Showing posts with label game gear. Show all posts
Showing posts with label game gear. Show all posts

Monday, February 08, 2021

Manual Stimulation: Alien Syndrome (Game Gear)

I don't know if I've made this clear here, on Twitter, on Facebook, or elsewhere on the internet, but I adore Alien and Aliens

I'm specifically talking about the classic horror and sci-fi films, of course; not the, uh, beings from outer space in general.


I mention that because it should go a long way toward explaining my attraction not only to the 1986 arcade version of this game, but the boiled-down Game Gear port from 1992 I'm highlighting in this post.

After all, there's little denying Alien Syndrome was heavily inspired by James Cameron's classic 1986 sci-fi action film, Aliens.


This isn't to imply Alien Syndrome offers nothing new or unique. The enemies and especially bosses it throws at players are a world away from the ones found in the aforementioned flick.


To be honest, the low-level aliens you fend off in this Gauntlet-esque, run-and-gun shooter tend toward the lackluster. Thankfully, the end-of-stage guardians more than make up for it.


This version of Alien Syndrome isn't a straight port of the quarter-munching original, by the way. According to the intro, the Game Gear version a follow-up set five years in the future.


I can't say that's immediately noticeable while playing the portable iteration, but it's a nice bullet point all the same. 


Something else that's worth noting about this release is its brevity. The game offers up just four stages. Successfully finishing them is no easy feat, though, so at least there's that. Still, few are going to describe Alien Syndrome for the Game Gear as a meaty experience.


Most who play it are likely to call it a tense and thrilling experience, though. It absolutely nails that aspect of the source material. As such, playing through it again and again—or at least more than once—is joyful rather than annoying.


Have any of you played the Game Gear port of Sega's Alien Syndrome? If so, what did you think of it?

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. 

Sunday, November 17, 2019

To the person who pointed out two pages were missing from my post about the Magical Puzzle Popils manual: that's no longer the case

Three or so years ago, someone pointed out that two pages of the Magical Puzzle Popils instruction booklet were missing from this old "Manual Stimulation" post of mine.

Unfortunately, that comment came in while my husband and I were on sabbatical. I didn't have my copy of this Sega Game Gear puzzler or access to a scanner at the time, so I couldn't rectify the situation then.



I finally rectified it the other day, but who knows if the person who made me aware of the gaffe is still waiting to see the full Magical Puzzle Popils manual?

In the off chance they are, I decided to publish the post you're reading right now to let them know it's finally available in all its "Magical Guide" glory. (Click on the link above to see it.)

That's not the only reason I'm publishing this post, though. I'm also doing so because I want more people to know about this wonderful Game Gear title, which the late, great Fukio Mitsuji developed for the now-defunct Tengen.

If Mitsuji's name doesn't ring a bell, he's the brainchild behind two games you should know well: Bubble Bobble and Rainbow Islands.



Unlike that pair of Mitsuji creations, Magical Puzzle Popils, renamed Popils: The Blockbusting Challenge when it hit European store shelves in 1992, challenges your brain rather than your reflexes.

Popils is just as cute as those classics, though, if not quite as kaleidoscopically colorful. It also matches their blissful soundtracks.

Add it all up, and you've got one of my five favorite Game Gear games. Is the Magical Puzzle Popils instruction manual a favorite, too? I'll let you be the judge of that.

See also: five Game Gear games you need to play as soon as possible

Friday, January 20, 2017

Five overlooked Sega Game Gear games you need to play as soon as possible

So few titles were made and released for the Sega Game Gear that it's hard to believe any of them could be considered overlooked.

The fact remains, though, that the masses basically ignored this brick-sized "portable" system, so it's probably safe to say they did the same to its meager (compared to its main competitor, Nintendo's GameBoy) games library while the bulky handheld was on the market from the early to mid 1990s.

And not only that, but the masses continue to ignore the system and its catalog. Think your average game fan turns his or her nose up at the GameBoy (and, believe me, they do) these days? At least they've likely heard of Nintendo's first handheld. The same can't be said of the Game Gear or the overlooked "gems" discussed here.


Alien Syndrome--I have a feeling a lot of people pass on this version of Sega's Alien-inspired run-and-gun shooter because they assume it's a turd. In reality, it's better than both the NES and Master System ports of the 1987 arcade game. Sadly, the Game Gear iteration of Alien Syndrome offers platers just four stages, but they're challenging--and fun--enough that most who give it a shot won't care. (Bonus: the Japanese release sports a superb piece of cover art.)


Berlin no Kabe (aka The Berlin Wall)--If you're a fan of single-screen platformers, you'll adore this portable reimagining of Kaneko's oddly named quartermuncher from 1991. Not only is Berlin no Kabe cute as can be, but its gameplay is a breath of fresh air. I mean, what's not to like about creating traps for a colorful cast of baddies by using a hammer to smash holes in the floor beneath their scampering feet?


Bubble Bobble--Here's another Game Gear title many folks likely ignore because they imagine it's not worth their while. Or maybe they think it's just a port of the Master System version of Taito's classic arcade game. Whatever the reason, those who own a Game Gear but have yet to pick up a copy of Bubble Bobble are doing themselves a disservice. This remake (of sorts) features miniaturized stages and full-sized Bub, Bob and enemy sprites, which results in a strangely unique--as well as strangely enjoyable--experience.


Ganbare Gorby! (aka Factory Panic)--Honestly, I'd consider this Sega-made oddity worth buying and playing even if it weren't much fun thanks to the fact that its protagonist resembles former president of the Soviet Union Mikhail Gorbachev. Thankfully, it is fun. Although its box cover suggests its a puzzler, a more accurate way to describe it would be to call it an arcade-style action game. (Not enough info for you? You press switches to change the course of a series of conveyor belts, with the goal being to deliver products like bread and meat and medicine to needy citizens.) Ganbare Gorby! isn't groundbreaking, to be sure, but it's also not a bad way to waste a bit of free time.


Magical Puzzle Popils--Made by Fukio Mitsuji, the man who's chiefly responsible for giving the world both Bubble Bobble and Rainbow Islands, Magical Puzzle Popils (Popils: The Blockbusting Challenge in Europe) is the best Game Gear cart around in the opinion of yours truly. Unlike the aforementioned titles, Popils is a brain-busting puzzle game with eye-pleasing graphics and an ear-pleasing soundtrack.

See also: five overlooked GameBoy, Famicom, PC Engine and PlayStation games you need to play as soon as possible

Monday, August 29, 2016

I'm not sure if this should be a congratulatory post or an RIP post--regardless, happy 63rd anniversary, Taito!

I haven't always been the Taito fan I am today. Oh, sure, I liked Arkanoid and Space Invaders well enough when I was a kid, and of course I loved (and continue to love) Bubble Bobble, too, but that's about where my knowledge of and interest in this Tokyo-based company began and ended until a few years ago.

What changed and when? To be completely honest, I'm not sure. The best answer I can come up with at the moment is that my perception and appreciation of Taito--which first opened its doors on Aug. 24, 1953--changed slowly over time.



If I were to guess, I'd say this evolution (of sorts) began when my adoration of the game-maker's Bubble Bobble pushed me to give follow-ups Rainbow Islands and Parasol Stars a second (or even third) look. Neither platformer impressed me when I first played them earlier in life, but revisiting them with fresh eyes and a clear mind prompted a nearly instantaneous change of heart.

The same could be said of Taito titles like Don Doko Don, KiKi KaiKai, Mizubaku Daibouken (aka Liquid Kids) and The New Zealand Story. As much as I wanted all of these games to bowl me over during my initial experiences with them, none succeeded for one reason or another.

Thankfully, my newfound attraction to Rainbow Islands and Parasol Stars caused me to give them a second chance--and now I'm a fan of each and every one. (Mizubaku Daibouken, especially--it's now one of my all-time favorite games.)



After that, I actively searched for similar Taito releases I skipped over during the time in my life when I was idiotically unaware of the company's brilliance. That bit of legwork turned me on to titles like Chack'n Pop, Chuka TaisenHana Taaka Daka!?, Insector X, Jigoku MeguriJuJu Densetsu and The Fairyland Story.

I also loosened up and gave some of the portable versions of these games a spin. Previously, I turned up my nose at most of them because they either lacked color--the idea of playing Bubble Bobble on the original GameBoy horrified me at the time--or they just seemed too watered down to be worth my while.

Imagine my shock, then, when I found many of Taito's on-the-go ports to be surprisingly well made, not to mention enjoyable. A few cases in point: Bubble Bobble for Game Gear, Bubble Bobble Junior for GameBoy and Puzzle Bobble for Game Gear.


What makes all of these Taito-made games so great? Their graphics and soundtracks are the obvious replies, but they're really only the tip of the iceberg. They draw you in, but if the gameplay that supports those superficial aspects was anything but stellar, most people would walk away after plodding through a few stages.

That's the component that keeps me coming back to Taito's best creations, at least. Every single title mentioned so far controls like a dream. And not only that, but most of them simply are a blast to play. To get a feel for what I mean, go play a couple of rounds of Bubble Bobble, Rainbow Islands, Parasol Stars or Mizubaku Daibouken.

Despite the challenge that's at the core of each of these games, the component that's likely to stand out for most folks is how fun it is to blow and pop bubbles (Bubble Bobble), conjure up and leap onto rainbows (Rainbow Islands) and send a torrent of water crashing into a mob of stunned enemies (both Parasol Stars and Mizubaku Daibouken).



That's the kind of magic Taito's designers and developers produced during the company's heyday, and that's why I'm doing my best to (belatedly) honor them today. I'd highly recommend you do the same if you've got the interest, means and time, as there's no doubt in my mind that your life will be made richer for putting even a few minutes into some of the games discussed here.

Note: a hearty thank you goes out to my Twitter pal, TepidSnake, for making me aware of the 63rd anniversary of Taito's existence

Thursday, August 04, 2016

Be still, my Fukio Mitsuji-loving heart: Tengen prepped Magical Puzzle Popils ports for the Famicom and PC Engine way back when

If this is the first time your eyes are coming across the name Fukio Mitsuji, please take a seat.

In short, Mitsuji was a brilliant Japanese game designer and artist who helped create a number of outright classics during his unfortunately short career. (Sadly, he died in 2008.)

Specifically, Wikipedia credits him with having a hand in just nine games within the span of seven years (1985 to 1991).

Of those three games, I personally consider three of them to be among the best games ever to see the light of day. One is Bubble Bobble, another is that game's sequel, Rainbow Islands, and the third is Magical Puzzle Popils.

Don't worry if you've similarly never heard of that last title. After all, Magical Puzzle Popils was made for Sega's Game Gear--and only for Sega's Game Gear. (If you want to learn more about this puzzler, which was called Popils outside of Japan, check out its GameFAQs entry, its Wikipedia page or this previous post of mine.)



Or so I thought until yesterday. That's when I learned (via neogaf.com) that, at some point in the fairly distant past, developer and publisher Tengen prepped Famicom and PC Engine ports of Magical Puzzle Popils.

It's also when I came across footage of these previously unknown console ports. The PC Engine version can be seen in the video above, while the Famicom version can be seen here.

None of what's showcased in these clips looks tremendously different from what can be found in the Game Gear original, although the stages appear a smidge larger and some of the intermission graphics seem unfinished. (Or maybe the latter are just oddly rough?)

Still, I'd hand over a week's salary to buy physical copies of these long-lost conversions so I could play them on real Famicom and PC Engine hardware. How about you?

See also: a couple of photos of Magical Puzzle Popils' Japanese Game Gear box and my 'Manual Stimulation' post devoted to this 1991 title

Monday, June 06, 2016

Also in honor of Sega's 56th anniversary, let's rank and review (some of) its game consoles

As you should have heard by now (I mentioned it in my very last post, after all), last Friday marked the 56th anniversary of Sega's existence as a maker of video games.

In the write-up mentioned above, I discussed five of my favorite titles that were produced for Sega's most popular game systems. Today, I'm discussing--ranking, actually--the systems themselves.

Note: I'm leaving out the company's first two consoles, the SG-1000 and the SG-1000 II, because I have very little (if any) experience with them.



5. Master System--Full disclosure: of all the Sega systems I've spent time with over the years, this is the one I've played the least. Still, I know it well enough to comment on it. Anyway, why am I saying this is my least favorite of the company's many hardware releases? A big reason is that, in my opinion, the Master System--known as the Mark III in Japan--has the least appealing games catalog of all the products included in this post. Some gems were made for it, no question, but they are fewer in number than the gems made for the Genesis, Saturn, Dreamcast or even Game Gear, if you ask me. Also, although technically the Master System was more capable than its main competitor (the Famicom or NES), it mattered little in the face of the aforementioned library and the console's poorly designed controller.



4. Saturn--I'm sure some folks will raise a judgmental eyebrow in response to my decision to place the much-loved Saturn behind the much-maligned Game Gear. Don't get me wrong, I adore the Saturn with every ounce of my being. That said, at the moment my list of beloved Game Gear titles is longer than my corresponding list of Saturn titles. Also, this system is a bit of a mess internally. Its two-dimensional, sprite-based games are among the best to see the light of day, but its three-dimensional, polygon-filled ones are among the 32-bit generation's worst. Thankfully, the physical product, and that includes the Japanese controller, is a sight to behold--though I wouldn't have minded if Sega had shaved some fat off of it over time.



3. Game Gear--The same could be said of Sega's first handheld, of course. Still, the Game Gear's general design (ignoring its girth) is stellar--or it was for its time. It looks like something that plays video games--and I say that in the most positive way, of course. Although I love sleek-looking systems, I also like ones that appear toylike. In fact, the red, blue and (especially) yellow Game Gears that hit store shelves in various regions back in the day are among my most-coveted pieces of gaming hardware. Anyway, aside from all of the above, a few of this portable's other thumbs-up-worthy attributes are its Master System-esque chipset and its shockingly adroit software selection.



2. Dreamcast--It's fitting, I think, that the Sega's best designed system was its last. And when I say "best designed" I'm talking both about its look and shape as well as its internal architecture. Consider that the Dreamcast was an absolute beast in terms of power when it was released, yet it also was one of the smallest consoles ever to hit the streets. Admittedly, the thing can be loud as hell while playing a game, but that's a small price to pay in order to experience titles like Space Channel 5, Jet Set Radio, Crazy Taxi and ChuChu Rocket! The only criticisms I can aim at this particular piece of hardware are that its library of games is smaller than that of pretty much every other Sega system and that it was discontinued after spending less than three years on the market.



1. Genesis--I've got to be honest: I wasn't all that keen on Sega's entry in the 16-bit console wars when it was first unveiled. At the time, I found the SNES and TurboGrafx-16 (or PC Engine and Super Famicom) far more interesting. What prompted me to change my mind about this hunk of plastic and its lineup of boxy black cartridges? The 1993 North American release of the original Shining Force. It so enraptured me that I regularly used my allowance to rent both it and a Sega CDX from the local grocery store. Later carts and CDs--Shining Force II, Lunar: The Silver Star and Gunstar Heroes among them--similarly attracted my attention. Combine the Genesis' eye-popping games catalog with its iconic hardware designs and gorgeous-yet-functional six-button controller and it should be easy to see why it's my favorite of all of Sega's wonderful systems.

How do you feel about this Tokyo-based company's numerous hardware offerings? Share your thoughts, opinions and memories in the comments section below.

Saturday, June 04, 2016

In honor of the company's 56th anniversary, here are five of my favorite Sega games

Although the company that eventually became Sega first opened its doors 76 years ago (as Standard Games), it didn't change its moniker to the one millions of people around the world know and love until 20 years later--as of yesterday, in fact.

Which means, of course, the renowned game developer and publisher--not to mention former console maker--just celebrated the 56th anniversary of its existence.

To honor that fact, I thought I'd whip up a blog post about some of my all-time favorite Sega titles. Strangely, perhaps, a couple of them weren't actually made by any of the brilliant people employed by the Tokyo-based firm. They were playable on a wide range of its hardware, though, and that's enough for me.


Final Bubble Bobble (Master System)--How could I include a simple home port of Taito's classic, dino-starring quarter-muncher on a list such as this? Well, for starters, this is no simple port. Consider that the Famicom (or NES, if you wish) port of Bubble Bobble, as grand as it is, is a pale imitation of the original in the audio and visual departments. This Sega-published iteration is far truer to the arcade version in both areas. Plus, its box sports an absolutely top-shelf cover illustration. Add to that the fact that Final Bubble Bobble's controls are just as butter-smooth as those found in its counterparts and you've got a cartridge that more than deserves this celebratory nod.


Shining Force (Genesis)--I know many will say this strategy RPG's sequels are better in almost every imaginable way, but the original is the only one that's earned a piece of precious real estate within my heart. As for why that is, one reason is it served as my introduction to the genre. Another is that, even today, its focused, streamlined nature feels like a breath of fresh air when compared to the bulk of the more convoluted SRPGs that came before it and, especially, followed in its footsteps. Finally, there's Yoshitaka Tamaki's gorgeous character and enemy designs and illustrations. I mean it when I say they defined Japanese gaming for me as a youngster.


Madou Monogatari I (Game Gear)--Sega may not have developed this adorable dungeon-crawler (the folks at Compile took care of that task), but the company most certainly published it. Even if that weren't the case, though, I'd include the initial Madou Monogatari game in this write-up simply because it's so damn cute. And fun. And a welcome reprieve for someone--like me--who usually finds this sort of thing mind-numbingly boring. (I prefer the first Madou Monogatari to the other three that were ported to the Game Gear, by the way, due to the fact that--no joke--the sprite of its protagonist, Arle, looks less wonky here than it does in the series' later titles.)


Saturn Bomberman (Saturn)--Singling out one Bomberman title as being better than the others isn't a simple task, as nearly all of the games published between, say, the first PC Engine offering and this 1996 release are well worth playing, in my opinion. Still, there's no question in my mind Saturn Bomberman is the best of the bunch. Its graphics are the most colorful and detailed of all the series' sprite-based entries, and its stages sprawl in a surprisingly satisfying manner. Admittedly, its soundtrack is a bit of a head-scratcher, but I'd hardly describe it as bad. At any rate, this is one of those titles that can suck up a big chunk of your free time without you realizing it--a sure sign of a great game, wouldn't you agree?


Space Channel 5 (Dreamcast)--I've played and loved a lot of Sega-made Dreamcast games over the years, but I come back to this one more than any other. Which is understandable, as its star, the candy-coifed Ulala, is quite a charmer, and its soundtrack is stuffed with tunes that basically force you to tap your foot (if not wiggle your tush). I guess some might say its Simon-esque gameplay is on the simplistic side, but you won't hear me complaining about that aspect of Space Channel 5. After all, I'd rather play a straightforward music game (Nintendo's Rhythm Tengoku is another perfect example) than an overly complicated one any day.

Now that I've had my say on this matter, what are your favorite games that were made by Sega, published by Sega or simply created for Sega hardware?

Monday, March 14, 2016

Nice Package! (Mappy, Game Gear)

I don't know if you're aware, but I'll play pretty much any version of Namcot's--or, you know, Namco's--Mappy that comes my way.

If given a choice, though, I usually go with the 1991 Game Gear port that serves as the focus of this write-up.


Why? Well, it's portable, for starters--and these days, especially, I prefer on-the-go gaming experiences to those that require me to spend time in our basement. (That's where my consoles and our TV are situated.)

I also simply like how the wizards at Namcot/Namco were able to shrink this 1983 arcade classic so it could be played on Sega's GameBoy competitor. 


And then there's the extra mode that, as far as I'm aware, only can be found in this particular version of Mappy. If you want to know more about it, read through the handful of comments shared at the end of this old post.



The gist, though, is that it features stages that are quite a bit more sprawling than those found in the original quarter-muncher. They also look kind of grimy compared to the ones most Mappy fans are used to seeing.

As exciting as Game Gear-specific offering may seem, I almost always ignore it in favor of the traditional arcade mode.



Anyway, enough about that. How about this iteration's packaging? I especially love the illustration that appears on the front of its box and cartridge, of course.

Its instruction manual includes a bunch of great illustrations, too--as should be evident while taking in the pair of snapshots above.


Don't worry, I'll publish scans of the entire booklet as part of my "Manual Stimulation" series in the coming weeks.

In the meantime, feel free to share your thoughts on this or any other version of Mappy in the comments section that follows.

See also: my 'Great Gaymathon' review of Mappy's Famicom port

Tuesday, January 19, 2016

6 retro games I'm looking forward to buying and playing in 2016

You all knew this was coming, right? Or at least you had a strong feeling it was coming after you saw (and maybe even read) the posts I published over the last few weeks about some of the 3DS, DS, PSP,  Vita, Wii and even Xbox 360 games I'm looking forward to playing in 2016.  

At any rate, here's a little write-up about six of the older games I want to buy and play between now and the end of this year. 


Bahamut Lagoon (Super Famicom)--I'm not sure how it came to be that I've played at least a smidgen of all of Squaresoft's Super Famicom titles except this one. Oh, and Hanjuku Hero. Anyway, I've been curious about this strategy RPG since it was first released back in 1996, so I figure now's as good a time as any to finally give it a go--especially since I'm currently on a bit of a SuFami kick at the moment. 


Dig Dug II (Famicom)--OK, so I've actually spent a few minutes with this odd sequel to Namco's arcade classic before now. The emphasis should be on "few," by the way. Why haven't I spent more time with it? To be honest, its gameplay, which veers quite a distance from that of the original Dig Dug's, didn't sit well with me. Still, I want to own an actual copy of Dig Dug II (I've only experienced it via emulation up to this point), and I'm desperately hoping the expenditure will prompt me to push past my indifference and find a way to appreciate, if not embrace, this 1986 release.


Kaze no Notam (PlayStation)--Considering copies of this Japan-only PlayStation title, made by those wonderful weirdos at Artdink, cost just a couple of dollars these days, it's ridiculous that I've yet to pick one up. It's even more ridiculous given that it's been on my "to buy" list for ages now. Of course, how could it not be on such a list? It's a game that tasks players will piloting a hot-air balloon, for crying out loud. Granted, this surprisingly recent review of Kaze no Notam makes it sound like more of an "experience" than a proper game, but that doesn't bother me much.



Rhyme Rider Kerorican (WonderSwan)--Here's another old game I've had designs on owning for years. That's easy to understand when you read its credits--namely, that it was developed by the folks at NanaOn-Sha, better known as the makers of PaRappa the Rapper, UmJammer Lammy and Vib-Ribbon. Rhyme Rider Kerorican isn't supposed to be anywhere near as good as those classic PlayStation games, but I want to own--and play--it anyway thanks to its cheery visuals and its "generative melody" (which means its soundtrack changes based on your in-game actions).


Salamander (PC Engine)--I'm a big fan of Konami's output during the 8-bit and 16-bit eras. As such, I've played a lot of their games from those years--especially the ones that are part of the shmup (or shoot 'em up) genre. The odd man (if you can imbue a video game with gender) out here is this Gradius follow-up. Why have I given it the cold shoulder for so long? This is shock a good number of Salamander fans, I'm sure, but the simple truth is that I've never really cared for this game's aesthetics. Also, I've never been all that keen on top-down shmups. (The unquestionably fantastic Pop'n TwinBee for the Super Famicom is a rare exception.) Despite those misgivings, one of my many gaming-related goals for 2016 is to give Salamander a second chance--and hopefully walk away from the encounter with a newfound appreciation for this seemingly unique title.


Shining Force Gaiden (Game Gear)--The first pair of Shining Force titles, which were released for the Genesis (or Mega Drive) back in the early 1990s, are two of my all-time favorite games. Sadly, that love has yet to translate into me picking up copies of this vaunted series' Game Gear spin-offs. Which is a shame, as all three of them look like quality efforts. On top of that, none of these releases seem to be horribly expensive these days, which is a definite plus in this era of skyrocketing retro-game prices.

Are you hoping to buy and play any particular retro games within the confines of this year? If so, let me and others know which ones in the comments section that follows.

Saturday, January 02, 2016

My favorite games of 2015 (that were released before 2015)

In the last post I published, I admitted I didn't play too many games in 2015 that actually were released between Jan. 1 and Dec. 31 of that year.

I did, however, play quite a few games that were released before 2015. Here are some words about the ones I enjoyed the most.

999 (DS)--Everyone seems to love this Chunsoft-crafted visual novel. So why did it take me so long to play more than a couple of hours of it (I've owned a copy for years now)? I wish I could tell you. What I can tell you is I'm thrilled I broke through that self-imposed barrier earlier this year. This time around, not only did I finally get past 999's opening chapter, but I finished each and every one of them--multiple times over. In fact, I eventually encountered all of this tense title's many endings and devoted more than 20 hours to doing so. Hopefully I'll find Virtue's Last Reward, the Vita version of which I just acquired, just as compelling.


Alien Syndrome (Game Gear)--I turned up my nose at this arcade port for years due to what I considered (at the time) to be its subpar visuals. Truth be told, I also wasn't all that interested in its seemingly brainless gameplay. For whatever reason, I put those initially negative (not to mention ill-informed) impressions behind me and gave this iteration of Alien Syndrome another shot a month or so ago and ended up having a blast. I'm still not a big fan of its boss battles, which are more than a bit claustrophobic on the Game Gear's tiny screen, but the rest of it this creepy run-and-gunner's content is surprisingly enjoyable when you give it a chance.


Astro Rabby (GameBoy)--Here's another old title that rubbed me the wrong way the first few times I booted it up. Once I wrapped my head around its gameplay, though, I really dug it. Sure, the bonus stages that pop up now and then are beyond aggravating, but they're easily ignored after you come to terms with the fact that you'll never, ever "beat" one of them. Also, the rest of what Astro Rabby--which aesthetically, at least, brings to mind that old PlayStation launch release, Jumping Flash!--has to offer is such a rush that they're quickly erased from memory.


Chrono Trigger (DS)--Stop me if you've heard me tell this story before: my big brother and I bought a copy of this groundbreaking RPG back when it first hit store shelves in our neck of the woods. Despite my love for the company-previously-known-as-Squaresoft and pretty much every game it pushed onto the market during the 16-bit and 32-bit eras, I never played through the SNES version of Chrono Trigger myself. (I did watch my brother play through a good portion of it--not that I can remember much of the experience now.) So, what do I think of this enhanced DS re-release after putting nearly six hours into it? I absolutely love it. The soundtrack is, as expected, a revelation, and the time-traveling story and relaxed Final Fantasy-esque battles are similarly first-rate.