Showing posts with label Taito manuals. Show all posts
Showing posts with label Taito manuals. Show all posts

Thursday, February 04, 2021

Manual Stimulation: Bubble Bobble (Game Gear)

The Sega Game Gear port of Bubble Bobble may be my favorite home version of Taito's arcade classic.

Which of course means it's also one of my favorite Game Gear titles.


In fact, I love Bubble Bobble for Game Gear so much that one of my "bucket list" wishes as a games writer is to interview the folks who developed it so I can learn why they made some of the intriguing design choices they made. 

(Seriously, if you know anyone who used to work for the now-defunct, South Korea-based Open Corp and you can put me in touch with them, please let me know.)


Why am I such a huge fan of this portable iteration of Bubble Bobble? The main reason is that its Bob, Bub, enemy, and item sprites are the usual size, but its backdrops look as though they've been zapped with a shrink ray.


The result is that this Bubble Bobble port gives off some serious Godzilla vibes. As in, Bub and Bob—as well as their enemy combatants—tower over the surrounding environment. It feels strange, yet also thrilling.


It alters the gameplay quite a bit, too, which I'm sure will irk some Bubble Bobble lifers to no end. Personally, I like how it switches things up—even if it does obliterate the few strategies I've developed for other, more traditional versions of the game over the years.


Anyway, enough about the game itself. This post is supposed to be about the instruction manual that was packed inside copies of this small-screened take on Taito's seminal classic, so let's talk about it.


If you scroll back up a bit, you'll see the Bubble Bobble Game Gear manual kicks off with a two-page comic. Sure, it employs an art style I'm not a huge fan of, but it's still pretty sweet—if short.


Sadly, this booklet isn't as crammed full of lovely illustrations as I think it should be. Still, it includes enough of them that you're unlikely to feel let down at the end. 

Friday, April 17, 2020

Manual Stimulation: Wanpaku Kokkun no Gourmet World (Famicom)

No joke, the English version of Taito's Wanpaku Kokkun no Gourmet World, called Panic Restaurant,  is one of my favorite side-scrolling platformers around.

Which isn't to suggest it's one of the best side-scrolling platformers around. It's not. It's probably not even one of the best platformers released for the Famicom or NES.



Still, I adore it. Why? For starters, I've never been shy about admitting I love games that feature food. Well, that's pretty much all you encounter while playing Wanpaku Kokkun no Gourmet World, which is set in and around a restaurant ("Eaten").



Food's about all you encounter while flipping through the Wanpaku Kokkun no Gourmet World instruction manual, too. Food and people who make food (like the cute chef showcased on the manual's cover and on pretty much every interior page), I mean.



Thankfully, the Wanpaku Kokkun no Gourmet World manual follows in the glorious footsteps of many other old Taito game manuals and depicts all of the above-mentioned food and food-making with the most brilliant of illustrations.

The illustration that serves as the backdrop of this booklet's "story" page (see above) is a perfect example.



None of the other drawings that fill the Wanpaku Kokkun no Gourmet World booklet are as massive as the one that sits behind its story text, but most are just as adorable.

Wednesday, April 08, 2020

Manual Stimulation: Don Doko Don 2 (Famicom)

At the end of my post about the Don Doko Don Famicom instruction manual, I mentioned that the manual you see here makes its predecessor "look like something that was pulled from the gutter."

Harsh, I know, but I stand by it. I mean, just look at the cover of the Don Doko Don 2 manual, below. It alone is more stupendous than anything you'll find in the first Don Doko Don manual.



Don't take any of this to mean I think the original Don Doko Don manual is a stinker. I think it's pretty snazzy, actually.

Maybe not as snazzy as, say, the manuals publisher Taito created for the Famicom Disk System version of Bubble Bobble, or the PC Engine ports of The New Zealand Story or Mizubaku Daibouken, but still worth the occasional ogle.



I say without hesitation, however, that the Don Doko Don 2 instruction manual is snazzier than all of the above-mentioned booklets--perhaps combined.

Every page of the Don Doko Don 2 booklet features something fabulous, usually in the form of a stunning drawing.



OK, so they're not all as jaw-dropping as the gigantic one that opens the Don Doko Don 2 manual. But, really, not every illustration can be of a huge, crying, king-turned-into-a-frog, right?

At any rate, the pages that follow shine a light on the game's story. Besides all of the art they produced, I also love how the designers who worked on this booklet used pops of red and pink to add drama and interest to the proceedings.



The spread above educates readers on how to play Don Doko Don 2. There's not much to tell them, however; as is the case in the original Don Doko Don, in part two, you dispatch enemies by smacking them with your mallet, picking up their squished bodies, and then tossing their corpses at oncoming clueless baddies.

Saturday, April 04, 2020

Manual Stimulation: Don Doko Don (Famicom)

Don Doko Don is one of those old games that avoided pinging my radar for a lot longer than it should've done.

Granted, this series hardly is a household name outside of Japan--despite the fact that Taito, the company responsible for developing and publishing it, previously gave the world Space Invaders, Qix, Chack'n Pop, and Bubble Bobble, among other classics.



At any rate, I remained blissfully unaware of Don Doko Don's existence until sometime after I became obsessed with the PC Engine.

You see, Taito ported this single-screen platformer, which stars a pair of mallet-wielding dwarves, to NEC's diminutive console less than a year after its original arcade release in 1989, and just two months after the Famicom port that's the subject of this post.



Why didn't I hear about Don Doko Don for the Famicom before I heard about its PC Engine iteration? I haven't the slightest idea.

At any rate, and as you might suspect, the instruction manual that came packed inside copies of the Famicom port of Don Doko Don is quite similar to the PC Engine port's manual.



The two booklets aren't identical, however. Take the spread above. The pair of illustrations you see here are completely different from the ones you see on the corresponding pages of Don Doko Don's PC Engine booklet.



For the record, I prefer the unique illustrations in the PC Engine release's manual to the ones used in the Famicom release's manual.



All that said, most of the drawings in these two manuals are the same. Generally speaking, though, the ones in the Famicom manual are given a bit more space to breathe than are the ones in the PC Engine manual.



The drawings highlighted on the last few pages demonstrate to readers Don Doko Don's main gameplay loop, which involves whacking enemies with your trusty hammer, picking up their smooshed bodies, and then tossing them at other unsuspecting foes.



The next handful of spreads focus on educating players about the particulars of each Don Doko Don stage. For example, the first world is forested, contains trees that spit out baddies, and features a multi-jack-o'-lanterned boss.

Friday, February 10, 2017

Manual Stimulation: Bubble Bobble (Famicom Disk System, Limited Edition)

A few weeks ago, I published a post about the manual that came with copies of Bubble Bobble bought from Japanese Famicom Disk Writer kiosks back in the late 1980s. (I also published a post filled with photos of that version's packaging.)

The booklet you see here was stuffed inside of an adorable plastic pencil case along with a copy of Bubble Bobble's surprisingly adept Famicom port. I refer to that release as a "limited edition" in the headline above, although I have to admit I'm not entirely sure it actually was limited in quantity.

Regardless, it helps differentiate this Bubble Bobble package from the previously mentioned Famicom Disk Writer one, so I'm sticking with it unless otherwise corrected.


At any rate, this Bubble Bobble Famicom instruction manual is similar to its Disk Writer counterpart with two major exceptions: the former is a lot larger than the latter (in fact, it's probably the biggest Famicom manual I've seen to date) and it's also in full color rather than in just pink and green.


The size of the Bubble Bobble Limited Edition's booklet is to blame for this post featuring single-page scans rather than double-page ones, by the way. My scanner just isn't big enough for me to capture entire spreads, so I was forced to go with what you'll encounter throughout this write-up.


In the end, some of you may consider that to be the preferred option, as it allows you to focus on the beauty that is this particular version of the Bubble Bobble Famicom manual.


And it is pretty darn beautiful, wouldn't you agree? OK, so the first few pages aren't mind-blowingly amazing or anything like that, but they're still packed with both big and small details that make them decidedly appealing--or at least that's how I think of them.


Take the adorable little illustrations that can be seen above and below. If you can't quite make them out, click on the scan in question and you'll be able to take a much closer look.


My favorite components, though, are the more substantial pieces of art, like the massive Super Drunk--or Super-Drunk as the back of this booklet proclaims--situated in the lower-right corner of the following page.


Tuesday, January 24, 2017

Manual Stimulation: Bubble Bobble (Famicom Disk System)

As promised in my last post about the packaging produced for the "Disk Writer" version of Bubble Bobble's Famicom Disk System port, here is that Japanese release's instruction manual.

Something I've got to say right off the bat is that I'm sorry if the scans offered up here seem overly pale. The fact is, they pretty accurately depict the real-world product.



Thankfully, they look a lot better when you click on them and blow them up a bit, so I'd highly recommend doing just that as you work your way through this write-up.



Anyway, the first real page of Bubble Bobble's Famicom Disk Writer booklet (below) shares the game's rather simplistic story--rescue Bub's and Bob's girlfriends from the "Cave of Monsters"--complete with an abundance of exclamation points.



The next page, as you probably can make out, explains Bubble Bobble's wonderfully straightforward controls.



The couple of pages that follow (see above and below) attempt to expand that education by sharing a few more advanced strategies that can be employed while playing this classic single-screen platformer.



It isn't until the 10th and 11th pages of Bubble Bobble's Famicom Disk Writer manual that we get to the really good stuff. In this case, that means bios of the game's protagonists (the aforementioned Bub and Bob, or Bubblun and Bobblun in Japan) and chief antagonists.



Wednesday, July 27, 2016

Manual Stimulation (Hana Taaka Daka!?, PC Engine)

There's just something about a Taito-made PC Engine instruction manual.

And I'm not just talking about the colorful illustrations that nearly always serve as their covers, like they do in the case of Parasol Stars or the shmup that serves as the focus of this post.



In fact, I'd go so far as to say I usually prefer the interior pages of your typical Taito-produced PC Engine manual to its cover--and that's saying something considering the interiors of most of these booklets are in black and white. (Check out the one that accompanies copies of the company's KiKi KaiKai for more evidence.)

How can a handful of black-and-white spreads be so appealing? The opening salvo in the Hana Taaka Daka!? manual (see below) should go a long way toward answering that burning question.



Still not convinced? Keep reading--and scrolling. Like almost all of Taito's PC Engine instruction manuals (the above-mentioned Parasol Stars and the company's Rainbow Islands CD-ROM2 port are noteworthy exceptions), the one made for Hana Taaka Daka!? is crammed full of glorious, color-free art.



Actually, simply calling what appears throughout this particular pamphlet "art" is kind of selling it short, if you ask me. Just look at the sample pages above and below.

The imagery on offer here is a lot more fun and interesting than the boring, approved-by-committee concoctions that fill most other game manuals--especially modern ones.





Of course, there's more to this mini Hana Taaka Daka!? how-to guide than fabulous, manga-inspired visuals. There's also a bunch of information about the game's story, characters, modes, items and enemies.



Thankfully, cartoonish illustrations accompany all of those explanations.



That's great for comic lovers, of course, but it's also great for folks who don't know a lick of Japanese. How so? The drawings in question do a surprisingly good job of cluing in all readers--even ones who only understand English, for example--as to how Hana Taaka Daka!? operates.



As suggested earlier, this far from the only Taito-designed manual to showcase such art. Want to see a few others? Check out my "Manual Stimulation" posts devoted to the PC Engine ports of Don Doko Don, Mizubaku Daibouken and The New Zealand Story.

Also, you can peruse all of the "Manual Stimulation" posts I've published over the years--and, believe me, I've published a ton of them--by clicking here. And if that thrills you? Why not scroll through all of my "Nice Package!" write-ups which, as you probably can guess from that series' title, feature information about and photos of a particular game's packaging (including its outer box or case, its cartridge or disc and its instruction manual).

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.

Friday, February 12, 2016

Manual Stimulation (KiKi KaiKai, PC Engine)

That little peek into KiKi KaiKai's manual a couple of days ago--in my most recent "Nice Package!" post--wasn't enough, was it?

Don't be shy. I also didn't think it was enough. I couldn't just fill that write-up with photos of this PC Engine game's instruction booklet, though, could I? Thankfully, I have another series that's pretty darn suitable for such things.

Speaking of which, let's take a more thorough look at this Taito title's manual, shall we?



KiKi KaiKai's cover illustration sure is snazzy, isn't it? I especially like that there's more perspective and movement to it than a lot of its counterparts from the same era.



The art style used inside KiKi KaiKai's instruction manual is quite a bit simpler than the one used on its cover, but I don't see that as a negative. In fact, I'm a big fan of the illustrations that fill its handful of pages.



That's a very good thing, as without those wonderful drawings, KiKi KaiKai's manual would be nothing but a bunch of text, some squiggles and a couple of black-and-white screenshots.

Not that such a product would be the worst thing in the world, mind you. But who wouldn't prefer to look at pretty illustrations while learning how to play their brand-new (back in 1990), ball-busting PC Engine game?



My only complaint with this particular pamphlet: the same accomplished (and adorable) depiction of Sayo-chan--this is the name of KiKi KaiKai's protagonist--that appears on its initial pages also pops up a few more times as you flip through it.

Oh, well, you can't have everything, right? Anyway, speaking of Sayo-chan, she's a young Shinto shrine maiden living in Feudal Japan, in case you didn't pick up on that in the manual's opening salvo.



KiKi KaiKai's story can be summed up as: a handful of "Lucky Gods" (whatever that means) surprise Sayo-chan one day and warn her of impending danger. Shortly thereafter, they're ambushed by a group of thuggish goblins who whisk the deities away to a far-off mountain range.



Being the rather bold gal that she is, Sayo-chan chases after them--with this colorful HuCard's contents cataloging her ensuing adventure.

Some of the baddies she--and you, as the person who controls her in-game--encounters along the way can be spotted in the illustrations showcased above and below.



And here (below) are the bosses who do their best to impede Sayo-chan's progress. Not that I have any experience battling a good number of them. As I've surely said before, KiKi KaiKai regularly kicks my butt, so I've rarely made it past this overhead smhup's third or fourth stage.



How about you? Have you ever played either the arcade original version of KiKi KaiKai, this PC Engine port, or even some other iteration of this vaunted--if not exactly long-running--series over the years?

Even if you haven't, what do you think about the manual made for its PC Engine release? Please share your thoughts and opinions in the comments section that follows.

See also: previous 'Manual Stimulation' posts