Showing posts with label photos. Show all posts
Showing posts with label photos. Show all posts

Tuesday, September 19, 2017

Nice Package! (Dōbutsu no Mori+, GameCube)

My last blog post celebrated the 15th anniversary of the first Animal Crossing game's North American release.

Of course, as any Animal Crossing fan worth their salt will tell you, although that 2002 release was the first of the series' many entries to see the light of day in the Western world, it was the second to hit store shelves in Japan.

This game's predecessor in that region was 2001's Dōbutsu no Mori (Animal Forest, basically) for the Nintendo 64. The game showcased here, Dōbutsu no Mori+, followed just eight months later.


Surprisingly, Dōbutsu no Mori+ is more than just a simple, straightforward port of the Nintendo 64 original. For starters, it bumps up the earlier title's resolution from 320-by-240 pixels to 640-by-480 pixels. It also introduces a number of new characters--including the Able Sisters, Kapp'n and Tortimer--as well as adds new locations (like the island and the museum), Famicom games, fish and bugs. And it lets players to expand their homes beyond the limits of what was allowed in the Nintendo 64 cartridge.


Further changes and enhancements were made to the game when it was localized for Western markets, and even more were made for the 2003 Japanese release known as Dōbutsu no Mori e+. (Look for a "Nice Package!" post about that GameCube import shortly.)


Anyway, as nice as the North American Animal Crossing's packaging was and is, I far prefer the Japanese counterparts--outer sleeve, disc, memory card and instruction manual--shown here to it.



I'm especially fond of the Dōbutsu no Mori+ instruction manual, I've got to say--especially its cover. The interior pages are pretty nice, too, although I wouldn't have minded if Nintendo's artists and designers had made them a tad more whimsical.


I also really like the art that's splashed across the adorably tiny Dōbutsu no Mori+ disc. The haniwa (gyroid elsewhere) that graces the label of the packed-in memory card is a nice touch, too.


Another nice touch of the Dōbutsu no Mori+ packaging: the image of Booker that sits along the bottom edge of the game's outer sleeve.


For those of you who've never seen a Japanese GameCube game in person, this cardboard sleeve slips over a small plastic case that houses the game in question's disc and manual. Also, the case is clear, so if you situate the manual properly, it almost gives the game an alternate cover.

With all of that out of the way, which part of this Japanese game's packaging appeals the most to you?

See also: photos of the Dōbutsu no Mori Nintendo 64 packaging

Tuesday, February 14, 2017

Proof that miracles do happen: I finished the Dragon Quest VII 3DS remake yesterday

Anyone who has played through either the PlayStation or the 3DS version of Dragon Quest VII knows it's a long game. A really long game. In fact, it isn't unusual for people playing either iteration of this JRPG to put more than 100 hours into it before they encounter its credit roll.

My particular playthrough ended at the 95-hour mark. Based on what I've read about Dragon Quest VII's 3DS remake, it sounds like I could put another five to 10 hours into it if I had the desire. I don't, so this is likely is where the game and I part ways. (If I change my mind, I'll mention it here or on Twitter.)

Still, I'm glad I bought and played it. And I'm glad I kept at it until Orgodemir (that's the name of Dragon Quest VII's main baddie) was dead and buried.

I had a surprisingly good time with the last few hours of my Dragon Quest VII journey, by the way (a stark contrast to the early part of my playthrough), and I found the aforementioned last battle to be the perfectly challenging cherry on top of this polygonal sundae of a game.



I can't say I was entirely pleased when it dawned on me that Dragon Quest VII's ending wasn't going to be a straightforward affair. All I wanted was a few congratulatory scenes and a credit roll. Instead, I had to take my party members on a "victory tour" that lasted at least 30 minutes.

To be fair, I would've been a lot more OK with that if I'd been home at the time. Instead, I was in the car (don't worry, I was a passenger) with a 3DS that desperately needed to be charged.

Thankfully, my 3DS didn't die on me, so I was able to enjoy the second half of Dragon Quest VII's finale after I returned home.

I even beat Orgodemir a second time this morning--with a slightly different party (my first attempt consisted of the hero, Aishe, Maribel and Ruff, while I swapped out Maribel for Melvin during the second)--just so I could take the photo that appears above.



With Orgodemir finally out of the way, I'm going to move on. Specifically, I'm going to move on to the 3DS games showcased in the snapshot above--Kirby: Planet Robobot and Poochy & Yoshi's Woolly World.

I'm also planning to devote some quality time to Pop Cutie! for the DS--it is #FashionGameFeb, after all--as well as the Vita release of Dragon Quest Builders.

I'll share my thoughts on each of these titles in an upcoming post (probably in a "Shall We Do It?" write-up) or two, so keep your eye out for them. Also keep your eye out for my inevitable review of Dragon Quest VII.

In the meantime, feel free to share your own thoughts on the Dragon Quest VII 3DS remake in the comments section below. Or let me know which games you're playing (and hopefully enjoying) at the moment.

See also: these previous posts about my Dragon Quest VII playthrough

Sunday, August 21, 2016

CIB Sunday: World’s Longest 5 Minutes Limited Edition (Vita)

When the recently released Nippon Ichi-made Vita game World’s Longest 5 Minutes--aka Sekaiichi Nagai 5 Funkan or 世界一長い5分間--was first announced, I planned on buying it via my favorite import shop, AmiAmi.

The game's art style and mishmash of genres--it's part old-school RPG and part visual novel--really appealed to me. Plus, I was pretty sure copies would be cheap, much like Ikenie to Yuki no Setsuna and Roze to Tasogare no Kojou.

Actually, they were--and are. Or at least that's true of the vanilla version of World’s Longest 5 Minutes. Once I became aware of the game's limited edition, though, I quickly switched gears and set my sights on that release.


Fast forward a few months and I'm absolutely thrilled I changed my mind and spent a tad more money on the Sekaiichi Nagai 5 Funkan LE.

If you're wondering why that is, well, keep scrolling through this post. It shouldn't take you long to realize why I'm so stoked about owning it.



Before we get too far, I should let you know what's included in this particular LE package. Snuggled within the lovely outer box showcased in the snapshots above and below are: a copy of World’s Longest 5 Minutes, a soft-cover book of some sort, a two-CD soundtrack and a small, tri-fold desk calendar.



All of this limited edition's "innards" are well worth slobbering over, of course, but let's first spend a couple of seconds ogling that outer box I mentioned in the last sentence. 

Each side edge features pixel-art depictions of what I assume are this Vita title's main characters. Oh, and when you open the box, you reveal the slightly more detailed representations seen below. 



The fun continues inside the World’s Longest 5 Minutes box. Nestled within one of the cutest retro-RPG cityscapes I've seen in a while is a copy of the game.


Here's another look at the aforementioned cityscape, in case any of you are curious:


And here's a look at the back of the World’s Longest 5 Minutes game case:


As for the rest of what's packed inside this limited edition, here's the "soft-cover book of some sort" I eluded to early on in this post:



I say it's a "book of some sort," by the way, because I'm honestly not sure what it is or what it's supposed to be. Before I opened it, I assumed it was an art book, but the first half of it is mostly text. That text doesn't appear to provide tips or tricks or hints to would-be players, though, so maybe it talks about the game's development or something like that?



Regardless, the last few pages of this Sekaiichi Nagai 5 Funkan booklet offer up some nice illustrations and pixel art that make the whole thing worthwhile.



Finally, hidden beneath the game case, the soft-cover book and the two-CD soundtrack (sorry, I didn't like the snapshot I took of it so I'm leaving it out; I'll take another soon and toss it onto my Flickr photostream) is a lovely little tri-fold desk calendar.



I've yet to set up this calendar, or even take a peek at its pages, but I can assure you I'll rectify that shortly--and when I do, I'll take a photo of it and either share it via Flickr or Instagram.


That's basically it--unless you're dying to see the back of this Vita LE's outer box. If you are, take a gander at the photo above.

Much like the rear of the World’s Longest 5 Minutes game case, the reverse side of its outer box isn't anything to shout about, but every other aspect of this limited edition is so grand that I'm not going to complain.

See also: previous posts about World’s Longest 5 Minutes plus previous 'CIB Sunday' posts

Friday, August 19, 2016

Nice Package! (Parodius Da!, PC Engine)

Before I became aware of games like Konami's Parodius Da!, I wasn't all that interested in the shoot 'em up (or shmup) genre.

Sure, early examples like Galaga and Gradius and even R-Type were well crafted and provided a certain thrill, but their deep-space, sci-fi settings left me kind of cold.



The second I laid eyes on titles like Parodius Da! and Detana!! TwinBee, though, I knew those chills--the bad sort, at least--were a thing of the past.

Although TwinBee and other, similar, games like Cotton, Hana Taaka Daka!?, PC Denjin and Twinkle Star Sprites, give me the warm fuzzies, none of them do so as strongly as the game that basically defines the entire cute 'em up genre.


Naturally I'm talking about Parodius Da!

What's so great about it? For starters, there are the visuals. Calling them "candy coated" or "kaleidoscopic" or anything of the sort doesn't quite do them justice, in my opinion.



So what does do them justice? How about "so crazy and colorful they'd make the Ringling Bros. proud."

OK, that's maybe a bit over the top, but if it conjures up thoughts of flying penguins, bathing octopuses, sunglasses-wearing moai statues and other circus-esque entities, well, it's done its job.


There's a lot more to Parodius Da! than its graphics, though. Nearly as important to its stature as a top-shelf cute 'em up is its wacky soundtrack, the bulk of which consists of remixes of classical music.

The cherry on top: this entry, like pretty much all of the Parodius series' entries, hits the gameplay sweet spot in that it's equal parts fun and challenging.



And then, of course, there's this title's packaging. I wouldn't say the cover art produced for the PC Engine port is as stellar as the imagery created for the Super Famicom one, but it's still far better than OK.

Its HuCard label and manual innards are similarly sensational--as evidenced by the snapshots above--while the back of its case is just so-so. Oh, well, you can't always have it all, right?

See also: 'Nice Package!' posts about Pac-Land, KiKi KaiKai and Hana Taaka Daka!?

Sunday, August 07, 2016

Anyone up for a few more photos of Pac-Land's PC Engine case, HuCard and manual?

When I went to add the Pac-Land packaging snapshots showcased in my last post to Flickr yesterday, I noticed a bunch of unused ones sitting in my photos folder that I'd previously ignored.

So, I whipped them into shape shortly thereafter and then decided to give them a post of their very own.



Granted, the photos seen above and below probably aren't going to blow anyone away. Still, they should whet appetites until I publish my upcoming "Manual Stimulation" post about Namco's Pac-Land PC Engine port.


Speaking of Pac-Land's instructional booklet, it's pretty darn colorful, isn't it? The illustrations that contain all of that color could be a tad cleaner, I guess, but they make me smile even in their slightly rough state.


I'd never call the art included in the following spread at all "rough," by the way. Rather, it's pretty much perfect as far as these things go.



If you'd like to see a few more such spreads, check out this old "Manual Stimulation" write-up, which highlights the booklet made for another Namco-published PC Engine title, the otherwise humdrum shmup known as Barunba.

See also: previous 'Nice Package!' and 'Manual Stimulation' posts

Saturday, July 23, 2016

Nice Package! (Moon: Remix RPG Adventure + UFO: A Day in the Life, PlayStation)

I can't say for sure which "modern" game system boasts the biggest and best selection of odd and off-the-wall titles, but I'm inclined to suggest it's the original PlayStation.

Admittedly, arguments could be made in favor of the Famicom (NES), the DS and even the PC Engine, but at the moment I'm leaning toward Sony's maiden console thanks in large part to the pair of games that serve as the focus of this post.

In case this is the first you've heard of these titles, both are wackadoodle adventures conjured up by the wizards at Love-de-Lic, Inc. That name may ring a bell if you're a fan of some other out-there games, like Chulip, Giftpia, Little King's Story and Chibi-Robo! Not that Love-de-Lic developed those titles, mind you. They were made--in part, at least--by former Love-de-Lic employees, though. (Those staffers went on to form Punchline, skip and Vanpool.)

Love-de-Lic itself produced just three games during its disappointingly brief, five-year existence. One was 2000's L.O.L.: Lack of Love, a head-scratcher for Sega's Dreamcast. The others were the titles highlighted in the headline above--1999's UFO: A Day in the Life and 1997's Moon: Remix RPG Adventure.


I spent a number of years pining for Moon: Remix RPG Adventure before I finally bought it. That's because complete-in-box copies tend to be pricey. 

I lucked out and nabbed the one you see here for a veritable steal some months ago while perusing the wares of one of my favorite eBay vendors.



It isn't in pristine condition, mind you, but it's in good enough condition that I'm more than happy with the purchase.

Anyway, I really like Moon: Remix RPG Adventure's whimsical disc label, showcased in the photo above, for whatever reason.


Don't get me wrong, it's instruction manual is nice, too. It's definitely a bit on the "uh, wow" side, as the focus of the following snapshot should make clear, but that's part of its charm, don't you think?


Sadly, I've yet to even slip my Moon: Remix RPG Adventure disc into my adorable Japanese PSone system. I hope to rectify that soon, but I've said that many times before, so who knows when it'll actually happen.

Hell, it's possible the game's fan translation, which has been in the works for ages now, will be out before give this pick-up a go. Oh, well. 



I know for sure I'll play my copy of UFO: A Day in the Life before its fan translation sees the light of day. That's because, as far as I know, no one is working on a fan translation of this curious Japan-only release.



Which is too bad, as both Hardcore Gaming 101's and Wikipedia's write-ups about the game make it sound awfully interesting.

In particular, UFO's Wikipedia entry suggests the adventure on offer here is at least somewhat Chulip-esque. That intrigues me for reasons I can't quite explain, as the month I spent with that 2002 PS2 title a couple of years ago was trying at best.


Here's portion of the entry in question, should any of you want to read it: "UFO: A Day in the Life puts the player in the role of an extraterrestrial attempting to save a group of 50 fellow aliens who have been stranded on Earth. The player must navigate areas that humans and animals inhabit, unable to actually see the alien he or she is trying to rescue. To this effect, the player must use a device called 'COSMIC,' a kind of camera, to reveal the creatures. As more aliens are rescued, more areas open up and different times of day are available for exploration."

Honestly, though, even if UFO: A Day in the Life proves to be a smelly turd of a game, I want to play through as much of it as I'm able at some point in time.

Have any of you played either of these Love-de-Lic products? If so, what did or do you think about them? Let me and others here know in the comments section below.

Also, if you'd like to see a few more snapshots like the ones above, pay a visit to my Flickr photostream.

See also: previous 'Nice Package!' posts

Tuesday, July 05, 2016

Nice Package! (Pikmin, GameCube)

I'm sorry if I've mentioned this before, but I think it's pretty relevant to this post, my last post and a handful of posts that will follow in the coming weeks.

How so? Well, the thing is, I have a rather spotty history with Nintendo's GameCube. I only bought one after it had basically failed in the US, for starters. (I waited until the system could be picked up for a measly $99.) Also, between then and now, I've acquired just a handful of GameCube titles--nearly all of which are of the North American variety.

All of that changed a few months ago when I purchased Mr. Driller: Drill Land, which serves as the focus of this recent write-up. The floodgates opened shortly afterward.

In the weeks that followed, I added the copy of Pikmin that can be seen below. I also added a good number of other Japanese GameCube discs I'll shine a light on shortly.


Today, though, let's focus on the absolutely lovely packaging of Pikmin's Japanese release. It all starts with the cover of the game's outer sleeve, of course.

Don't get me wrong, I also like its North American counterpart a great deal. Still, I'd be lying if I said I preferred it to the comparatively simple--not to mention colorful--piece of art that's stretched across the piece of cardboard seen above.


The instruction manual and game disc that are packed inside Pikmin's colorful Japanese wrapper are similarly eye-popping.

I especially like the disc label, and not just for the image of Olimar offering encouraging words to the faithful Pikmin who follow in his footsteps.


OK, so the back of the game's outer sleeve isn't as brilliant as the rest of its packaging. It certainly does the trick, though. Also the line of rainbow-hued Pikmin that traipse across its top edge are cute as buttons, so it's hard to say it's without merit at all.


All apologies to my pal Zach for failing to include a snapshot of the tiny plastic case that houses the Japanese Pikmin's disc and booklet. I'll be sure to do so in one of my upcoming GameCube-centric posts.

In the meantime, I'm sure some of you are big Pikmin fans. Why is that the case? What do you like about this game--or either of its sequels--so much? Please share your thoughts and opinions in the comments section below.

Or just share your thoughts and opinions on the Japanese release's outer sleeve, instruction manual and game disc. I'm open to any and all such banter, as always.

Thursday, June 30, 2016

Nice Package! (Mr. Driller: Drill Land, GameCube)

Considering every aspect of Namco's long-running Mr. Driller game series is utterly adorable, it astounds me it took me so many years to jump aboard.

In fact, I didn't buy my first Mr. Driller title--that would be the PlayStation port of the very first one--until late in 2011. A year later, the Mr. Driller floodgates opened and I bought the DS entry, Drill Spirits, as well as the WonderSwan iteration of the original.

Today, I own so many Mr. Driller games they're coming out of my ears. OK, that's obviously overstating things a tad, but the point stands. I have a lot of Mr. Driller cartridges and discs at the moment. Without question, the one that's most dear to me is the one displayed in the photo below.


Why am I so smitten with Mr. Driller: Drill Land, you ask? Well, to begin with, it's a GameCube title. That alone is enough to make me swoon these days. (I'm a tiny bit obsessed with Nintendo's last "traditional" console right now. Which of course means you should expect me to publish a slew of posts about it in the coming weeks and months.)

Another reason is Drill Land's gorgeous packaging. Seriously, take a gander at the front of the game's outer sleeve (above) and try to tell me it doesn't make you tear up a smidge.


Naturally, the back of Mr. Driller: Drill Land's outer sleeve is looker, too--though I doubt anyone would argue it looks better than its flip side. That said, I quite like the 1970s-esque "swoosh" that flows down the reverse's right edge.


Drill Land's outer sleeve also sports a lovely little illustration near the base of its side flap. A small detail, yes, but a nice one all the same.


That same illustration pops up on the game's shockingly teeny disc, which can be seen in the previous snapshot. The use of orange here is rather nice, don't you think?


I don't know that I'd go so far as to suggest that inside Mr. Driller: Drill Land's instruction manual is where all the magic is, but I'd definitely say some magic is present within its many pages.

The spread showcased above is a good example, as is the one below.


Admittedly, Drill Land's manual suffers from a lot of the same ailments that hold back most such booklets produced after, say, the PlayStation era. Which is to say it features too much text and too little art. Still, I'm not going to toss it into the trash anytime soon. So I guess I'll just leave things at: "it could bet so much better."

As for the actual game that's on offer here, well, it's not a whole lot different from what's included in other entries in this series. Mr. Driller: Drill Land does present that tried-and-true gameplay in a somewhat unique way, though, and that is to be applauded. (Basically, players can pick from five distinct drilling games, each of which are styled as theme-park rides.)

Have any of you played Drill Land--and any other Mr. Driller title, for that matter? If so, please share your thoughts about them in the following comments section.

Sunday, June 12, 2016

CIB Sunday: Pizza Pop! (Famicom)

It's Sunday once again, and you know what that means: it's time to share a photo of a complete-in-box copy of some video game or other.

This week, I’m going with Jaleco’s Pizza Pop! By most accounts, this Famicom title, released all the way back in 1992, is not a great game. Still, I've long been a fan of it due to its colorful graphics and old-school platforming gameplay.



OK, so it's also due to this import's vivacious packaging, which is on full display in the snapshot above.

Want to learn more about Pizza Pop! or see more photos of its box, cartridge or instruction manual? Check out this old post of mine.

See also: 'CIB Sunday: Hyakumanton no Bara Bara (PSP)'

Thursday, May 26, 2016

Nu-Bo, Nuubou, Noobow, New--oh, whatever...

I've wanted to own this curious puzzler-platformer since I first became aware of it three years ago. (You can read my thoughts on that introduction in "His name is Noobow and I want his game.")

A year after I made Noobow's acquaintance, I came across (and quickly snapped up, naturally) the complete-in-box copy of the game showcased in the photos below.


Considering the insane prices some other obscure Japanese GameBoy titles go for these days--search eBay for Phantasm or Peetan, if you'd like proof--I got this copy for an absolute steal.

Of course, I would've been willing to spend a lot more than I did to acquire Noobow, as its packaging is the definition of "top shelf."



I mean, just look at the photo above as well as the three that follow. Every edge of Noobow's box features a little illustration of the titular character, who was an anime and manga star back in the early 1990s. 





The adorable "Noobow waving" drawing seen in the snapshot below also appears on this game's cartridge label, by the way. 



Here's the back of Noobow's box. Actually, it's just two-thirds of the back of its box; I didn't include the rest of it because a partially removed price sticker covers its lower third. 



Don't worry, I'll get rid of it eventually. (I've read that Goo Gone works pretty well in these kinds of situations as long as you don't overdo it.) After I do, maybe I'll take a few new photos and add them to my Flickr photostream.


Thankfully, the game's instruction manual is in no need of that sort of attention.


Unsurprisingly, it's stuffed with a number of so-cute-I-could-puke illustrations.


If you'd like to see more of Noobow's aww-inspiring (FYI: I made that typo on purpose) instruction pamphlet, keep your eyes peeled for another installment of my long-running "Manual Stimulation" series.


In the meantime, have any of you fine folks played this 1992, Japan-only GameBoy title? If so, what are your impressions of it?

If you haven't, I'd highly recommend checking it out via emulation as soon as you're able. It won't blow your mind, but I'm pretty sure it'll bring a smile to your face.