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

Thursday, February 04, 2021

Manual Stimulation: Bubble Bobble (Game Gear)

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

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


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

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


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


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


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


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


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


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

Wednesday, November 27, 2019

Manual Stimulation: Osawagase! Penguin Boy (GameBoy)

Osawagase! Penguin Boy's in-game graphics are cute as a button.

The same can't be said of this 1990 release's box art, which I find almost bizarrely ugly.

In fact, I found it so off-putting when I first bought my copy of the game that I waited over a year to open its instruction booklet--because I assumed it, too, was hideous.

Boy, was I wrong.

The Osawagase! Penguin Boy manual may not qualify as a stunner--like the manuals made for Bubble Bobble, Ghostbusters 2, and Kaeru no Tame ni Kane wa Naru surely are--but it's lovely nonetheless.



One reason for that is the manual made for Osawagase! Penguin Boy, renamed Amazing Penguin when it hit the streets of North America in 1991, kicks off with a multi-page comic. Yes, à la the Snow Bros. Jr. manual.



Said comic looks pretty hilarious, too. Not that I full understand everything that goes on within it, mind you.



Still, the high-quality illustrations nearly make the entire package--and I'm including the box and game cartridge here--worth the price of admission all on their own.



Interestingly, the Osawagase! Penguin Boy manual waits until the sixth page to detail the game's story. I guess its designers really wanted to rope in readers with the comic strip.



Next, we have some explanation as to how Osawagase! Penguin Boy plays. It's a fun little game, by the way, if you've yet to experience it for yourself. It's a bit like Taito's Qix, though cuter and more energetic.



Also, you get to kick objects at on-coming enemies in Osawagase! Penguin Boy. It's surprisingly satisfying.



Speaking of satisfying, that's just one of the words I'd use to describe the manual spread that showcases Osawagase! Penguin Boy's enemies. I mean, what's up with that bear character? Is he riding a cloud, or a baguette? Also, props to the bird boss exclaiming, "Love and Peace!"



Sadly, I have no clue--or little clue--as to the focus of these last two pages. I know the header on the left-hand page says something like "First Present!" but what does that mean?

If any of you have a better understanding of Japanese than I do (not a high bar to clear, if I'm to be honest) and can educate the rest of us as to what's going on in the final spread of the Osawagase! Penguin Boy instruction booklet, I'd be beyond thankful.

See also: the Japanese Penguin-kun Wars Vs. and Penguin Land GameBoy manuals

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

Wednesday, November 13, 2019

Manual Stimulation: Banishing Racer (GameBoy)

Given the brilliance of Banishing Racer's box art, its instruction booklet must be similarly magnificent, right?

To be completely honest, I find the Banishing Racer manual a bit disappointing.



I say that mainly because I love every other aspect of this Japan-only GameBoy game, published by Jaleco Entertainment during the summer of 1991. To me, Banishing Racer's cover art, in-game graphics, soundtrack, and even story are marvelous.

The kookiness that's on full display in each of the above-mentioned areas is barely noticeable while flipping through the game's instruction manual.



The story spread of the Banishing Racer manual is a welcome exception, thanks to the portraits that sit behind the text.

Speaking of which, that's not City Connection's Clarice on the left, is it? I know it doesn't look like her, but you never know--maybe she got her hair done between when that game wrapped up and this one began.



I know it's not always easy to spruce up the pages of a game manual that tell readers how things work, but surely this one's designers could've offered up something more than a simple--and small--rendering of the GameBoy hardware?



Here comes my favorite page of any game manual that's worth its salt--the page that showcases the game's items.

Unfortunately, Banishing Racer features just three items. A bit of a head-scratcher considering the game is a side-scroller, don't you think?



The Banishing Racer instruction booklet wraps up with a look at the game's five stages, each of which consist of three areas.



These stages are based on real-life American cities, by the way. Your journey starts in San Francisco and then takes you and your adorably anthropomorphic car character through Las Vegas, Denver, and Detroit, before concluding in New York City.

See also: 'Five more overlooked Japanese GameBoy games you need to play as soon as possible'

Sunday, November 10, 2019

Manual Stimulation: Donkey Kong (GameBoy)

If I could only play one GameBoy game from here on out, of course I'd choose Tetris. Donkey Kong would be my second choice if such naughtiness were allowed, though.

For me, GameBoy Donkey Kong--that's what the manual cover below suggests this version is called, right?--is one of the most perfect portable gaming experiences to be made available to the public.



Does this game's Japanese instruction manual similarly represent perfection? Not in my mind, but don't take that to mean it sucks.

Sure, it pales in comparison to the Burning Paper, Ghostbusters 2, and Snow Bros. Jr. manuals, but it's still more appealing than many others--as the remainder of this post should make clear.



OK, so the first few pages of the Japanese Donkey Kong booklet don't quite make the case for it being any kind of standout among GameBoy manuals.



At least they feature a few illustrations and a good bit of color, though, right?



Things get a little more exciting on the sixth and seventh pages of this particular Donkey Kong manual.



I especially like how the drawings on the next couple of spreads depict the surprisingly athletic moves Mario makes in this 1994 release.



I also like how these pages mix in the odd screenshot to nice effect.



I do wish the artists and designers who worked on the Japanese Donkey Kong instructional manual had whipped up a few illustrations that depicted the game's handful of items, most of which are highlighted on the next handful of pages.



They could've offered up a more interesting representation of the game's map, too. Instead, readers get some black-and-white screen grabs. Yawn.



Hey, did you know the folks at Pax Softonica--or Pax Softnica, as the company's also known--developed GameBoy Donkey Kong?



That name may not ring a bell, but I'll bet these titles do: Balloon KidMole Mania, and Mother (aka EarthBound Beginnings). Pax Softonica made each of those games--and many more. Pretty impressive, eh?



Also impressive, though not nearly as much: the enemy sprites they conjured up for their handheld take on Nintendo's famous Donkey Kong IP.

I don't know about you, but I've always had a soft spot for that ladybug, in particular.



The GameBoy iteration of Donkey Kong wraps up by naming the people (primarily?) responsible for the game's creation. That's not something you often see in Nintendo-published titles, so I think it's pretty cool this one is an exception.

See also: Balloon Kid, Hoshi no Kirby, Kaeru no Tame ni Kane wa and Moguranya manual scans

Sunday, July 07, 2019

Manual Stimulation: Gunpey (WonderSwan)

Considering how much I usually love portable puzzle games, I am disappointingly inexperienced with and uneducated about Gunpey.

On the one hand, I can understand it. Gunpey isn't the most interesting looking puzzler around--despite being one that's played with the WonderSwan turned sideways, in so-called "portrait mode."

On the other hand, I can't understand it, as the game was made by the esteemed Gunpei Yokoi.





Not that he made it himself, of course. He made it with a number of former Nintendo colleagues who helped him start a company called Koto.

At any rate, their maiden release hit Japanese store shelves alongside the original WonderSwan model on March 4, 1999.





Unfortunately, Gunpey's status as an early WonderSwan release is reflected in its rather ho-hum instruction manual, scans of which can be seen throughout this post.

This manual also reflects what I said earlier about Gunpey being far from an eye-popping puzzle game.

How so? Well, most of the acreage here is covered in text. The rest is covered in black-and-white screenshots. A pop of color can be seen now and then, but that's about it.





Which is strange, as Gunpey stars a small handful of mascot-y characters that could've livened things up a little--or a lot.

Instead, the designers who worked on the Gunpey manual ignored them almost completely.

Oh, well. At least a number of screenshots included here showcase them. (Click on and zoom in on the scans immediately above and below to see what I mean.)





What else is there to say about the Gunpey instruction booklet? Not much, if you ask me.

A bit more can be said about Gunpey the game, though. For example, although it began life on the WonderSwan, it eventually made its way to the WonderSwan Color, the original PlayStation, the PlayStation Portable, and the Nintendo DS as well.

Also, a few months after the original iteration released, a version featuring San-X's Tarepanda character released for the WonderSwan, too.





Finally, some of you might like to hear how Gunpey is played. The gist: you move line fragments vertically along a grid in order to create a single horizontal line that stretches from the left edge of the WonderSwan screen to its right edge.

Like I said earlier, hardly the most thrilling of premises for a puzzle game.

Still, my limited time with it has been enjoyable enough, so if you have a WonderSwan and you're itching to play a puzzler on it, you could do worse than pick up a copy of Gunpey.

See also: 'Manual Stimulation' posts about other WonderSwan games, including Crazy Climber, Lode Runner, and Engacho!

Sunday, March 03, 2019

Manual Stimulation: Hoshi no Kirby (GameBoy)

I don't know about you, but something I expect from any Kirby game manual is a ton of adorable illustrations of the pink puffball himself.



Sadly, the Hoshi no Kirby instruction manual disappoints mightily in that regard.



Sure, it offers up a few nice Kirby drawings, but I thought I'd find a lot more than a few in this particular booklet.



Oh, well. It's still worth ogling. One case in point: the rather fabulous border that lines each and every page of the Hoshi no Kirby--Kirby's Dream Land elsewhere in the world--manual.



Seriously, it's bubblegum pink and it's filled with stars. What more could you ask for in this kind of situation?



This booklet is similarly filled with screenshots of the game, of course. Normally that would prompt an unenthusiastic yawn from me, but here they're colored to complement the rest of the manual's color scheme, so instead it produced a mildly appreciative nod of the head.



This next page, on the other hand, is like a stab through the heart. No one at HAL Laboratory or Nintendo could be bothered to whip up some line drawings of Hoshi no Kirby's items?



The game only has a handful, after all. Plus, I can't imagine reproducing them in illustrated form would be much of a challenge.



To be honest, the only illustrations that impress here are found on the Hoshi no Kirby instruction booklet's last couple of pages.



These pages detail the game's five stages, by the way. Speaking of which, I love their names--especially "Float Islands" and "Bubbly Clouds."



Now that you've taken a gander at the Japanese Kirby's Dream Land manual, what do you think of it?

See also: my Hoshi no Kirby review, some photos of the Hoshi no Kirby GameBoy cartridge and box, and scans of the Hoshi no Kirby Famicom manual