Showing posts with label clones. Show all posts
Showing posts with label clones. Show all posts

Saturday, September 02, 2017

I don't know about you, but I'm really liking the looks of Battle Princess Madelyn

Don't worry, I'm fully aware I'm late to the Battle Princess Madelyn party.

That's what happens when you don't own any of the systems for which a seemingly interesting game is being made. Or maybe I should say that's what happens when you think you don't own any of the systems for which a seemingly interesting game is being made.

What do I mean by the above? Well, until a few minutes ago, I thought Battle Princess Madelyn, a modern Ghouls 'n Ghosts clone featuring a lady knight who sports pink armor, was being prepped for just PC, PS4, Switch, Wii U and Xbox One.



So, imagine my surprised when I discovered it'll be released for Vita as well.

Knowing that, I'm now eagerly looking forward to this coming February, which is when Battle Princess Madelyn is scheduled to be made available to the masses.

Granted, it's possible I'll actually have a Switch by that time, so maybe I'll opt for that version of the game instead, but I also could see myself deciding to support the Vita one more time.

Are any of you itching to dig your teeth into this tantalizingly old-school indie title? If so, which release or releases do you think you'll pick up in the end?

Tuesday, June 03, 2014

The Gay Gamer Giveaway™: Painter Momopie (GameBoy) Edition

So, I'm going to do something a little silly over the next few weeks--I'm going to publish a handful of posts (like this one) that will result in one of you fine folks walking away with a free Japanese GameBoy cartridge.

Sadly, none of these copies are "complete"--you're only going to get the cart, not the box, the manual or even the plastic case--and all of them are a bit beaten up, but on the other end of the spectrum, they work and they're free, so who really cares, right?


The only rule for this particular giveaway: leave some sort of comment below that indicates you'd like to throw your hat into the ring for the copy of Sigma's Painter Momopie, a cute Pac-Man clone that never saw the light of day outside of Japan, seen above and below. (And if you're commenting anonymously, please share some sort of username so I can properly and easily identify you if you're victorious.)

I'll ship to wherever the winner may reside and I honestly don't care what the winner dos (keep, sell, turn into a piece of nerdtastic jewelry) with the cartridge he or she receives--although of course I'd love it if some or all of them actually get played by recipients.


The winner of this particular Gay Gamer Giveaway™ will be determined first thing in the morning on Monday, June 19. Shortly afterward, I'll publish a post that reveals the winner, and then I'll follow that with yet another post about the next giveaway--assuming there's any interest whatsoever in this first one.

Finally, should you want to read up on Painter Momopie before deciding whether you even want the cart shown above, check out this introductory post, this "Great Gaymathon" review or this "Manual Stimulation" installment that's devoted to this adorable title.

Wednesday, August 01, 2012

You say Bubble Bobble clone, I say Fairyland Story clone

Over the years, a lot of games--such as Chip Chan Kick!, Don Doko Don, Parasol StarsRod Land and Snow Bros.--have been called "Bubble Bobble clones." That's always struck me as a bit funny (despite the fact that I've often used the phrase myself--in this recent post about Pop'n Magic, for instance), as I think it would be a lot more accurate to call them clones of The Fairyland Story.


What, you've never heard of The Fairyland Story? No worries, here's a brief history of this not-quite-classic: Developed by Taito, it first hit the floors of the world's arcades--and bars and bowling alleys and whatnot--in 1985. The game's protagonist, a puny witch named Ptolemy, prances from castle-themed stage to castle-themed stage while transforming a cast of surprisingly cuddly enemies--including dragons, helmeted (and knife-wielding) pigs and wizards--into cakes with her trusty wand and then smooshing them to smithereens (often by pushing them off of ledges and onto unsuspecting baddies).


Getting back to why the above-mentioned games should be called clones of The Fairyland Story and not Bubble Bobble, there are three reasons for it, in my mind: 1) The Fairyland Story predates Bubble Bobble by a year, 2) the former clearly informed the development of the latter (a number of The Fairyland Story's power-ups, such as the fire cross and the earthquake book, also appear in Bubble Bobble) and 3) none of the titles listed in the opening paragraph of this post actually copied the mechanics of Taito's most classic of quarter-muchers.


So, does all of this mean that I'll stop describing games as "Bubble Bobble clones" and start calling them clones of The Fairyland Story instead? Probably not, but only because most folks have never heard of the earlier title. That said, I'll do my best to plop the phrase "Fairyland Story clone" into a post every now and then--you know, just to keep things honest.

Monday, July 23, 2012

Is a Bubble Bobble clone really a Bubble Bobble clone if fruit and other food items aren't involved?

I asked myself the question in the header above shortly after I played the awkwardly titled (in my humble opinion) DSiWare title, Magical Whip: Wizards of the Phantasmal Forest, for the first time a few weeks ago.

In case you've never played--or even heard of--Magical Whip, it's a nice little dual-screened "Bubble Bobble clone" that puts players in the shoes--not to mention flowing robe and pointy hat--of a young warlock (or witch, if that's the way you swing) and tasks them with clearing 50 forest-themed stages of bats, ghosts, slimes and other baddies. That's accomplished, for the most part, by picking up--with the titular whip--one or more of the aforementioned spooks and tossing them at each other. (Larger enemies and bosses, which appear on every fifth stage, also can be beaten by bopping them with your weapon.)

Disappointingly, Magical Whip's foes don't produce an eruption of fruit and other food items, a la Bubble Bobble and most/all of its wannabes, once dispatched, which I have to admit caused me to wrinkle my nose in disgust at first. "What's the use in being a Bubble Bobble clone if you can't collect food?" I asked myself after clearing the game's first stage.

I've since gotten over Magical Whip's lack of munchables (for the most part) thanks to the unique spin it puts on this well-worn genre. Like I said earlier, rather than encasing enemies in bubbles or bopping them with hammers, the witchy protagonists in this digital title use their whips to grab and then hoist baddies above their behatted heads. After that, they can toss them at other baddies, causing them to flip into the air. Catch the spinning enemy (with a flick of your whip, of course) and you create a combo that slowly but surely increases your character's attack strength.

That's not all Magical Whip has to offer single-screen platformer fans, of course. It also offers up some surprisingly well-crafted sprites and an appealingly triumphant--if slightly repetitive--soundtrack.

Speaking of repetitive, the only real negatives associated with this game, in my mind, are its backdrops, which barely change from stage to stage. Considering buying the game will only set you back $1.99, though, I wouldn't let it keep you from giving it a try.

Tuesday, May 22, 2012

Five favorites: Bubble Bobble clones

Is Fukio Mitsugi's Bubble Bobble the best single-screen platformer ever made? I believe so, but that doesn't mean it's the only example of the genre worth playing. Cases in point: each of the so-called "Bubble Bobble clones" (I'm not a huge fan of this phrase, by the way, despite the fact that I used it in the headline above--more on that in an upcoming post) below more than hold their own against the Taito-published arcade classic that possibly-maybe inspired them.

1. Chip Chan Kick! (PC-FX, 1996)--This particular clone is solely responsible for me wanting to add a PC-FX to my console collection. Why? Well, it's chock-full of the kind of charm and craziness that one expects from this genre, for starters. Surprisingly, I'm not all that enamored with the pig-tailed protagonists, but I do like the Puyo Puyo-esque blobs they chuck at baddies. (When one connects, the baddie in question becomes confused and can be finished off with a kick.) Everything else about this game is pretty par for the course (I mean that in a good way) except for its end-of-level bosses, many of which are huge and all of which take a lot of hits before raising a white flag.


2. Parasol Stars (PC Engine, 1991)--For the longest time, I thought this Taito-made title paled in comparison to its predecessors, Bubble Bobble and Rainbow Islands. Today, I'm not so sure about that stance--thanks to the strategic element that's added to the game via the creation and collection of its "miracle icons." Regardless, this one is special, with adorably crafted enemy sprites, color-splashed backdrops and a can't-get-it-out-of-your-head soundtrack. The only criticisms I can level at Parasol Stars: a few of its bosses could put up a better fight (I'm lookin' at you, Loch Ness Monster-ish leader of world three) and it would be nice if there were a way to jump down from platforms.


3. Pop'n Magic (PC Engine CD, 1992)--As I mentioned in this recent post, Pop'n Magic hasn't always been my cup of tea. In fact, I used to find it downright boring. After giving it a second chance, though, I discovered there's a lot to like about this title, which seems to turn to both Bubble Bobble and Parasol Stars for inspiration. (Pop'n Magic's blue-haired protagonist encases foes in bubbles and then tosses them at each other in order to get rid of them.) One thing this game has that its fellow clones don't: beautifully animated backdrops.


4. Rod Land (Arcade, 1990)--Don't worry, I didn't include this Jaleco-made game simply because of its "suggestive" title. Actually, that title is by far the worst thing about this quarter-muncher, if you ask me. The best things: the awww-inducing (get it?) enemies--including walking sharks and what appear to be bow-sporting leeches--and the main character's ability to bash them to kingdom come using her trusty rod-whip doohickey. Sure, Rod Land's backdrops are the stuff that yawns are made of and its soundtrack is a bit bromidic, but the rest of what's on display here is of the first order.


5. Zupapa! (Neo Geo, 2001)--Never heard of this one? No worries. It's a fairly obscure addition to the genre. It's also a very worthy addition to the genre, though, with flashy graphics and frenetic, toss-things-at-your-foes gameplay that calls to mind the first game mentioned in this post, Chip Chan Kick! Zupapa! sets itself apart from that title by giving its Zooks (the aforementioned, toss-able "things") a ton of personality. (Leave them alone and they'll start juggling or fall asleep; throw them around too much and they'll run away from you.) Also, touching an enemy that's been stunned by one or more Zooks creates an explosion that can take out other enemies--a tactic that's expertly employed during this delightful game's boss battles.

Honorable mentions: Don Doko Don (Arcade/PC Engine), The Fairyland Story (Arcade), Nightmare in the Dark (Neo Geo) and Wani Wani World (Mega Drive).