Showing posts with label acquisitions. Show all posts
Showing posts with label acquisitions. Show all posts

Tuesday, February 06, 2018

Nice Package! (Nangoku Shounen Papuwa-kun, GameBoy)

No one's ever going to accuse Dragon Quest publisher, Enix, of jumping on the GameBoy bandwagon.

After all, it took the company over three years to release its first GameBoy title--and even then it was a game, Dungeon Land, someone else developed.


It took another year-plus for the game highlighted in this post to see the light of day. Admittedly, Enix didn't make it either. (Bizarre factoid: Enix only ever published the two titles named here for the original GameBoy.)

So, who is responsible for the development of this appealingly unique puzzler? That would be Daft.

Don't feel bad if this is the first you're hearing of Daft. I was completely in the dark about the company before I started researching this write-up. (I always assumed Enix both developed and published this version of Nangoku Shounen Papuwa-kun.)



If you're any kind of "retro gamer," though, you've probably at least heard of one of Daft's other products, though--that being the quirky Super Famicom platformer, Hameln no Violin Hiki (aka Violinist of Hameln).

As for Nangoku Shounen Papuwa-kun, it's based on Ami Shibata's 1991 manga series of the same name. To be frank, I know nothing about said series and, as such, have no idea as to why the powers that be at Daft or Enix decided to translate the IP into a puzzle game for Nintendo's first portable game system.


What I do know: Nangoku Shounen Papuwa-kun is a fun little brain-teaser.

This is no Tetris or Puyo Puyo clone, however. In fact, I can't think of another puzzle game that plays anything like Nangoku Shounen Papuwa-kun.

Explaining how it works through words isn't an easy task, so check out this gameplay footage--or this footage--if you're curious to know more.


The good news: it only takes a few minutes of puttering around to figure out what you're supposed to do. After that, it's smooth sailing.

Another piece of good news: even people who don't know a lick of Japanese should find Nangoku Shounen Papuwa-kun both accessible and enjoyable.

With all of that out of the way, what do you think about the game's outer box, cartridge, and instruction manual, all of which are showcased throughout this post?


I especially like its colorful cover art. In fact, that's what initially drew me to the game--well, that and the Enix logo printed along its lower edge.

Have any of you played Nangoku Shounen Papuwa-kun? If so, what do you think of it? Even if you haven't played it, though, what do you think of the game's packaging?

See also: previous 'Nice Package!' posts about Bubble Ghost, Burning Paper, Noobow, Peetan, Penguin-kun Wars Vs., and Shippo de Bun

Wednesday, December 06, 2017

Shippo de Bun's stunning packaging puts a new spin on the old phrase 'nice piece of tail'

I know this post should be included in my long-running "Year of the GameBoy" series, but I've got to cut the cord on it at some point (I launched it back in early 2014), so I figured now was as good a time as any.

Plus, any write-up about this Japanese title deserves a unique headline, if you ask me. Shippo de Bun is one of the best GameBoy releases around, after all.


Not that I knew this myself until a few years ago, mind you. Back in the summer of 1991, when this game first hit store shelves in North America and Europe--as Tail 'Gator--it completely avoided my radar. It wasn't until I came across its brilliant Japanese box art, showcased in the photo above, that it made any kind of impression on me.

Shortly after I figured out its name, I plopped it into the search bars on auction sites like eBay and Yahoo! Auctions Japan--and nearly fainted.

Anyone who collects GameBoy carts won't be surprised by that news, I'm sure. Why? Because copies of both Tail 'Gator and Shippo de Bun--complete-in-box ones, in particular--often cost a pretty penny these days.


Still, I was determined to own a Japanese copy of the game, so I kept my eye out for a reasonably priced one--and snapped one up earlier this year.

Am I glad I did, now that I've had a few months to ponder my wallet-withering decision? You bet. Like I said in my first attempt at this post's header, I think Shippo de Bun's packaging alone is worth the price of admission.

Couple that with the fact that Shippo de Bun--or Tail 'Gator, whichever you prefer--is an absolute blast to play, and I'd say the game is a must-own for anyone who owns and still plays a GameBoy (or GameBoy Color or GameBoy Advance) and has the needed funds.



If that doesn't quite describe you, I'd still recommending finding a way to experience some version of this game. It plays similarly to old-school single-screen platformers like Don Doko Don and Parasol Stars, but with a number of twists.

For starters, stages in Shippo de Bun take up more than a single screen. They only scroll sideways, though, not up and down, and most seem to cover about three screens.

Also, you don't capture or trap enemies in this Natsume-made game and then use them as weapons against their surviving co-conspirators, as is the case in most examples of the genre. Here, you whack baddies with your tail until they croak. You use the same appendage to crack open safes, which litter each level and provide vital power-ups.


Finally, your goal while playing Shippo de Bun isn't to clear each screen of enemies, but to find--in a safe, unsurprisingly--the key that opens a door that sits on opposite your entrance point.

It's all a lot more enjoyable than it probably sounds. Bolstering Shippo de Bun's appeal: it looks great and sounds even better. Seriously, the soundtrack that accompanies the alligator protagonist's trials and travails is among the best ever produced for a GameBoy cartridge. It's bouncy and jazzy and even a bit rock-y.

My only complaint about Shippo de Bun's packaging: its designers reused the same art for its outer box, manual cover, and cart label.


Oh, well, at least a few original illustrations can be found on the inside pages of its instruction booklet. Don't worry, you'll be able to give them a good, long look in a future installment of my "Manual Stimulation" series.

In the meantime, what do those of you who've played either Tail 'Gator or Shippo de Bun think of the game? And what do you think of the Japanese version's packaging?

See also: previous blog posts about the packaging produced for Burning Paper, Noobow, Peetan, Snow Bros. Jr., and Tumblepop

Wednesday, October 18, 2017

Nice Package! (Daichi-kun Crisis: Do Natural, PC Engine)

I have a bit of a roller-coaster relationship with this HuCard, a bizarre PC Engine strategy game that was made and published by a company called Salio in late 1989.



After seeing its cover imagery for the first time a number of years ago, I quickly added it to my "buy this game as soon as possible" list.

Why? I guess I'm just a sucker for game box art that features anthropomorphic cows and exploding volcanos. Also, the "Do Natural" portion of this game's title intrigued me.



Daichi-kun Crisis' spot on my aforementioned wish list came into question after I encountered a few screenshots, however. Video footage of the game in action made me feel even less certain I'd enjoy playing it.

As for what caused me to change my mind once again--to the point that I picked up the copy showcased in this post--that would be this extensive YouTube tutorial of the game.


If you don't have the interest or time to watch it, the gist is that it shows Daichi-kun Crisis: Do Natural to be an oddly compelling mix of arcade-y action, life simulation and tower defense.

Oh, and you control a cow--the eponymous Daichi-kun--during all of the above.


Those other cows shown on the front and back covers of the game's manual? They're Daichi-kun's family members and they help clean up volcanic ash (one of your tasks while playing this HuCard) as well as defeat the monsters that rise out of it.

Two other creatures aid in Daichi-kun's battle to secure "Moo Cow Island," too--a crow named Alice and a bear named Goro.


I don't know all of this because I've played the game, mind you. Some of the details were gleaned from the YouTube video I linked to earlier, while I learned others thanks to this intriguing Daichi-kun Crisis FAQ.

I hope to experience the game for myself soon enough. In the meantime, though, I thought some of you might enjoy checking out its colorful packaging.



You also might enjoy checking out the Daichi-kun Crisis: Do Natural instruction manual, the entirety of which can be seen in this "Manual Stimulation" post.

See also: previous 'Nice Package!' posts about Bikkuriman World, Dungeon Explorer, Parodius Da! and Son Son II

Sunday, September 24, 2017

And they said it would never happen: I (finally) got a Switch!

Those of you who follow me on Twitter or Instagram likely already know this news, but for the rest of you: I finally got a Nintendo Switch!

Shocking, I know. Especially since I never bought a Wii U despite regularly saying I would do just that. Also, back when Nintendo revealed the Switch, I declared I likely wouldn't purchase one until its price dropped to at least $250. I've also suggested on more than one occasion that I'd prefer to wait for the inevitable hardware revision to be released before I pick up a Switch.

Well, all of that went out the window after a Super Mario Odyssey Switch bundle was announced during the most recent batch of Nintendo Directs. (Read this post for some of my thoughts on those broadcasts.)

That's not to say this bundle caused me to go weak in the knees or anything like that. I'm probably as interested in Super Mario Odyssey as the next Nintendo fan, but I'm not so interested in it that I'm champing at the bit to own a pair of "Mario red" Joy-Con controllers or a Super Mario Odyssey-themed carrying case.



However, when I realized this bundle was going be pretty widely available--you can still pre-order it via gamestop.com--I couldn't help perk up a bit.

So, I pre-ordered it. Within days, maybe even hours, though, I discovered Walmart had almost surreptitiously started selling a Splatoon 2 bundle.

This same bundle--featuring a copy of Splatoon 2 as well as a set of neon green and pink Joy-Cons and a Splatoon-branded carrying case--has been available in Japan for some time now, but Nintendo of America's never even breathed a word about it since the game's late-July release, so I assumed it wouldn't be an option for me. (To be honest, I'm not entirely sold on Splatoon 2. I am, however, sold on the pink and green Joy-Cons.)

Anyway, everything changed once I knew about the availability of this Splatoon 2 bundle. I kept an eye on it for a few days and after it became clear it wasn't going to sell out immediately, I canceled my pre-order for the Super Mario Odyssey bundle and pre-ordered this one instead.



It arrived yesterday, but I've yet to even open the box, let alone turn on the Switch and give it a go. Don't worry, I plan on doing that soon, though perhaps not for a few more days. I want to wait for the screen protector I just bought to arrive (and be applied) before I put this lovely piece of hardware through its paces.

Once that's out of the way--watch out! The first thing I'll do is make my way to the Switch eShop and download the Octopath Traveler demo. (See the latest Octopath Traveler trailer and read some of my thoughts on it here.)

After that, I've got to decide what I'm going to do with the Splatoon 2 download code that's packed inside the pretty box seen throughout this post. I want to play the game at some point, don't get me wrong, but at the moment I think I'd rather use whatever money I could get for it on something else (like a physical copy of Super Mario Galaxy).

Do any of you have a Switch? If so, what do you think of it? Also, do you have any advice or recommendations to share with a newbie like myself? If you do, please share them in the comments section below.

Tuesday, September 19, 2017

Nice Package! (Dōbutsu no Mori+, GameCube)

My last blog post celebrated the 15th anniversary of the first Animal Crossing game's North American release.

Of course, as any Animal Crossing fan worth their salt will tell you, although that 2002 release was the first of the series' many entries to see the light of day in the Western world, it was the second to hit store shelves in Japan.

This game's predecessor in that region was 2001's Dōbutsu no Mori (Animal Forest, basically) for the Nintendo 64. The game showcased here, Dōbutsu no Mori+, followed just eight months later.


Surprisingly, Dōbutsu no Mori+ is more than just a simple, straightforward port of the Nintendo 64 original. For starters, it bumps up the earlier title's resolution from 320-by-240 pixels to 640-by-480 pixels. It also introduces a number of new characters--including the Able Sisters, Kapp'n and Tortimer--as well as adds new locations (like the island and the museum), Famicom games, fish and bugs. And it lets players to expand their homes beyond the limits of what was allowed in the Nintendo 64 cartridge.


Further changes and enhancements were made to the game when it was localized for Western markets, and even more were made for the 2003 Japanese release known as Dōbutsu no Mori e+. (Look for a "Nice Package!" post about that GameCube import shortly.)


Anyway, as nice as the North American Animal Crossing's packaging was and is, I far prefer the Japanese counterparts--outer sleeve, disc, memory card and instruction manual--shown here to it.



I'm especially fond of the Dōbutsu no Mori+ instruction manual, I've got to say--especially its cover. The interior pages are pretty nice, too, although I wouldn't have minded if Nintendo's artists and designers had made them a tad more whimsical.


I also really like the art that's splashed across the adorably tiny Dōbutsu no Mori+ disc. The haniwa (gyroid elsewhere) that graces the label of the packed-in memory card is a nice touch, too.


Another nice touch of the Dōbutsu no Mori+ packaging: the image of Booker that sits along the bottom edge of the game's outer sleeve.


For those of you who've never seen a Japanese GameCube game in person, this cardboard sleeve slips over a small plastic case that houses the game in question's disc and manual. Also, the case is clear, so if you situate the manual properly, it almost gives the game an alternate cover.

With all of that out of the way, which part of this Japanese game's packaging appeals the most to you?

See also: photos of the Dōbutsu no Mori Nintendo 64 packaging

Saturday, August 12, 2017

Photographic proof I may be more obsessed with the PC Engine than I am with the Wii at this point

And that's saying something, as I'm really into the Wii right now thanks to all the fun I'm having with Opoona and Tabemon. (Here are some Opoona impressions, for the curious.)

So what do I mean when I say I'm obsessed with NEC's little white wonder, aka the PC Engine? Well, I mean that beyond playing the many PC Engine games I've owned for years now, I've been buying new ones over the last month or two.

In fact, I've bought at least 12 PC Engine games in that time. All are HuCards. Most are RPGs.

Their titles aren't completely visible in the snapshots included to the right, so I'll spell them out for you (in order, from top to bottom) while also sharing little descriptions for those who aren't so versed in PC Engine HuCards.

War of the Dead--A post-apocalyptic RPG from 1989 that features battles focused on side-scrolling action rather than selecting options from drop-down menus. Oh, and War of the Dead's badass protagonist--a woman, amazingly--uses guns, grenade launchers and the like rather than swords and magic to mow down the ghoulies that get in her way. Given all of that, is it any wonder I've wanted to play this since I first pinged my radar?

Necros no Yōsai--I told you early I was really into HuCard RPGs right now. Well, here's another. This one was released in 1990 and offers players slightly more traditional battles than War of the Dead. I say slightly because they're (said to be) far more cinematic than what's typical for the genre and for the time. Not that I've played it yet, mind you. The Brothers Duomazov have, though, and I always trust their judgment.

Susano Oh Densetsu--Surprise! Another chip-based role-playing game. This one is based on the Japanese manga, Susano Oh, created by Go Nagai. Again, word on the street is Susano Oh Densetu isn't your typical RPG. Enemies are visible on the overworld screen and the fights they pick with you via your avatar seem to be pretty strategic. Toss into the mix the ability to use everything from axes to rocket launchers against your opponents, and you've got a game I'm very much itching to play.

Double Dungeons--I can't say I've been itching to play this HuCard dungeon crawler, but I have long thought it looked interesting, so I went ahead and purchased a copy when I came across a cheap one while perusing eBay recently. The differentiator here is two people can tackle a dungeon at the same time. I'll likely never have the opportunity to experience Double Dungeons that way, of course, but hopefully I'll enjoy my eventual playthrough all the same.

R-Type I and II--The R-Type II shown and discussed here isn't the arcade sequel (to the original R-Type, naturally) Irem released in 1989. Bizarrely, the company split the first R-Type into two parts while porting it to the PC Engine. Yes, that meant the game was released on two HuCards. Ridiculous, right? Still, I have fond memories of playing the North American version (on my beloved TurboGrafx-16) back in the day, so I picked up both Japanese chips during one of my impromptu eBay shopping sprees.

Gomola Speed--I've had my eyes on this strange, Snake-inspired PC Engine title for ages now, but it wasn't until I had a Twitter chat about it with Snow Kitten that I finally bit the bullet and bought a copy. It sports some great cover art, plus its gameplay looks like good, breezy fun, so I'll definitely give it a go sooner rather than later.

Daichi-kun Crisis: Do Natural--Here's a HuCard with which I've had an on-again, off-again relationship since I first became aware of it. My interest in it should be easy enough to understand once you glimpse its cover art, which shows an erupting volcano surrounded by a bunch of adorable cows. As for why it took me so long to add Daichi-kun Crisis to my ever-growing collection of PC Engine games: its gameplay looks, well, bonkers--and not necessarily in a good way. That's rarely stopped me from trying something, so here's hoping it pays off this time around.

Nazo no Masquerade--This is the kind of game I would've avoided like the plague before I started learning Japanese. (Read about my progress in this recent post.) Now, though, I use such titles as inspiration to keep me going. Not that I see myself successfully completing an adventure game like this one anytime soon. Still, I may boot up Nazo no Masquerade in the coming weeks just to see what I'm able to suss out, as I'm attracted to its "1920s mansion" setting.

Momotarō Katsugeki--No need to know Japanese for this game, which is a side-scrolling platformer starring that country's popular "Peach Boy." (Momotarō often is translated to Peach Boy.) Momotarō Katsugeki looks quite PC Genjin-esque to me, and seeing as though I've loved every PC Genjin (or Bonk) title I've played, I have a feeling I'll love this Hudson Soft-published effort, too--once I finally pop it into my trusty PC Engine Core Grafx II.

Momotarō Densetsu Turbo and Momotarō Densetsu Gaiden--These games also were made and published by Hudson Soft, and they also star the above-mentioned Peach Boy. They differ from Katsugeki in terms of gameplay, though. Both are Dragon Quest-esque RPGs full of turn-based battles and travels across exotic landscapes. The latter's supposed to be miles better than the former, so most would say I should start with Gaiden, but I'll probably do the opposite.

Have you played any of these PC Engine games? If so, let me (and others) know what you think of them in the comments section below.

Tuesday, August 08, 2017

Surprise! The Year of the GameBoy Continues: Penguin-kun Wars Vs.

In light of the recent news (see japanesenintendo.com for more info) that publisher City Connection is prepping a "modern remake" of Penguin-kun Wars--to be called Penguin-kun Gira Gira WARS--for the Nintendo Switch, I decided now was as good a time as any to publish a post about the original portable version of ASCII Entertainment's one-on-one battler.

If this is the first you've ever heard of Penguin-kun Wars, it's an arcade-style game that stars a handful of animals (specifically, a bat, a cow, a rabbit, a rat and, of course, a penguin) who, for some reason or another, come together to toss balls across a table at each other.


You, the player, choose and then control one of the above-mentioned creatures in a timed battle against another animal, with the goal being to get all 10 balls onto your opponent's side of the table before the clock runs out. Should you fail to accomplish that task, the next best thing is to ensure there are fewer balls on your side of the table than there are on your opponent's when the buzzer rings.

Not all animals are treated equally in any version of Penguin-kun Wars, by they way. For example, the rat moves quickly side to side but throws balls slowly. The cow, on the other hand, lacks foot speed but is fast to recover when hit by a ball. (Sorry, I forgot to mention earlier that characters are knocked unconscious when pelted by said projectiles.)


It's hardly the deepest of experiences, mind you, but it's good, clean fun while also being pretty darn cute, so it's an easy title to recommend even with its shallow gameplay.

Penguin-kun Wars began life--in 1985--as an arcade game, by the way. That same year, ASCII published home ports for both the MSX and the Famicom. The portable port discussed and highlighted here, which added multiplayer tournaments via the Game Boy Video Link to the mix, didn't see the light of day until early 1990.

Unlike the Famicom and MSX iterations Penguin-kun WarsPenguin-kun Wars Vs. wasn't a Japan-only product. In fact, Nexoft brought it to North America as Penguin Wars, while Nintendo handled its release, as King of the Zoo, throughout Europe.


Considering every other version of Penguin-kun Wars is crammed with color, a GameBoy conversion could've been a major disappointment. Like Bubble Bobble Junior, Tumblepop and Snow Bros. Jr., though, Penguin-kun Wars Vs. is surprisingly easy on the eyes despite being a black-and-green affair. Actually, I'd go so far as to say the sprites showcased in the latter game look better than either of its homebound counterparts.

Unfortunately, Penguin-kun Wars for Famicom bests this on-the-go effort in the area of gameplay due to the portable title's somewhat stutter-y frame rate. Don't let that scare you away from it, though; it's still perfectly playable--it's just not perfect.


Granted, I'd probably recommend this game for its packaging alone. I'm especially fond of its cover art, though the interior of its instruction booklet has its moments, too. Speaking of which, you can virtually flip through the entirety of the Penguin-kun Wars Vs. manual in this "Manual Stimulation" post of mine.

In the meantime, have any of you played Penguin-kun Wars in some form or fashion? If so, I'd love it if you're share your opinions of the experience(s) in the comments section of this post.

See also: previous 'Year of the GameBoy' posts

Wednesday, July 05, 2017

Nice Package! (Bikkuriman World, PC Engine)

Over the years, I've "come around" to loads of games I initially found underwhelming (or worse).

A few examples I've written about as part of my on-again, off-again "Second Chances" series: Bubble Bobble Junior for the GameBoy, Don Doko Don for FamicomMagical Taruruuto-kun for Game Gear and Valkyrie no Densetsu for PC Engine.



Why I've yet to publish a "Second Chances" entry on Hudson Soft's Bikkuriman World is beyond me. After all, while my first experiences with this PC Engine reimagining of Sega's Wonder Boy in Monster Land left me feeling unimpressed, my opinion of it improved substantially following subsequent playthroughs.

That's not to say my negative early impressions of Bikkuriman World weren't warranted. The game features tiny character sprites, a rather intrusive HUD (status bar, basically) and controls that are equal parts slippery and stiff.


Later jaunts through its adorable environments were far less annoying. The complaints I just leveled at the game remained true, of course, but some of them slowly, but surely, morphed into aspects I either accepted (its controls) or appreciated (its graphics).

A few things I didn't have to come around to regarding Bikkuriman World are its HuCard label and manual cover.


Both are showcased in the photos above. Even when I wasn't a fan of the game, I still liked the chibi character illustrations that are the focus of its cover and cart-label art. I've always long loved the bubbly Bikkuriman logo, too.

Sadly, the instruction manual packed inside copies of this side-scrolling platformer isn't quite as visually impressive as that booklet's cover imagery. To see what I mean, check out my "Manual Stimulation" post about Bikkuriman World.



Also, if you're a PC Engine fan in general, keep an eye out in the coming weeks and months for more "Nice Package!" posts devoted to games made for NEC's console.

In the meantime, enjoy the ones I've already published about Dungeon Explorer, Pac-Land, Parodius Da! and Son Son II.

Wednesday, May 03, 2017

Nice Package! (Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu, 3DS)

Although I've wanted a copy of Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu since it was first announced for release, I wasn't willing to pay full price for one.

So, I bided my time. That patience paid off last fall--three-and-a-half years after it first hit the streets of Japan--when I came across an unopened copy of this 3DS title being sold for just $20.



Was it worth the wait--and my 20 bucks? I'd say so, though I've only played Sakura-hime to Karyu no Himitsu for a couple of hours thus far.

Thankfully, that was enough for me to see that this latest Ninja Jajamaru-kun sequel (you can read about earlier ones via hardcoregaming101.net) is a real treat for the eyes, at the very least.

It's fun, too, don't get me wrong. Sakura-hime to Karyu no Himitsu's platforming action isn't going to win awards for its uniqueness, but it's crisp and solid and enjoyable enough. That's more than I was expecting from it, to be honest, so I'm happy with my investment.


All that said, I wouldn't have minded if Jaleco's designers had made the protagonist and enemy sprites larger. In their current state, they're a bit too small for my liking. Still, they're well drawn and nicely animated, so it's hard to complain too loudly.

With that out of the way, are you up for a little history lesson? The first tidbit I'd like to pass along is that Sakura-hime to Karyu no Himitsu actually began life (in 2006) as a DS game. And not only that, but it had a different subtitle at that point in time: Pen wa Ken Yori mo Tsuyoshi de Gozaru, which according to the folks at Hardcore Gaming 101 translates to something like The Pen is Greater than the Sword.


For whatever reason, Ninja Jajamaru-kun: Pen wa Ken Yori mo Tsuyoshi de Gozaru never saw the light of day. However, it's pretty clear that game lives on in Sakura-hime to Karyu no Himitsu, which hit Japanese store shelves (as well as that region's 3DS eShop) in 2013. Early screenshots of the DS title show off characters and environments that are nearly identical to comparable elements found in the 3DS release.

Also, you may have noticed that the cover art and cartridge label above sport "Hamster" logos. That's because although Jaleco developed Sakura-hime to Karyu no Himitsu and seemingly intended to publish it as well, those plans changed when the company was bought out by Game Yarou.

At some point along the way, Hamster Corporation stepped in and brought the game to market. I wish I could tell you when or why or how this intervention came about, but I can't.



As for Ninja Jajamaru-kun: Sakura-hime to Karyu no Himitsu's packaging, I, for one, think it's fairly nice. I especially like the colorful cover art. Curiously, copies don't come with a full-fledged instruction manual; instead, they come with a single sheet of paper that explains the game's controls and that's it.

Oh, well, I guess it's better than nothing--which is what you get when you buy a boxed 3DS game these days.

See also: previous 'Nice Package!' posts about KiKi KaiKai and Son Son II for the PC Engine

Wednesday, March 15, 2017

Nice Package! (Final Fantasy, Famicom)

Final Fantasy may not have been my first console RPG--that would be the original Dragon Warrior, er, Dragon Quest--but it certainly was the first console RPG to blow me away.



Don't get me wrong, I adored (and continue to adore) Dragon Warrior. It's chiefly responsible for developing my current appreciation of both turn-based battles and grinding.

While Enix's game started me down the path of becoming an RPG fan, though, Square's counterpoint took me the rest of the way.



Why? I preferred Final Fantasy's four-member parties, for starters. I also liked that it let you choose the "occupations" of those characters. The quartet being visible during fights was another plus for me.

This may sound strange given how people feel about such things today, but back then I was pretty smitten with Final Fantasy's NES box art, too.


I now know, of course, that the game's North American cover imagery, despite its coral-colored logo, has nothing on its Japanese counterpart.

Strangely, although I've been aware of this fact for ages now, I only recently used it as an excuse to buy a copy of the latter.


That's hard to believe while perusing the photos showcased here. Yoshitaka Amano's illustration is beyond gorgeous, of course, but that's not the extent of this release's positive attributes.

Also impressive (to my eyes, at least): its icy Japanese logo. I'm pretty fond of the English logo that fills most of this box's side flaps, too, I've got to say, though I'd never choose it over the original.



As for the Final Fantasy Famicom instruction manual, it's sweet as well. Not as sweet as it could be, I have to admit, but it contains enough pages like the one above to be worth the price of ownership.

One last comment and then I'll shut up: I like how the back of this title's box displays a couple of sample screenshots. It reminds me of Epic's Flying Hero, which is one of my favorite examples of Famicom game packaging.



And, really, anything that makes me think of that under-appreciated gem deserves all the praise that can be heaped upon it.

See also: previous 'Nice Package!' posts about the City Connection and Rainbow Islands ports

Saturday, February 25, 2017

Nice Package! (Tabemon, Wii)

Last week, the Cool Box Art Twitter account wisely highlighted the European cover of Namco's colorful, Pac-Man-esque Wii game, The Munchables.

I say wisely because, in my humble opinion, The Munchables' Euro (as well as North American) box art is top notch.

As much as I like that cover imagery, though, I like its Japanese counterpart--showcased in the photo that follows--even more.


If you can't quite make out all of the wonderful details of the Tabemon (that's what The Munchables was called in Japan) box art in the snapshot above, take a gander at the one below. Or check out this scan.


Seriously, Tabemon's cover illustration and logo are among my favorites produced for a Nintendo Wii game.

Sadly, I can't say I love its gameplay as much as its packaging. Tabemon (or The Munchables, if that's how you prefer to refer to this title) looks great, no question. Its Pac-Man-esque gameplay, though, is just a little too superficial for my liking.


Speaking of which, I can't help but wonder if Tabemon or The Munchables would've benefited from a bit more structure. Think about Pac-Man--or Ms. Pac-Man or even Pac-Man Championship Edition. To me, part of what makes all three of those games so great is that they place limits on what players can do and where they can go.

Anyway, don't take that to mean I think you should avoid Tabemon or The Munchables like the plague. While its gameplay isn't quite as enjoyable as I expected it to be, it's still fun enough to own.


Plus, as you hopefully can see here, its packaging--which includes its box and disc art as well as its instruction manual--is worth the price of admission.

I don't know if you can see it the photo that kicks off this post, but Tabemon's instruction manual is billed as being as recipe book. Cute, right?


The cute continues throughout, too. Seriously, the Tabemon manual is stuffed full of adorable, food-themed art. Sadly, I wasn't able to scan this booklet before I put the bulk of my games collection into storage and left Seattle, so I it won't star in one of my "Manual Stimulation" posts until the end of this year at the earliest.

In the meantime, have any of you played either The Munchables or Tabemon? If so, what did you think of the experience?

See also: previous 'Nice Package!' posts