Showing posts with label Sigma Entertainment. Show all posts
Showing posts with label Sigma Entertainment. Show all posts

Tuesday, February 19, 2019

Manual Stimulation: Popeye (GameBoy)

Don't feel bad if this is the first you're hearing of this game.

After all, it was only released in Japan and it was both made and published by the unheralded Sigma Enterprises, Inc.

Plus, it isn't exactly a gem. It also isn't a turd, though. So what is it? Ignoring discussions of its quality for a second, this portable Popeye is, at its core, an overhead action game set in a handful of maze-like stages. Some folks might even call it a Pac-Man clone, although I wouldn't go that far myself.

Regardless, it's an enjoyable enough GameBoy title.

Another enjoyable aspect of this 1990 release: its instruction manual.



Things get off to a rather iconic start with the cover illustration seen above.



The game's story comes next--not that I can tell you anything about it. Maybe some kind reader can translate it for those of us who know little or no Japanese?



Next up, we've got a page detailing Popeye's controls and game modes. Interestingly enough, the two-player mode allows one person to control the husky, bearded Bluto--I'm guessing in a race to win the heart of Olive Oyl?



The spread above highlights Popeye's cast of characters. Swee'Pea is the baby shown at the top of the right-hand page, by the way, while the guy beneath him is Wimpy.

Oh, and those creatures near the bottom of the same page? Bluto tosses them around each stage to trip you up. Run into one of them and you'll be knocked out for a few precious seconds.



As you might expect, the Popeye instruction manual includes a page about the game's items. Sadly, there are only two: a can of spinach and a heart.

The can of spinach flies across a level at seemingly random moments. Catch it, and not only does Popeye become faster and stronger (the latter makes it easier to beat Bluto in a tussle), but he also can topple any obstacle that gets in his way, such as an alligator, a cannon, or even a hamburger.



The folks who pieced together the Popeye manual waited until the seventh page to explain how the game works. That explanation continues on pages eight and nine.

I'll do a deeper dive into this in an upcoming review of the game, but here's the gist for now: to clear each stage, you need to grab the hearts that are lying around, find Olive Oyl, and save Swee'Pea. Swee'Pea only shows up after you've accomplished the first two tasks, though, so start with those.



I'm not entirely sure what information the left-hand page above is supposed to pass along to readers, to be honest, though I think it may be giving hints on how to beat Bluto in the one-on-one fights that happen whenever he and Popeye touch.



The manual wraps up with some words about Popeye for GameBoy's two-player mode. I've yet to experience this mode myself, so I sadly can't tell you how it differs from the solo campaign (if at all).

See also: previous 'Manual Stimulation' posts on other Japan-only GameBoy games like Astro Rabby, Burning Paper, Noobow, and Peetan

Tuesday, March 18, 2014

Manual Stimulation: Painter Momopie (GameBoy)

Now that I've published a review of Painter Momopie--as well as a few photos of my recently acquired copy of this import-only GameBoy title--I guess the only thing left to do is share some scans of its adorable instruction manual.



Those of you who examined this game's cover art with a magnifying glass may have noticed that its character designs were created by someone named Gen Satou. Unfortunately, that name doesn't ring any bells for me, and Google has done little to clarify things, so I can only assume it meant something to the small community of Japanese folks who bought copies of this Pac-Man clone back in the day.

Regardless, the design he came up with for Painter Momopie's protagonist is pretty darn cute, if you ask me.



The right-hand page above shares the game's backstory, by the way. Sadly, I can't understand a word of it. Hopefully it explains why this little witch (I mean that literally) is painting the floors of someone's home?



Admittedly, these first few pages are far from exciting. At least they feature a couple of cute illustrations, though, right?



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

Monday, July 09, 2012

Any game with pixelated cobs of corn in it sounds pretty good to me

I've never before played Ponpoko, an ancient arcade platformer produced by a company called Sigma Entertainment, but after reading about it over at redparsley.blogspot.com a few days ago, I plan on rectifying the situation as soon as possible.

That's not only because this 1982 release features, as suggested in the headline above, pixelated cobs of corn, mind you. No, it's also because it stars an adorably big-bellied (at least I think that's its belly...) tanuki. I also like that it has mice that look kind of like scorpions and can fly through the air as easily as they can skitter across the ground.

Now that I've piqued your interest in this maniacal quarter-muncher, I'm guessing you'd like to see how it looks in action? If so, here you go:



Awesome, eh? OK, so "awesome" may be too strong a word, but it's certainly pretty cute, don't you think? Granted, I'm a complete sucker for games that are filled with fruits and veggies, so maybe I'm the wrong person to ask such a question.

Anyway, I plan on giving this one a go fairly soon--despite my oft-reported disdain for playing games on a PC.