Showing posts with label classics. Show all posts
Showing posts with label classics. Show all posts

Saturday, April 01, 2017

My 10 Most Influential Games: Bubble Bobble (Arcade)

Although I have a pretty good memory, I'm rarely able to recall my first experiences with specific video games.

Thankfully, that's not true of my introduction to Bubble Bobble.

As I'm sure I've mentioned here before, my hometown has a rather nice bowling alley that my friends and I visited regularly while we were growing up. Tucked into its back corner were a slough of arcade cabinets and pinball machines, and we spent as much time playing them as we did bowling.

Among the games that gobbled up our hard-earned allowance money: Gauntlet, Karate Champ, Paperboy, Pole Position, Ring King, Xenophobe--and of course Bubble Bobble.


To be completely honest, I'm not entirely sure what drew my attention to Bubble Bobble's cabinet for the first time. I have a feeling it was the game's glorious, ear-wormy jingle, but it very well may have been its adorable, rainbow-coated visuals.

Something I remember clearly about my initial experiences with this classic quarter-muncher: I absolutely sucked at it. Although I blame some of my ineptitude on not fully understanding Bubble Bobble's rules right off the bat, but mostly I blame it on my life-long discomfort with using a joystick. (Ironic, right? Seriously, though, I've always preferred using a d-pad.)

Still, I kept coming back to it, and over time I got better and better at this Fukio Mitsuji-made (for Taito) title.

So, how did it influence my current taste in video games? It did so in a couple of ways, actually.

One is that it hurled me down the path toward loving games that feature collectible food items. Ms. Pac-Man showed me to its entrance (thanks to the level that offers up a pretzel rather than a piece of fruit, strangely enough), but Bubble Bobble and its bowls of sherbet, corndogs, sushi and martinis pushed me well inside.


Ever since, I've drooled over almost any game that includes such nabables. A few examples: Coryoon, Monster Lair, The New Zealand Story and Parasol Stars. (For more, read my old post, "the 10 fruitiest games (of which I'm aware).")

Bubble Bobble shaped my current taste in video games in another way as well--by opening my eyes to the wonderful world of single-screen platformers. (Here are some of my favorites, in case you're curious.)

Was Bubble Bobble the first single-screen platformer to see the light of day? Not by a long shot. A game called The Fairyland Story--also published by Taito, interestingly enough--beat Bub and Bob to the arcades by at least a year, and I wouldn't be surprised if a handful of other titles could claim the same.

Regardless, Bubble Bobble introduced me to the genre that's now one of my favorites. And not only that, but in the ensuing decades, it's served as a point of comparison for every other single-screen platformer that's come my way.

Naturally, none of those wannabes have quite stacked up to this 1986 release. I think that's because the game they so desperately try to ape is supremely focused and straightforward.


A case in point: unlike most of the games that have tried to snatch its genre-king crown over the years, Bubble Bobble keeps its control scheme simple. You can jump, you can blow bubbles, you can hop on bubbles--and that's basically it. (OK, so some levels let you pop bubbles that send lightning bolts at enemies or cover platforms with swaths of fire, but they're in the minority. The bulk of the game's levels force you to focus on the trio of aforementioned actions.)

Also, Bubble Bobble's stages never take up more than a single screen (hence the name of the gaming genre that contains it). And then, of course, there are its timeless graphics and its grin-inducing background tune.

At the end of the day, though, the aspect that keeps me coming back to Bubble Bobble, and that causes me to label it "influential," is its unfailingly enjoyable gameplay. Even when one of its stages is kicking my butt (an all too regular occurrence, I'm afraid), it never stops being fun.

I can't say that about too many games, can you?

See also: previous '10 Most Influential Games' posts about The 7th Guest and Balloon Kid.

Wednesday, February 24, 2016

The Great Gaymathon Review #73: City Connection (Famicom)


Game: City Connection
Genre: Platformer
Developer: Axes Art Amuse
Publisher: Jaleco Entertainment
System: Famicom
Release date: 1985

The 1980s were great for folks who enjoyed playing video games with completely off-the-wall settings and premises.

There was a game that starred two brothers who, upon being turned into bubble-blowing dragons, set off to rescue their kidnapped girlfriends from a skeletal whale. Another noteworthy offering was a text adventure featuring nothing but anthropomorphic fruits and vegetables--with the protagonist being a cucumber knight.

Hell, the cartridge that helped make video games a household name around the world--its main character being a mustachioed plumber who spends his free time eating spotted mushrooms and tossing fireballs at meandering chestnut-shaped baddies with Brooke Shields-esque eyebrows--made its debut during this decade.

In that context, a pithy platformer that puts players into the driver's seat of an unstoppable hot rod and tasks them with painting the streets of various tourist destinations (London, New York City and Paris among them) seems positively pedestrian.

That's not to say Jaleco's City Connection, which began life as a quarter-muncher before being ported to the MSX and Famicom, is a bore. In fact, I'd say it's the polar opposite of that.

Admittedly, it isn't the deepest of gaming experiences. All you have to do while playing it is press left or right on your controller's d-pad to change the direction of your car--like I said earlier, it moves on its own--and hit the A button to make your auto jump. (Oh, and you can collect oil cans while racing about and then shoot them at obstacles by tapping your controller's B button.)

OK, so there's a bit more to City Connection than that. While you're busy aiming your car and timing its jumps, you also have to keep an eye on the road before you. This is because sharing the pavement with you are police cars, spikes and cats. Run into any of them and you lose one of the small handful of lives given to you at the game's onset.

If all of that sounds kind of ridiculous, well, it is. It's also surprisingly enjoyable--and even rather addictive. Basically, City Connection is one of those old games that's easy to stick into your Famicom, play for a few minutes, bop your head to the brilliant backing tunes and then return to the rest of your day.

Which I guess may sound disappointing to folks searching for another title to add to their "games are art" discussions. Plenty of titles, old and new, fit that description, though, so my suggestion is to forget about that for the time being and accept City Connection for the simplistic fun it ably provides.


See also: previous 'Great Gaymathon' reviews plus 'Manual Stimulation (City Connection)' and 'Nice Package! (City Connection)'

Thursday, January 08, 2015

Boy, does this piece of Pac-Land art (produced by madamluna) bring back memories...

Of all the games I've attached memories to over the years, Pac-Land has to be among the oddest. After all, it's not like this quarter-muncher from 1984 is one of Namco's most-loved releases. Hell, it's not even one of the company's most-loved Pac-Man spin-offs.

I guess Pac-Land just came into my life at the right place and time. The former is especially relevant to this story, I think, considering the setting of my earliest memory of the game is a shopping-mall arcade that was located a few hours away from where I grew up.

I'm sad to say I can't remember exactly how old I was when I first encountered the Pac-Land cabinet in the aforementioned arcade, but I'm pretty sure I was in my early teens. Regardless, I distinctly remember my incredulous reaction to it. After all, this was a Pac-Man game that looked and played like the original Super Mario Bros.

And don't forget: this was back when the Internet was but a gleam in Al Gore's eye. If you didn't read gaming mags at that time, you often didn't know which quarter-munchers were being released or when until you walked into your local arcade, bar, bowling alley and the like.



Anyway, I was blown away the first time I laid eyes on Pac-Land. Admittedly, its odd control scheme--one button moves Pac-Man to the right, one moves him to the left and one makes him jump--leaves something to be desired, as does the repetitive simplicity of its overall gameplay, but this platformer's vividly colorful, "Saturday morning cartoon" visuals do quite a bit to make up for those flaws--or at least that's the effect they've always had on me.

All of the above should help explain why the piece of art that serves as the focus of this post resonated with me as much as it did when I first came across it late last week. Actually, I'm pretty sure it would have resonated with me even if I weren't an unabashed Pac-Land fan thanks to the unmistakable look of innocence and wonder that's splashed across Pac-Man's face.

Artist Pauli Kohberger, aka madamluna, is responsible for this winsome illustration, by the way. If you'd like to see more examples of her work--and, really, why wouldn't you?--head over to madamluna.deviantart.com at your earliest convenience.

Monday, December 16, 2013

Five arcade classics I wish had been ported to certain handhelds

You may be wondering what prompted me to write this post. Strangely enough, it came to mind while I was playing the Game Gear port of Namco's quarter-munching classic, Mappy, last week.

While admiring the quality of the adaptation, I couldn't help but wonder why Namco ended its Game Gear ports with Galaga, Mappy and Pac-Man. What about Warp & Warp (aka Warpman), The Tower of Druaga or Dig Dug?

That line of thinking then led to me to ponder why some other arcade classics--like the five detailed below--were never ported to the following handheld systems despite the fact that they would've been perfect fits (or at least interesting fits) for each other.


Baby Pac-Man (DS or 3DS)--I've wanted to play this half-Pac-Man-game-half-pinball-machine oddity at home ever since I encountered it in a local arcade as a teen. I can see why it never earned a console conversion, of course, but a DS or 3DS version could've been (or could still be) magical. The question is: who would develop and publish it, Bally Midway or Namco? (My guess: neither!)


Detana!! TwinBee (WonderSwan Color)--For some strange reason, the folks at Namco only made one game, Beatmania, for the WonderSwan, and even then it was for the original black-and-white version of Bandai's niche-y handheld rather than its colorized follow-up. Why they never ported this pastel-coated cute 'em up to the WonderSwan Color is beyond me, as I have to imagine a lot of gamers would've enjoyed playing it with their portable of choice held vertically.


Dig Dug (Game Gear)--I'm sure the powers that be at Namco had their reasons for not green-lighting this handheld port, but for the life of me I can't fathom what they may have been. After all, the company's portable re-imaginings of Galaga, Mappy and Pac-Man are about as spot-on as could've been expected. (By the way, I also wish Namco had made and released a Game Gear version of Marvel Land--even though its graphics would've had to have been downsized and simplified quite a bit.)


Don Doko Don (GameBoy Color)--Don Doko Don has long had a place in my pixelated heart for all sorts of reasons, which is why it saddens me that Taito never released a handheld version. Although the GameBoy Advance could've received an arcade-perfect port, I think I'd actually have preferred to see one that was more of an homage to the original (a la Bubble Bobble for Game Gear), hence my call for it to be made for the GameBoy Color instead.


Mr. Do! (Neo Geo Pocket Color)--I don't know about you, but I think it would've been awesome it someone had brought this Dig Dug-esque game to SNK's brick-like handheld in some form or fashion--especially if they'd updated the graphics a bit like ADK did when they remade Make Trax for the system (after renaming it Crush Roller). Instead, NGPC owners were given a million pachinko simulators. Not fair!

Wednesday, August 07, 2013

Happy ever-so-slightly belated (20th) anniversary, Secret of Mana!

On Aug. 3, 1993, one of my favorite games of all time hit store shelves across Japan. The game in question, of course, was Seiken Densetsu 2 (aka Secret of Mana).

Those of you who weren't glued to an SNES growing up may not know much about this awesome 16-bit title, so here's my horribly brief description of it: take three parts Final Fantasy (music, graphics, general RPG aspects), two parts The Legend of Zelda: A Link to the Past (real-time battles, top-down perspective) and another two parts "WTF in a good way" (the ability to play as three characters at once, plus the game's "Ring Command" menu system) and you have a loose approximation of the gem that was and is Secret of Mana.



I put many an hour into this expansive adventure as a teen--after spending nearly as much time drooling over early screenshots of it (back when it was still known as Final Fantasy Adventure 2 in the west) in DieHard GameFan, Electronic Gaming Monthly and other gaming rags of that era.

Sadly--and oddly, given what I just said--I haven't gone back to it for some time. Maybe I should consider doing just that after my Animal Crossing: New Leaf obsession fades a bit?

Do any of you have fond memories of this colorfully charming (as well as challenging) title? If so, I'd love to hear about them in the comments section below.

Monday, June 24, 2013

We both (still) love Mega Man

Although Mega Man joined the "game series I haven't cared about in years" party currently being hosted by Final Fantasy and Sonic the Hedgehog, I still have a bit of a soft spot for this classic Capcom franchise.

As such, I couldn't help but go a little gaga when I saw the following Mega Man-focused photo pop up on Flickr user Danny Yama's photostream over the weekend.


To see more evidence of Yama's mean Perler Bead skills, check out his Flickr photostream at your earliest convenience.

See also: more Perler Beads posts

Tuesday, March 26, 2013

Let me know if any of you own a CIB copy of Bubble Bobble for the Game Gear and are willing to part with it (for a price, of course), will you?

I wouldn't go so far as to say the Game Gear version of Bubble Bobble is one of my gaming Holy Grails, but I would say that it's a game I've been meaning to add to my collection for some time now.

Specifically, I've been meaning to pick up a complete-in-box copy of this portable platformer--and apparently they're not at all easy to come by. I mean, I've happened across a number of loose cartridges while perusing eBay over the last few years, but I've yet to encounter an auction that includes the game's cart, instruction manual and box.

Don't worry, I realize how silly it is for me to long for a complete-in-box copy of Bubble Bobble's Game Gear port--especially since I don't currently own the system that's required to play it. What can I say? It's one of my favorite Game Gear titles, plus it's a really unique re-imagining of one of my all-time favorite games.

So, if any of you own a complete-in-box copy of this iteration of Bubble Bobble and you're willing to part with it, please let me know in the comments section below.

Saturday, March 23, 2013

And then there was DuckTales: Remastered

Well, that's a game I don't think anyone saw coming--other than those who know folks who are working on it, of course.

Regardless, it's a game I will welcome with open arms when it's released sometime this summer.

The question is: which version of Capcom-and-WayForward-developed DuckTales: Remastered (a trailer of which can be seen below) will I buy?



My initial reaction to this morning's announcement was to wait until I own a Wii U to pick it up, but now I'm wondering if I should bite the bullet and purchase it on day one via XBLA instead. (Don't fret PS3 owners, it's also coming to PSN.)

Are any of you similarly excited about the prospect of playing a re-jiggered--with HD graphics, extra levels and more--update of Capcom's classic NES title, DuckTales?

Editor's note: as stoked as I am about this game's existence, a part of me wishes it were a sprite-based sequel à la Mega Man 9 and 10. Also, I really wish Capcom would bring it to the 3DS eShop as well.

Sunday, March 10, 2013

Donkey Kong: Pauline Edition

Looking for a feel-good story to wrap up the weekend? You can't get much better than this one: someone calling himself "Mike Mika" (sorry, I'm not sure if that's his real name or not) recently shared on YouTube a video titled "Donkey Kong: Pauline Edition," which features a hacked copy of Donkey Kong: Original Edition--the one that reinstated the previously MIA cement factory level into the NES version of Nintendo's classic quarter-muncher--that has Pauline save Mario rather than vice versa.

What prompted Mike to make "Donkey Kong: Pauline Edition"? Here's the explanation he shared in the video's YouTube description: "My three-year-old daughter and I play a lot of old games together. Her favorite is Donkey Kong. Two days ago, she asked me if she could play as the girl and save Mario. She's played as Peach in Super Mario Bros. 2 and assumed she could do the same in Donkey Kong. I told her we couldn't in that particular Mario game [and] she seemed really bummed out by that."



Flash forward to Mike being "up at midnight, hacking the ROM [and] replacing Mario with Pauline" in order to produce the title seen above.

Although Mike and his daughter are the only gamers playing "Donkey Kong: Pauline Edition" at the moment, last night he promised that he'd "figure out the best way to share a patch for anyone interested in playing the hack."

See also: 'So, you mean I can stop cursing Nintendo of America now?' and 'Donkey Kong: Original Edition ain't all that' and 'How badly do you want to play Donkey Kong: Original Edition?'

Friday, January 11, 2013

Manual Stimulation: Door Door (Famicom)

Considering this game's outer packaging is about as colorful as it gets for Nintendo's Famicom, you might think its instruction manual is similarly vibrant, right?

Well, guess again. I have a feeling that has less to do with the powers that be at Enix being cheapskates, though, than it does with Door Door being the company's debut release for the system that North Americans know as the Nintendo Entertainment System.

Still, this adorable platformer-puzzler's manual is worth a look due to its smattering of precious illustrations.



No such drawings can be found on the manual's first few pages, unfortunately, although the cover image thankfully doesn't disappoint.





A black-and-white screenshot pops up on the sixth page, but I'm guessing most of you won't find that too thrilling. (Don't worry, I'm also not impressed.)



Finally! Here are the drawings for which we've been waiting, Are they the most amazing things ever? Not really, although I do think they're pretty darn cute.

Wednesday, September 05, 2012

Handre De Jager's BurgerTime

When Data East's BurgerTime was ported to the NES in 1985, its box art looked like this:


South African illustrator, animator, 3D modeler and digital music composer Handre De Jager thinks it should have looked more like the image below, given "the [often] inaccurate nature of 80's and early 90's video game cover art."

Although I can't say I agree entirely--mainly because I'm pretty fond of the box art we ended up with--I also can't say I dislike De Jager's illustration.


That said, it is a bit frightening, isn't it? Honestly, I'm not sure which aspect scares me more: The hot dog, the pickle or the egg.

(Thanks to Twitter user Alchemlx for turning me on to this creation.)