Showing posts with label logos. Show all posts
Showing posts with label logos. Show all posts

Friday, July 11, 2014

A few photos (and words) that hopefully showcase why I consider Yume Penguin Monogatari to be my second-favorite example of Famicom box art

Once again I'm going to take a bit of a break from my on-going "Year of the GameBoy" series so I can write about some of the games I've purchased for other systems.

This post, about the not-so-recently-acquired copy of Konami's Yume Penguin Monogatari showcased in the photos below, is a case in point.

I've wanted to own a copy of this quirky platformer-slash-shmup--which features a plump penguin whose main goals in life (as well as in this Famicom game) are to lose weight and to win back his ex-girlfriend--for some time now, but I waited until early this year to do so because they tend to go for a pretty penny on eBay.

I was able to pick up the copy seen in the snapshots throughout this post relatively cheaply, though, thanks to a Japanese seller who was willing to accepting offers.


I'm not sure you can tell, but this copy is in damn near perfect condition. As in, I'm not at all sure any other human's ever been in possession of it--aside from a shop owner or two, I mean. 

Which is kind of crazy, as not only is this one of the more interesting Famicom games in existence--and, as such, I would've expected sat least a single somebody to have snatched it up between its release in 1991 and now--but it also sports some of the box and manual art that's ever seen the light of day. 



Sadly, you won't be seeing any of the Yume Penguin Monogatari manual's art today. I'd definitely look for me to highlight it in a future installment of "Manual Stimulation," though. 

In the meantime, let's ogle its cart label (above), and a very specific section of the back of its box (below). 



Actually, the entirety of Yume Penguin Monogatari's packaging is pretty darn great, if you ask me. I really like its overall aesthetic, which for whatever reason brings to mind saltwater taffy or other such treats. 

I also really like its logo, a miniature version of which can be seen in the photo below. (Check out the very first photo in this post to view the full version.)


Have any of you played this Japan-only release? If so, what are your thoughts on it? Do you like its unique take on the platforming and shoot 'em up genres (despite the questionable message that goes along with its gameplay), or do you, perhaps, consider it to be an over-hyped disappointment?

Regardless, please feel free to share them in the comments section below. Also, feel free to speculate on the name of my favorite example of Famicom box and manual art. Don't worry, I'll reveal it soon enough, but it's kind of fun to guess in the meantime, don't you think?

See also: 'Even more evidence that I have awesome readers'

Wednesday, February 27, 2013

Completely random (and likely unpopular) opinion: Nintendo should reconsider Animal Crossing's North American logo

Here's the thing: I actually liked the North American Animal Crossing logo well enough at first. Over time, though, I've grown a bit bored with it. After all, all Nintendo of America's staffers seem to do these days is paste a rather cheap-looking accessory (for lack of a better word) on top of the tried-and-true signpost-esque design they came up with back in 2002.

Case in point: the logo that appears on Animal Crossing: New Leaf's North American box art (below).


The logo created for Animal Crossing: Wild World (below) is a bit better, it has to be said, but even then I'd hardly call it creative.


Compare both of the above-mentioned logos to the one conjured up for the Japanese version of Wild World (aka Oideyo Dōbutsu no Mori), which in my opinion not only is more whimsical--always a plus in my book--but also is a better fit with the rest of the cover imagery.


That said, I think the logo crafted for the Japanese release of New Leaf (aka Tobidase Dōbutsu no Mori) is even better--and is the kind of thing Nintendo of America's designers should strive for in the future.


I especially like how the game's title is contained within a row of homes as well as a tree--elements that play a major role in this series of adorable "life sims." The subtitle's placement within a bunch of communication bubbles is a nice design choice, too, as it helps depict the series' increased focus on interactions with players both near and far.

Anyway, that's what I think about this admittedly rather unimportant matter. What do all of you think about it?

Friday, June 10, 2011

Rhythm Heaven Wii's Japanese logo

I was hoping to share the box art for this game--which will be called Minna no Rhythm Tengoku, or Everyone's Rhythm Heaven, in Japan--but it's not out yet. So, I'll just share its logo.



Here's the supposed logo for the North American version of the game, by the way. I say supposed because I really can't see the folks at Nintendo using the same name and logo for two releases (the DS and Wii iterations of Rhythm Heaven, respectively).



Anyway, while you (and I, of course) wait for Nintendo to release the box art for Minna no Rhythm Tengoku, which will be released on July 21, and the official name and logo of the game's North American counterpart, why not check out the Japanese title's official page (here) to hear a funky little tune that, if you're anything like me, will bring back blissful memories of previous Rhythm Heaven/Tengoku playthroughs.

(Via andriasang.com)

Wednesday, March 02, 2011

Raccoon Mario returns?

During his keynote speech at the 2011 Game Developers Conference a few minutes ago, Nintendo's Satoru Iwata mentioned that a new Mario game is being developed for the 3DS. (I know, what a shocker!)

Along with a few, small screenshots of the still-in-the-works title, Iwata shared the following logo:



Does this mean the next game in this vaunted series, which is being developed by the folks responsible for Super Mario Galaxy, will mark the return of Raccoon Mario? I sure hope so.