet to accomplish that far-from-simple feat.

As for what I think of the stages I have experienced, well, let's start with a positive impression. An obvious one is that Rainbow Islands: Putty's Party is played with the WonderSwan system held sideways, so its screen is oriented vertically. That may sound gimmicky, but it's not. In this game, as in others made for Bandai's would-be GameBoy competitor, it lets you see quite a bit more of the playfield than you would if everything were depicted horizontally.

Speaking of which, the playfields in Putty's Party--as well as every other visual aspect of the game, really--are surprisingly impressive. I want to call them "arcade perfect" besides their lack of color, but I'm not sure that's technically true. Regardless, they look better than most Rainbow Islands ports of the time. (I'm also rather fond of the manga-inspired intermission screens that follow every stage, I've got to say. They're completely static, but they're also well-drawn and add a welcome bit of flair to this release.)

One caveat I've got to add to the above: the protagonist Putty's sprite isn't quite up to snuff, in my opinion.

Another component of Putty's Party that disappoints, at least at first, is its controls. I've always thought the arcade original seemed kind of stiff, especially while executing jumps, but this WonderSwan version feels even more rigid. It's also noticeably slower than its quarter-munching predecessor, which is sure to increase the annoyance felt by some players.

Here's the thing, though: after a while, and after accepting its existence, the stiff slowness of Putty's Party stopped bothering me. That's not to say I now "like" it, mind you, but I also don't hate it to the point of wanting to smash my WonderSwan Color to smithereens, so I'll call it a wash, if not exactly a plus.

I've also come around to another of this port's quirks--that being how the third (of four) level of each island offers up gameplay that's subtly and strangely different from what Rainbow Islands veterans are used to encountering.

For example, water starts flooding Insect Island's third stage basically from the word go, adding an element of tension that usually only pops up if you dillydally or otherwise take too long to reach an area's summit.

The third stage of Doh's Island, on the other hand, requires you to expose a secret door that acts as an exit rather than climb to a giant treasure chest in the sky to escape its clutches. (Note: at the moment, I don't really know what causes that door to appear, although I suspect the culprit is jumping onto a specific platform or dropping a rainbow onto one.)

Although curious, I wouldn't describe either of these additions as entirely welcome. Still, they provide a unique take on Rainbow Islands' traditional gameplay, so I it's hard to discount them completely.

Given all of the above, I'd warn against spending too much money on a copy of this game if you're at all uncertain you'll enjoy it due to its eccentricities. (I can't help but assume the majority of WonderSwan owners will not respond to them as favorably as I have.)

That said, if you've, say, spent time with Nintendo's Ice Climber and it didn't cause you to put a controller through a wall, and if you aren't horrified by the idea of a colorless Rainbow Islands, you could do worse than add Putty's Party to your WonderSwan collection.

See also: my first 'Welcome to WonderSwan World' post about the WonderSwan Color system

Thursday, August 04, 2016

Be still, my Fukio Mitsuji-loving heart: Tengen prepped Magical Puzzle Popils ports for the Famicom and PC Engine way back when

If this is the first time your eyes are coming across the name Fukio Mitsuji, please take a seat.

In short, Mitsuji was a brilliant Japanese game designer and artist who helped create a number of outright classics during his unfortunately short career. (Sadly, he died in 2008.)

Specifically, Wikipedia credits him with having a hand in just nine games within the span of seven years (1985 to 1991).

Of those three games, I personally consider three of them to be among the best games ever to see the light of day. One is Bubble Bobble, another is that game's sequel, Rainbow Islands, and the third is Magical Puzzle Popils.

Don't worry if you've similarly never heard of that last title. After all, Magical Puzzle Popils was made for Sega's Game Gear--and only for Sega's Game Gear. (If you want to learn more about this puzzler, which was called Popils outside of Japan, check out its GameFAQs entry, its Wikipedia page or this previous post of mine.)



Or so I thought until yesterday. That's when I learned (via neogaf.com) that, at some point in the fairly distant past, developer and publisher Tengen prepped Famicom and PC Engine ports of Magical Puzzle Popils.

It's also when I came across footage of these previously unknown console ports. The PC Engine version can be seen in the video above, while the Famicom version can be seen here.

None of what's showcased in these clips looks tremendously different from what can be found in the Game Gear original, although the stages appear a smidge larger and some of the intermission graphics seem unfinished. (Or maybe the latter are just oddly rough?)

Still, I'd hand over a week's salary to buy physical copies of these long-lost conversions so I could play them on real Famicom and PC Engine hardware. How about you?

See also: a couple of photos of Magical Puzzle Popils' Japanese Game Gear box and my 'Manual Stimulation' post devoted to this 1991 title

Friday, March 11, 2016

Manual Stimulation (Rainbow Islands, Famicom)

It seems strange to me now that I haven't always been a big fan of (now mostly defunct) Japanese game developer and publisher Taito.

Sure, I've always liked the company's first real hit, the arcade classic known as Space Invaders, well enough, and I fell in love with another of its quarter-munchers, Bubble Bobble, the second I laid eyes on it. Aside from that pair of games, though, I didn't think much of Taito until a couple of years ago.



What caused my opinion on the former jukebox-maker to do a 180? As far as I can remember, the turnaround was prompted by me finally--and kind of randomly--deciding to give its Chack'n Pop Famicom port and its Chuka Taisen PC Engine remake a go.



I enjoyed both of those games so much that I expanded my get-to-know-Taito-a-bit-better endeavor to include a number of others. Among them: Don Doko DonElevator ActionInsector XJigoku MeguriKiKi KaiKai and Panic Restaurant.



Admittedly, I'd played some of these titles earlier in my life. Most of them only earned a few minutes of my time, though, and none of them succeeded in blowing me away during that initial experience.



The same can be said of the Famicom conversion of Taito's Bubble Bobble follow-up, Rainbow Islands. This 8-bit "demake" (of sorts) really rubbed me the wrong way the first handful of times I played it.

Thankfully, I eventually pushed that negativity--born out of my love of the original coin-op--to the background and embraced the unique positives this iteration brings to the proverbial table.

Monday, March 07, 2016

Nice Package! (Rainbow Islands, Famicom)

I haven't always been a fan of the Famicom version of Taito's Rainbow Islands.

For the longest time, in fact, I turned up my nose at it because few of its many components--graphics, soundtrack, gameplay--hold a candle to those found in the arcade original.

The one aspect of this 1988 Rainbow Islands port, if you can call it that, I've loved since I first came across it is its Japanese box art. (See this "Which Box Art is Better?" post from 2011 for proof.)



It should be pretty easy to understand why that is once you take in the photo above. Not only is it brilliantly colorful, but everything but the striped backdrop appears to be made out of clay.



Other parts of Rainbow Islands' Famicom packaging it are well worth ogling, too. Hell, even the sides of its cardboard box is quite a looker, if you ask me. (What can I say? I'm a sucker Japanese words spelled out in attractively crafted bubble letters.)



This game's instruction manual is similarly striking. Well, not so much its cover--although I do appreciate how the pink texts pops against all of the white and gray and black beneath it--but definitely its interior.

Friday, May 01, 2015

Reason #408 I'm a bat-sh*t crazy gamer: I now own 10 WonderSwan games but I still don't own a system that will allow me to play any of them

I've admitted to some doozies in these posts over the years--examples--but I truly think this one takes the cake. After all, how many people do you know who buy 10 games for a system they don't even know?

OK, so I'm sure that can be said about at least a few (or a lot of) other people, but how many of those folks own 10 Japanese WonderSwan games without also owning some sort of WonderSwan system? That number is pretty darn small, I'm sure.



The point of this post isn't to brag (as if) about the fact that I'm stupid enough to own 10 WonderSwan games without also owning a system on which I can play them. No, the point is to showcase some of the cool art that's plastered across the front of the boxes that contain those titles.


If you're curious as to the names of the games that are included in the photo below, by the way, here they are (clockwise from the upper-left): SaGaTane wo Maku ToriMr. DrillerRainbow Islands: Putty's PartyRomancing SaGaHataraku ChocoboFlash Kobito-kunEngacho!, Xi Little and Chocobo's Dungeon.



A couple of the games shown above are fairly recent pick-ups, actually. (Chocobo's Dungeon, Romancing SaGa and SaGa, basically.) In fact, they're what prompted me to write this post--and once again ponder buying a wine-colored SwanCrystal system.

I'm hoping--planning--to get off my butt and do just that soon, don't you worry. In the meantime, do any of you own WonderSwan games--or, gasp, WonderSwan systems?

See also: previous 'I'm bat-sh*t crazy' posts

Monday, November 03, 2014

Someone bought this rad FM Towns II computer via eBay late last week and now I'm sad

I'm sad, of course, because, in a perfect world, I would've won this particular auction, as I've wanted to own some sort of FM Towns system since I first laid eyes on one in an old issue of Electronic Gaming Monthly magazine.

Granted, if I were to drop my hard-earned dough on one of maker Fujitsu's FM Towns machines, which were released in Japan between 1989 and 1997, it probably would make more sense for me to pick up an FM Towns Marty console rather than the PC variant seen below, but the latter won me over with its "original Macintosh" looks.



Anyway, this entire conversation is moot due to the fact that I only discovered this auction after it had wrapped up--and even if I'd come across it earlier, I wouldn't have had $960 to blow on it.

As for which games I would've bought alongside this FM Towns II (in the hypothetical situation that would've allowed me to do such a thing): the system's arcade-perfect Bubble Bobble and Rainbow Islands ports, for starters. I'd also love its supposedly spot-on Splatterhouse conversion, although I've heard copies tend to be pricey.

(Via retro-treasures.blogspot.com)

Monday, September 08, 2014

Recommend me some Taito-made Famicom, PC Engine and GameBoy titles

You may have noticed--you know, by reading this recent post, as well as this one and this one--that I'm on a bit of a Taito kick as of late.

Granted, I've been interested in this now basically defunct developer and publisher--and its output, of course--since I first came across a Bubble Bobble cabinet in the arcade that was tucked into the corner of my hometown's bowling alley as a teen, but recently I become even more of a Taito fan.

There's no particular reason I can point to for this increase of affection--other than I've played and written about a bunch of Taito-made games (Bubble Bobble, Don Doko DonInsector X and Rainbow Islands among them) in the last week or two, I mean.

Anyway, as a result, I'd really like to delve even deeper into this Tokyo-based company's catalog. The thing is, though, I've already spent time with a good number of the games it released for my current favorite systems, the Famicom (NES), PC Engine (TurboGrafx-16) and GameBoy.

Specifically, for the Famicom I've played: Bubble BobbleBubble Bobble 2Chuka TaisenDon Doko DonDon Doko Don 2Elevator ActionInsector XRainbow Islands and Wanpaku Kokkun no Gourmet World (aka Panic Restaurant in the West).

When it comes to the company's PC Engine titles, I've played: Darius PlusDon Doko DonGokuraku Chuka TaisenHana Taka Daka!?Jigoku MeguriKiki KaikaiMizubaku DaiboukenThe New Zealand StoryParasol Stars and Rainbow Islands.

Finally, I've played two Taito-made GameBoy carts thus far, with the pair in question being Bubble Bobble and Bobble Bobble Junior.

Should any of you have any Taito-focused recommendations--especially for the aforementioned systems--to share, I'd love to hear them.

To help get you started, here are a handful of the company's games I've been curious about for some time but have yet to experience: Cadash (PC Engine), JuJu Densetsu (Famicom), Power Blazer (Famicom), Sagaia (GameBoy) and Taito Chase H.Q. (PC Engine).

Wednesday, September 03, 2014

Second Chances: Rainbow Islands (Famicom)

Every previous entry in this series has followed a pretty similar path: after returning to a game I previously didn't enjoy all that much, I discovered it really wasn't so bad after all!

This one is going to be different. Now, that doesn't mean I'm going to declare at its end that I still dislike the Famicom port of Rainbow Islands even after giving it a second chance, but it also doesn't necessarily mean I'm going to say that I'm now madly in love with it.

In reality, my current opinion of this 8-bit conversion of Taito's classic arcade game, the only official sequel to the company's Bubble Bobble, is that it's a hit-and-miss affair. On the one hand, for instance, its protagonist and enemy sprites are pretty darn nice, especially when you consider the Famicom surely pales in comparison, power-wise, to the arcade PCB.

Also, this port's controls and overall "feel" are close enough to those of the arcade original to not be off-putting--for the most part--and the soundtrack holds its own, too. (Note that the Famicom version of Rainbow Islands retains the arcade's "Over the Rainbow"-inspired theme, while its NES counterpart features a different and unique tune.)

As for what's keeping me from enjoying this installment as much as I enjoy, say, the pretty-much-arcade-perfect PC Engine one: a particularly noteworthy example, I think, is the limited color palette that's used here. Although the game's sprites look great, its backdrops often appear drab or washed out.

A few other reasons this Rainbow Islands port doesn't exactly stack up to its arcade or PC Engine brethren: the ever-present and action-obscuring flicker, the subtly altered gameplay (protags Bubby and Bobby can only shoot a maximum of two rainbows here, as opposed to the three that can be spawned in other iterations) and the screwed-up stage layouts.

That last negative is the most damning, if you ask me, as some of the level-design choices that were made during the production of this port are head-scratchers. Case in point: a number of stages now have spike-lined platforms that aren't, as far as I'm aware, present in other versions and that make progressing through some of the levels in this one to be an annoyingly difficult chore.

Even when stages aren't hampered by spike-lined platforms, though, they're often hamstrung by other obstacles--all of which conspire to kill the flow that I consider to be a hallmark of the arcade and PC Engine versions. As such, while playing the Famicom cart it's nearly impossible to get into the same kind of grin-inducing "zone" that makes those other iterations so enjoyable, and that's a shame.

Once all of the above is taken into consideration, I'd be hard-pressed to call this release anything other than disappointing. It's not terrible, nor is it a Famicom cartridge that should be avoided at all costs, but it's also not what I would consider to be the go-to conversion of this classic platformer. (For most folks, that would be the arcade original, which can be found on the Taito Legends compilation that was released for PC, PS2 and Xbox, although the PC Engine installment's worth picking up, too, if that's an option.)

To those of you who've also spent some time with Rainbow Islands' Famicom (or even NES) outing: what are your thoughts on it?

See also: previous 'Second Chances' posts

Thursday, August 28, 2014

Shall We Do It? (THE 'DENPA' MEN 3 and three versions of Rainbow Islands)

Those of you who've read the last few "Shall We Do It?" posts I've published may be wondering why I didn't include Tomodachi Life in this installment's header. That would be because I recently--as in, this past weekend--stopped playing it. I wouldn't go so far as to predict that I won't pick it up again, but I have to imagine I'll no longer check in on my island's inhabitants every single day as I previously was compelled to do.


I'm pretty much done with another 3DS game that's received a lot of play on this blog over the last few months, too--with the game in question being THE "DENPA" MEN 3. That's not because the bloom is off the rose, so to speak, or because this digital RPG has otherwise lost its appeal, mind you. No, it's because I finished this game within the last week or so.

By the way, it may interest some of you to hear that, in the end, I put more than 40 hours into this sucker. That's quite an accomplishment when you consider I nearly gave up after getting stuck around the seven-hour mark. It only got better and better after that unfortunate hurdle, thankfully, and now that the adventure is over I've got to say it was well worth the time and effort I put into it.

Does that mean I'd heartily recommend THE "DENPA" MEN 3 to all who own a 3DS? No, it doesn't. On the contrary, I have a feeling some of its quirks would turn off a lot of those who wander into it without ample warning. If you like RPGs with turn-based battles, though, and if you're not an easily annoyed gamer, it's possible you'll get as much enjoyment out of this title as I have so far.


As for what I've been playing now that both THE "DENPA" MEN 3 and Tomodachi Life have been put to bed, well, the header above kind of gives it away, doesn't it? Of course, the header doesn't mention which versions I've been playing, so at least there's a bit of new information I can share here.

In that regard, the Rainbow Islands ports I've been playing the last few days are the Famicom, GameBoy Color and PC Engine ones. The latter iteration is the one that's been getting most of my attention, thanks in large part to the fact that it's pretty much arcade-perfect, but the Famicom conversion has gotten a good amount of play, too.

Going back to the PC Engine version of this Taito classic, whose subtitle is "The Story of Bubble Bobble 2," I actually reached its end--the real, "good" one, too, not the "bad" one that's encountered if you failed to collect all of the game's "big diamonds"--for the first time ever a couple of days ago. The last few stages alone--one of which is an homage to The Fairyland Story, while two others pull enemies and other aspects from Darius and Bubble Bobble--were worth the price of admission, if you ask me, as were the song and animation sequence that accompanied the game's credit roll.


I can't say I've been as enamored with the Famicom and GameBoy Color ports of Rainbow Islands at this point, but I'm still enjoying them more than you might think given their various deficiencies. The GBC version, for instance, feels a bit "off" in terms of its controls (jumping, especially) compared to every other iteration I've experienced, but it looks so good--better than its Famicom or Sega Master System counterparts, that's for sure--that for the moment I'm willing to ignore that niggle.

The Famicom release, on the other hand, controls well enough--although not perfectly--but is a bit of a letdown in the graphics department. Actually, that's not an entirely fair assessment, as individual sprites--Bob, Bub and their enemies, especially--look pretty darn nice, all things considered. There are so many fewer colors used here than in the arcade original, though, that the overall impression is a disappointing one.


Honestly, I could fill this post with comments on and impressions of Rainbow Islands for the Famicom, but I don't want to do that, as it's already plenty long. Instead, why don't I round them up and share them in a "Second Chances" write-up that I can publish in a few days?

See also: previous 'Shall We Do It?' posts

Tuesday, August 26, 2014

Manual Stimulation: Rainbow Islands (PC Engine)

I have some good news and some bad news to share with you in terms of this PC Engine port's instruction manual. Let's start with the good news: Rainbow Islands' manual is in full color--unlike many of the ones produced for this system. The bad news: the illustration that appears on its front and back covers is the only one to be found in all of its 14 or so pages.



Still, let's not dwell on the negative. Although this CD-based title's instruction manual pales in comparison to its gameplay, I think it's worth checking out anyway. (As always, click on the scans shared here if you want to take a better or closer look at them.)



Unfortunately, the manual's "story" page, above, isn't as interesting as it probably would've been had Taito published this game instead of NEC Avenue. After all, Taito had a history of producing PC Engine manuals that featured plenty of charming, if strangely childish, illustrations. (The one packed along with the company's PC Engine ports of Don Doko Don, Mizubaku Daibouken and The New Zealand Story are good examples.)



Under NEC Avenue's care, though, Rainbow Islands' manual is crammed full of color screenshots rather than illustrations of any ilk. They're nice enough screenshots, it has to be said, but who on earth would rather encounter screenshots than illustrations while flipping through a game manual? Not me, I'll tell you that much.





At least the designers responsible for this instruction manual provided readers with looks at a good number of the game's stages--and even what I'm guessing is one of its endings, based on the colorfully congratulatory screenshot seen in upper-right corner of the page below.



That said, I would've exchanged all of this manual's color for a few doodles or drawings or other pieces of art. Oh, well, you can't always have everything, can you?

See also: previous 'Manual Stimulation' posts

Wednesday, December 26, 2012

12 import games I bought in 2012 but didn't tell you about until now: Rainbow Islands Putty's Party (WonderSwan)

You didn't think I'd get through this series without including a WonderSwan game, did you? Well, even if you did, I'm proving you wrong with this gloriously WonderSwan-centric post.

Now, I know the word on the street about this game is that it isn't all that good, but I bought it earlier this year because, well, it's mother-trucking Rainbow Islands.


As I don't yet own a WonderSwan system, though, I can't tell you if the word on the street about Rainbow Islands Putty's Party is accurate or not. Actually, I gave the game a go via emulation prior to picking it up, but I only spent enough time with it to know it wasn't a complete turd.


I do remember thinking the pink-haired protagonist was a bit slow, though, so it'll be interesting to find out if my opinion of Putty's Party ends up mirroring that of its naysayers or if I have an altogether more positive experience with it.


Sigh. I really need to set aside a few bucks for a WonderSwan system (or better yet, a SwanCrystal system) in 2013, don't I?

See also: Previous '12 import games I bought in 2012 but didn't tell you about until now' posts

Wednesday, July 18, 2012

Five favorites: PC Engine platformers that don't involve Pithecanthropus Computerus

At first, coming up with a list of favorite PC Engine platformers that don't feature the third wheel in the race of the 16-bit mascots--that would be the "Pithecanthropus Computerus" mentioned in the headline above, who also goes by "PC Genjin" and "Bonk"--seems like a daunting task. After all, when most folks think of NEC's pint-sized system (the Japanese one, at least), the first games that come to mind are Hudson's PC Genjin trio (otherwise known as Bonk's Adventure, Bonk's Revenge and Bonk's Big Adventure in North America).

Think about it for a bit, though, and it becomes apparent that this "little console that could"--because it ably competed with the Genesis/Mega Drive and the SNES/Super Famicom despite the fact that it wasn't a full-fledged 16-bit system--was home to a number of top-shelf run-and-jump (or hop-and-bop) titles.

The five below are my personal favorites. Notice I'm not saying that I think they're the best platformers to grace the PC Engine. Although a couple of them are sure to fit that bill, others are too flawed to be so highly considered. Still, I can't help but like them more than a few of their closer-to-perfect counterparts.

One last thing before I get on with the show, so to speak: I'm not including single-screen platformers--games like Don Doko Don and Parasol Stars--in this post, mainly because they differ pretty substantially from the side-scrolling affairs discussed below.


Bikkuriman World--What a way to start a post like this, eh? I say that because many PC Engine fans likely consider this game's successors, Adventure Island and Dynastic Hero (they're all part of the Wonder Boy series), to be far superior efforts. Although I'd agree with those folks in some respects, I've spent a lot more time playing Bikkuriman World than I have playing either of its follow-ups over the years. I can't really tell you why that is, sadly, although if I had to guess I'd say that it's because I actually like the rather antiquated look--yes, even the Kewpie doll-esque protagonist--and feel of this particular HuCard. Also, I'm a bit of a masochist, which is a must for anyone who wants to tackle this tough-as-nails title.


Mizubaku Daibouken--You certainly don't have to be masochist to enjoy this Taito-made title, which was released outside of Japan as Liquid Kids. That's because this platformer is as cute as can be, what with its bubble-tossing protagonist, adorable enemies (I especially like the ones that look like tottering strawberries) and colorful stages that take players from a lush forest, to (what appears to be) a water-filled cave, to a sandy pyramid. Just because it's cute, though, doesn't mean it's a cake walk. In fact, I've yet to see the end credits of Mizubaku Daibouken--despite spending quite a bit of time with it. My favorite part of this game: Tossing "water bombs" (yeah, I'm not sure what that's supposed to mean either) at anything and everything. Believe me when I say it's addictive.

Monday, May 21, 2012

Bubble Bobble + Chack'n Pop + Parasol Stars = single-screen platformer perfection

Consider my mind blown.

What blew it, you ask? The video below, which showcases the "secret" levels in Parasol Stars that only can be accessed after meeting certain conditions (i.e., grabbing three star icons in world eight) before defeating the almost-final boss, who I believe answers to "Dark Shadow."



I didn't know about these extra stages until recently because, well, I've yet to beat this über-saccharine PC Engine game. I've made great strides toward doing just that in the last week, though, due in large part to discovering--finally!--how beneficial it can be to match the "miracle icons" that pop up in pretty much every level. (Before, I grabbed them willy-nilly.)

Anyway, back to why Parasol Star's bonus worlds blew me away (well, besides the fact that they exist): For starters, world nine pays homage to this game's forebear, Bubble Bobble--with stage 9-1's layout aping that of Bubble Bobble's first level. Along the same lines, world 10 harkens back to another of Taito's classic quarter-munchers, Chack'n Pop. (Unsurprisingly, stage 10-1 is a dead ringer for Chack'n Pop's opening salvo.)

Also partially responsible for blowing me away: The new background tunes--one bright and boppy, the other rather haunting--that accompany players through the aforementioned stages and the surprise appearance, at the business end of world nine, of Hyper Drunk.



Sadly, despite my improved Parasol Stars performance--I now routinely get to the sixth world before using up all of my continues, whereas I used to flame out in the third--I doubt I'll be racing through these extra levels anytime soon. Hell, at this point I'd be ecstatic if I could experience this game's "bad ending"--shown in the video above--which actually looks pretty darn good to these eyes. (Granted, I'm a sucker for end credits that spotlight a game's cast.)

Related aside: Those of you who are now as enamored with Parasol Stars as I am may enjoy watching this complete playthrough of the game many consider to be Taito's greatest PC Engine release.

Friday, November 04, 2011

Reason #400 I could be considered an 'eccentric' (aka bat-sh*t crazy) gamer

If I could find an FM Towns Marty system at a reasonable price--most of the ones I've seen on eBay go for around $899--I'd buy one quicker than you can say "are you nuts?"

Even nuttier: I'm only interested in buying three games alongside said system at this point--Bubble Bobble, The New Zealand Story and Rainbow Islands.


That's not where the nuttiness ends, though. The trio of games I just mentioned are, with a few exceptions, simple ports of the arcade originals. Also, I can already play all three of them on my PS2 thanks to the copy of Taito Legends that I picked up a few years ago.

Still, I can't help but want both an FM Towns Marty and the above-mentioned titles. Here's hoping I never find one cheap enough to make this nutty dream come true.

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

Monday, October 03, 2011

Let's Play: 'Which Box Art is Better?' (Rainbow Islands edition)

I haven't always been a fan of Rainbow Islands. In fact, the first few times I played this Fukio Mitsuji-designed platformer I hated it. That's probably because I expected it to look and feel like its predecessor, Bubble Bobble. It wasn't until I got over the fact that "The Story of Bubble Bobble 2" wasn't a straight-up sequel to what I consider one of the best quarter-munchers ever made that it finally earned a place in my heart.

Even when I didn't like this arcade classic, though, I wanted to like it thanks to the wonderfully colorful cover art that was created for many of its console ports.

For instance, the Famicom version's box art, below, features a number of the game's characters crafted out of what looks like clay (or is it wood?).


The art that graces the cover of the FM Towns port, on the other hand, is two-dimensionally cartoonish.


The Mega Drive version's box art spotlights the game's various islands (each of which has a different theme) as well as a particularly bright-eyed and rosy-cheeked take on its protagonist, Bubby.


Speaking of Bubby, the cherubic character takes up a ton of acreage on the PC Engine CD-ROM2 port's cheerful cover.


The art that appears on the PC Engine release's box is my least favorite of the bunch, by the way. Which one is my most favorite? The Famicom version's--although I have to admit that I like the FM Towns and Mega Drive versions' box art quite a bit, too.

Now that I've had my say, which piece of Rainbow Islands box art do you like best?

See also: Previous 'Which Box Art is Better?' posts

Thursday, September 08, 2011

Reason #396 I could be considered an 'eccentric' (aka bat-sh*t crazy) gamer

How's this for eccentric (or bat-shit crazy, if that's the terminology you prefer)? Not only am I a self-proclaimed "box-art whore"--as in, I buy, or at least I want to buy, certain games simply because of the art that graces their box covers--but I'm a box-art whore who often finds himself desiring games that he can't possibly play (because I don't own the systems that are needed to play them).

Here are a few recent examples:

Fantasy Zone II for the Mark III

Panorama Cotton for the Mega Drive

Rainbow Islands Extra for the FM Towns

Yume Meikyū Kigurumi Daibōken (aka Dream Maze) for the Super Famicom

I also really want to buy copies of Bubble Bobble for the FM Towns (cover art shown in this recent post) and Puzzle Bobble Mini for the Neo Geo Pocket (cover art shown in this post).

I can't be the only gamers who thinks this way, can I?

Friday, March 18, 2011

The Great Gaymathon Review #14: Taito Legends (PlayStation 2)


Game: Taito Legends
Genre: Arcade
Developer: Taito
Publisher: Sega
System: PlayStation 2
Release date: 2005

Taito Legends may contain 29 of Taito Corporation's arcade classics, but let's be clear about one thing right off the bat: Only a handful of them will matter (or be recognizable) to most folks. Those few titles are more than worth the package's price of admission, though, so don't take that to be too much of a negative. For me, the main attractions here are Bubble Bobble and Rainbow Islands, with Elevator Action, New Zealand Story and Space Invaders following closely behind. (Honestly, if this compilation included Don Doko Don and Liquid Kids/Mizubaku Diabouken, I'd have little need for Taito Legends 2.) Each of those games, along with their 24 counterparts, seem to be emulated perfectly--hey, it's been a long time since I've played any of them in an actual arcade--although I guess that's to be expected. What isn't so expected: The inability to configure the controls for each of the included titles. It isn't exactly a monumental worry, but it may be a big enough one to put off some players.