What you see in the photo below is one of seven games that were released as part of Nintendo's bit Generations series for the GameBoy Advance.
All seven titles hit store shelves in 2006 and remained Japan-only affairs until three of them--this one (renamed Orbient in the west), Dialhex (aka Rotohex) and Dotstream (light trax) were remade into WiiWare releases in 2008, 2009 and 2010. (A fourth, Digidrive, made its way onto Nintendo's DSi shop in 2009.)
Although I'd love to own each of these bite-sized Q-Games- and Skip, Ltd.-made titles at some point, I decided to start with Orbital because I've thoroughly enjoyed the time I've spent with its WiiWare counterpart thus far.
I should note that I'd been warned before I bought the copy of Orbital seen above that gameplay found in the original version is often considered to be a bit less accessible than what's included in the follow-up.
Unfortunately, I can't yet support or refute that claim because, well, I've only booted up this Orbital cart (using my hot pink GameBoy Micro) long enough for me to know it's in good working order.
I promise to give it the attention it's due soon. In the meantime, consider picking up Orbient (and Cubello, if you've got the dough) via the Wii's (or the Wii U's) online shop if you're at all interested in captivatingly unique digital games.
See also: Previous '12 import games I bought in 2012 but didn't tell you about until now' posts
Showing posts with label portable. Show all posts
Showing posts with label portable. Show all posts
Saturday, December 29, 2012
Wednesday, October 03, 2012
In the flesh: PINK x WHITE 3DS LL
I wish I could say I filmed the unboxing video seen below (and here), but, alas, I didn't. Who knows, though, maybe I'll be able to make my own before the year is over?
The question is: Will my unboxing video focus on a Japanese or a North American pink-and-white 3DS XL/LL?
Actually, after the pair of "Chotto Nintendo Direct" presentations (this one announced a trio of new 3DS LL color variations, while this one revealed that a number of previously released retail games will be added to the Japanese eShop on Nov. 1) that were broadcast last night, an even better question might be:
Will my unboxing video focus on the aforementioned pink-and-white XL/LL or the just-announced Animal Crossing-branded LL that'll hit store shelves in Japan on Nov. 8?
See also: 'Welp, it seems I'll be buying a 3DS XL a bit sooner than I initially thought I would'
The question is: Will my unboxing video focus on a Japanese or a North American pink-and-white 3DS XL/LL?
Actually, after the pair of "Chotto Nintendo Direct" presentations (this one announced a trio of new 3DS LL color variations, while this one revealed that a number of previously released retail games will be added to the Japanese eShop on Nov. 1) that were broadcast last night, an even better question might be:
Will my unboxing video focus on the aforementioned pink-and-white XL/LL or the just-announced Animal Crossing-branded LL that'll hit store shelves in Japan on Nov. 8?
See also: 'Welp, it seems I'll be buying a 3DS XL a bit sooner than I initially thought I would'
Labels:
3DS,
3DS LL,
3DS XL,
Animal Crossing 3DS,
handhelds,
imports,
Japanese,
nintendo,
Nintendo Direct,
pink,
PINK x WHITE,
portable,
unboxing,
videos,
YouTube
Tuesday, September 18, 2012
Manual Stimulation: Ganbare Gorby! (Game Gear)
You know what I like most about Game Gear instruction manuals? They're small--and not just in size, but in length, too. That's a big deal to me because, well, scanning each and every page of a thick game manual (for use in one of these posts, of course) can be a real pain in the butt.
The only problem I have with short instruction manuals: Sometimes they're stuffed full of delightful illustrations and other details, and sometimes they're as dull as dishwater.
Sadly, the manual produced for Sega's quirky, Mikhail Gorbachev-focused puzzler, Ganbare Gorby!, falls somewhere between those two extremes.
It certainly starts out promising enough, with the game's colorful cover art showing up once again to remind folks what's in store once they press "play." (If this is the first you've heard of Ganbare Gorby!, it means you'll be acting as the aforementioned former president of the Soviet Union as he alters the course of myriad conveyor belts in order to deliver food, medicine and portable game systems to comrades in need.)
Anyway, the manual's first few pages are as bright and bold as its cover. Also, one of them features a completely adorable drawing of good ol' Gorbachev. I wish I could tell you why he isn't also carrying a Game Gear (one of the items he delivers to the poor in this endearingly odd puzzler), but I can't.
After that, Ganbare Gorby's manual becomes a bit boring, to tell you the truth. At least the following pages feature a number of nice screenshots. (Please note the right-most one in the scan below, which shows a citizen grinning from ear to ear after successfully grabbing a piece of meat that wouldn't look out of place in a PC Genjin game.)
The only problem I have with short instruction manuals: Sometimes they're stuffed full of delightful illustrations and other details, and sometimes they're as dull as dishwater.
Sadly, the manual produced for Sega's quirky, Mikhail Gorbachev-focused puzzler, Ganbare Gorby!, falls somewhere between those two extremes.
It certainly starts out promising enough, with the game's colorful cover art showing up once again to remind folks what's in store once they press "play." (If this is the first you've heard of Ganbare Gorby!, it means you'll be acting as the aforementioned former president of the Soviet Union as he alters the course of myriad conveyor belts in order to deliver food, medicine and portable game systems to comrades in need.)

Anyway, the manual's first few pages are as bright and bold as its cover. Also, one of them features a completely adorable drawing of good ol' Gorbachev. I wish I could tell you why he isn't also carrying a Game Gear (one of the items he delivers to the poor in this endearingly odd puzzler), but I can't.


After that, Ganbare Gorby's manual becomes a bit boring, to tell you the truth. At least the following pages feature a number of nice screenshots. (Please note the right-most one in the scan below, which shows a citizen grinning from ear to ear after successfully grabbing a piece of meat that wouldn't look out of place in a PC Genjin game.)
Sunday, August 26, 2012
A little translation assistance, please?
So, I've been playing the Game Gear port of Namco's Mappy on and off over the last week or so. Why have I been playing this version as opposed to the arcade original, which I bought a few years back via the Wii Virtual Console, or the Famicom port (see a photo of it here) that I picked up in late 2009? I'm not sure, to tell you the truth. I guess I'm just in a Game Gear kind of mood right now.
Anyway, I bring all of this up here because this iteration's options screen, below, has me feeling completely stumped at the moment and I'm hoping one or more of you will be able to translate--into English, naturally--the second and third choices for me.
By the way, those of you who consider yourselves to be Mappy fans but have never played the Game Gear port might like to know that choosing the second option takes you to a set of levels that are much more expansive than those found in the arcade original. I'd almost liken them to playing in an apartment setting as opposed to a house setting, if that makes sense.
As for what happens when you choose the third option: Strangely, the answer seems to be nothing, at least at the moment. (Whenever I click on it, the carrot cursor simply moves back up to "MAPPY.") Maybe it's a series of more challenging levels that open up only after you've conquered the originals?
Anyway, I bring all of this up here because this iteration's options screen, below, has me feeling completely stumped at the moment and I'm hoping one or more of you will be able to translate--into English, naturally--the second and third choices for me.

By the way, those of you who consider yourselves to be Mappy fans but have never played the Game Gear port might like to know that choosing the second option takes you to a set of levels that are much more expansive than those found in the arcade original. I'd almost liken them to playing in an apartment setting as opposed to a house setting, if that makes sense.
As for what happens when you choose the third option: Strangely, the answer seems to be nothing, at least at the moment. (Whenever I click on it, the carrot cursor simply moves back up to "MAPPY.") Maybe it's a series of more challenging levels that open up only after you've conquered the originals?
Wednesday, July 25, 2012
The Great Gaymathon Review #57: Balloon Kid (GameBoy)
Game: Balloon Kid
Genre: Platformer
Developer: Pax Softnica
Publisher: Nintendo
System: GameBoy
Release date: 1990
Last week, I published a little write-up (read it here) on this game's Famicom-based kinda-sorta remake, Hello Kitty World. I'm sure some will say it's overkill to review the original so soon afterward, but that's not how I see it. Instead, I'm thinking of this "Great Gaymathon" review as being the blogging equivalent of "striking while the iron's hot"--as in, why not chat about Balloon Kid while Hello Kitty World's still fresh in your brains?
Anyway, enough about that. You're probably wondering what sets this breezy release (you can beat its eight stages in an hour or two, if you're skilled enough) apart from its console-based follow-up. There aren't as many differentiators as you might think, to tell you the truth. The most obvious ones: 1) Balloon Kid stars a wee lass named Annie as opposed to Hello Kitty, 2) Annie's goal is to save her kid brother Jim while Kitty-chan has to rescue some Sanrio character named Tippy, 3) the GameBoy title is a black-and-white affair while the Famicom one is in full color, and 4) although the camera is zoomed-out in Hello Kitty World, it's much closer to the action in Balloon Kid.
Every other aspect of these auto-scrolling platformers is pretty similar. Both buck tradition and progress from right to left. Their plucky protagonists use balloons rather than their legs to move around as well as to avoid enemies--which include bees, penguins and, er, walking campfires. Enjoyably creative boss fights pop up every other stage whether you're playing Hello Kitty World or Balloon Kid. (Speaking of this game's stages, although most are thematically clichéd, a couple are surprisingly unique--with the standouts being the first and its pencil-shaped skyscrapers as well as the fourth that takes place in a wale's bowels.) These cute-as-buttons carts even share the same, Hirokazu "Hip" Tanaka-sourced soundtrack.
Anyway, as I said in my earlier review, I tend to prefer Pax Softnica's effort to Character Soft's--mainly due to the GameBoy title's art style--although you really can't go wrong with either. That said, if you decide to play these games via emulation, be sure to go with the colorized, Japan-only version of Balloon Kid, known as Balloon Fight GB. It adds a pretty little map screen and the ability to save after each level to the mix.
See also: Previous 'Great Gaymathon' posts
Monday, July 02, 2012
A new trailer for one of the million or so 3DS games I'm hoping to buy in the next 12 months
Which game am I referring to in the headline above? Atlus' breast-y, Guardian Heroes-esque beat 'em up, Code of Princess.
My only real complaint about the most recent trailer (below and here) for this portable brawler: No gameplay is shown until the 50-second mark. Also, said gameplay clips rarely take up more than about one-forth of the screen. (OK, so that's two complaints. Sue me!)
Aside from that, two thoughts ran through my head while watching this Code of Princess teaser. The first: I really hope a demo of this game appears on the 3DS eShop sometime between now and whenever it's released in North America. The second: I'll bet it would be sweet to play this game on a 3DS XL.
Are any of you also salivating over the possibility of playing Code of Princess later this year?
My only real complaint about the most recent trailer (below and here) for this portable brawler: No gameplay is shown until the 50-second mark. Also, said gameplay clips rarely take up more than about one-forth of the screen. (OK, so that's two complaints. Sue me!)
Aside from that, two thoughts ran through my head while watching this Code of Princess teaser. The first: I really hope a demo of this game appears on the 3DS eShop sometime between now and whenever it's released in North America. The second: I'll bet it would be sweet to play this game on a 3DS XL.
Are any of you also salivating over the possibility of playing Code of Princess later this year?
Labels:
3DS,
Atlus,
beat 'em up,
brawler,
Code of Princess,
Guardian Heroes,
handheld,
portable,
trailers
Wednesday, May 09, 2012
A somewhat gay review of Hakuoki: Demon of the Fleeting Blossom (PSP)
Game: Hakuoki: Demon of the Fleeting Blossom
Genre: Otome/Visual Novel
Developer: Idea Factory
Publisher: Aksys Games
System: PSP
Release date: 2012
Please forgive me for being a bit crass, but I consider Aksys' Hakuoki: Demon of the Fleeting Blossom to be the gaming equivalent of "a grower, not a shower." What I mean is that, for me at least, it wasn't all that appealing at first. I think that's because I expected ... well, something other than what greeted me during the first hour or two of my playthrough of this PSP title.
You see, rather than being the kind of action-packed game most of us in the western world are used to playing, Hakuoki is a visual novel. As such, you can expect to spend a lot of time reading text and hitting your PSP's "X" button over and over again in order to advance the game's story--which follows a young woman, Chizuru Yukimura, as she and the Shinsengumi, a group of samurai who protect the citizens of Kyoto, search for Chizuru's missing father during Japan's Bakumatsu period (1853-1867).
Although you spend a lot of time reading while playing Hakuoki, that's not all you do. Sometimes, for instance, you're able to influence the story's direction a la the Choose Your Own Adventure books that many Americans devoured as kids. At the same time, you're able to influence Chizuru's future, as each decision brings her another step closer to (or takes her a step further away from) one of the game's eligible bachelors, romantically speaking.
Sadly, these moments of interactivity are all too rare. Not only that, but they're more than a bit confusing--especially if you're like me and you've never before played a visual novel or otome game--since it's often difficult to decipher how a particular decision is going to alter Chizuru's path. That said, the interactivity, even if it's a bit ham-fisted, is more than welcome amid Hakuoki's endlessly streaming lines of text.
The good news here is that those endlessly streaming lines of text are both well-written and, for the most part, quite engaging and compelling. Similarly compelling are the game's characters, each of whom are imbued with personality, and its graphics, despite the fact that they're static and more than a little repetitive. Although the word repetitive also could be used to describe Hakuoki's soundtrack, it never really becomes grating thanks to its relaxed nature.
Given all of the above, would I recommend Hakuoki to your average PSP owner? Yes, although with a few reservations. In my opinion, this title is most likely to appeal to those who are OK with playing as a girl, who don't mind games that include a dating component, who enjoy a good page-turner and who have at least a smidge of patience.
See also: Previous 'somewhat gay' reviews
Tuesday, May 08, 2012
I'd buy this game for its cover art alone if I actually owned a PS Vita
Did a feeling of déjà vu wash over you when you first glanced at the following piece of box art?
That wouldn't surprise me given that an edited version of the illustration that takes up the majority of said box art's acreage was included in this recent post about the same game.
Anyway, although I've heard that Dokuro, a platformer-puzzler made by the folks at Gamearts, will see the light of day in North America, I've yet to hear when that will happen. (It'll hit the streets of Japan--and PSN, too--on July 5, according to andriasang.com.)
Thankfully, it's doubtful the US version will receive a physical release like its Japanese counterpart--which means I can hold off on picking up a PS Vita for at least a few more months.
That wouldn't surprise me given that an edited version of the illustration that takes up the majority of said box art's acreage was included in this recent post about the same game.
Thankfully, it's doubtful the US version will receive a physical release like its Japanese counterpart--which means I can hold off on picking up a PS Vita for at least a few more months.
Monday, May 07, 2012
Sonic Game Gear
I really shouldn't be allowed to have a credit card.
I say that because if I weren't in possession of a credit card, I wouldn't be able to buy any of the games and systems that, like so many shiny objects, catch my attention (seemingly out of the blue), blossom into full-blown obsessions and then quickly dissipate as soon as another compelling game or system comes into view.
The last such "shiny object" to grab my eye, you may remember, was the WonderSwan. Although I'm still keen on picking up one of these Bandai-made handhelds (especially since I've already bought a few WonderSwan games--more on that soon), I'd be lying if I said I was as interested in it as I was when I wrote this post.
As for what prompted my interest in this peculiar, Japan-only portable to wane a bit (just a bit): Sega's Game Gear.
I'm not entirely sure why I've currently got Game Gear on the brain, but I have a feeling it can be blamed on this recent review over at Red Parsley and this one over at VG Junk.
Regardless, I'm spending way too much time thinking about the Game Gear right now. I even spent some time searching Flickr for images of Sega's brick-like handheld over the weekend. That's when I came across the Sonic the Hedgehog-branded Game Gear seen below:
Said system was created by none other than the artist who calls himself OSKUNK, of course.
I think my favorite part of this OSKUNK creation is how the reflections on Dr. Robotnick's (or Dr. Eggman's, if that's how you roll) sunglass lenses double as labels for the portable's I and II buttons.
As much as I love this expertly customized piece of tech, I'd chuck it to the curb like a piece of stale bread if OSKUNK offered up a Game Gear with Pengo characters painted on it. And that system would be tossed out in favor of one branded with characters from the coolest GG title ever created (according to moi): Magical Puzzle Popils.
Anyway, should you want to see more of OSKUNK's work (and why wouldn't you?), feel free to head over to his blog, Custom Art, or his Flickr photostream at your earliest convenience.
See also: Previous OSKUNK-centric posts
I say that because if I weren't in possession of a credit card, I wouldn't be able to buy any of the games and systems that, like so many shiny objects, catch my attention (seemingly out of the blue), blossom into full-blown obsessions and then quickly dissipate as soon as another compelling game or system comes into view.
The last such "shiny object" to grab my eye, you may remember, was the WonderSwan. Although I'm still keen on picking up one of these Bandai-made handhelds (especially since I've already bought a few WonderSwan games--more on that soon), I'd be lying if I said I was as interested in it as I was when I wrote this post.
As for what prompted my interest in this peculiar, Japan-only portable to wane a bit (just a bit): Sega's Game Gear.
I'm not entirely sure why I've currently got Game Gear on the brain, but I have a feeling it can be blamed on this recent review over at Red Parsley and this one over at VG Junk.
Regardless, I'm spending way too much time thinking about the Game Gear right now. I even spent some time searching Flickr for images of Sega's brick-like handheld over the weekend. That's when I came across the Sonic the Hedgehog-branded Game Gear seen below:

Said system was created by none other than the artist who calls himself OSKUNK, of course.
I think my favorite part of this OSKUNK creation is how the reflections on Dr. Robotnick's (or Dr. Eggman's, if that's how you roll) sunglass lenses double as labels for the portable's I and II buttons.
As much as I love this expertly customized piece of tech, I'd chuck it to the curb like a piece of stale bread if OSKUNK offered up a Game Gear with Pengo characters painted on it. And that system would be tossed out in favor of one branded with characters from the coolest GG title ever created (according to moi): Magical Puzzle Popils.
Anyway, should you want to see more of OSKUNK's work (and why wouldn't you?), feel free to head over to his blog, Custom Art, or his Flickr photostream at your earliest convenience.
See also: Previous OSKUNK-centric posts
Labels:
awesome,
custom,
Custom Art,
customized,
Flickr,
game gear,
handhelds,
obsessions,
Oskunk,
paint,
paint jobs,
portable,
sega,
sonic,
Sonic the Hedgehog
Thursday, April 26, 2012
Seems I'll be importing another PSP game soon
The name of the PSP game that I'll likely be importing: Airu de Puzuruu.
Those of you who are Monster Hunter fans may know that in Japan the series' adorably devious-looking cat characters are known as "airu." (In other regions, they're called "felynes.")
Unlike the last airu/felyne spin-off title, the Animal Crossing-esque Monster Hunter Diary, Airu de Puzuruu will be--surprise!--a puzzler.
It won't be just any old puzzler, though. According to various sources (namely andriasang.com), Airu de Puzuruu will be based on Capcom's vaunted Puzzle Fighter series.
Given my dual love of the airu/felyne characters and of puzzle games, you can rest assured that yours truly will be picking up a copy of this title shortly after it hits the streets of Japan on July 19.
(We all know there's not a snowball's chance in hell of Airu de Puzuruu making it to the States, so why bother waiting?)
(Via andriasang.com)
Those of you who are Monster Hunter fans may know that in Japan the series' adorably devious-looking cat characters are known as "airu." (In other regions, they're called "felynes.")
Unlike the last airu/felyne spin-off title, the Animal Crossing-esque Monster Hunter Diary, Airu de Puzuruu will be--surprise!--a puzzler.
It won't be just any old puzzler, though. According to various sources (namely andriasang.com), Airu de Puzuruu will be based on Capcom's vaunted Puzzle Fighter series.
Given my dual love of the airu/felyne characters and of puzzle games, you can rest assured that yours truly will be picking up a copy of this title shortly after it hits the streets of Japan on July 19.
(We all know there's not a snowball's chance in hell of Airu de Puzuruu making it to the States, so why bother waiting?)
(Via andriasang.com)
Labels:
adorable,
airu,
Airu de Puzuruu,
Capcom,
cute,
felyne,
handhelds,
imports,
Japanese,
Monster Hunter,
portable,
psp,
Puzzle Fighter,
puzzlers,
sony
Tuesday, April 24, 2012
Acquisition #129: Final Fantasy (PSP)
So, over the last month or two I've mentioned quite a few times--or at least I think I have--that I'm slowly but surely working on increasing the size of my (heretofore rather meager) PSP game collection.
This portable remake--the 20th, I think--of the first Final Fantasy is one of said acquisitions.
There are three major reasons I finally decided, after much hemming and hawing, to hand over my hard-earned cash for this Tose-developed rehash of Square Enix's classic RPG:
1. I really like its cover art (see image to the right),
2. I kind of like what I've seen of this version's higher-resolution graphics (despite the fact that I'm a huge fan of the chunky sprites found in the NES original), and
3. It was an absolute steal, setting me back less than $10 (including shipping).
I'm sure some of you are wondering, How many times can you play through the same, old game? I'm not sure how to answer that question, to tell you the truth, as I've played through the original Final Fantasy many, many times over the years and I'm still not sick of it.
That said, it'll be interesting to see if I make it to the end this time around or if I stop somewhere short of the credits. Regardless, I'll get as far as I can and then work up a review of it that lets you know if I consider it to be a worthy remake or a waste of your time and money.
See also: Previous 'Acquisition #123' posts
Labels:
Acquisition #123,
acquisitions,
final fantasy,
handhelds,
portable,
psp,
remakes,
rpg,
Square,
Square Enix
Monday, April 23, 2012
Is this a portable game system or a vending machine prize?
I don't think I've ever mentioned this here, but I've long wanted to own a GameBoy Micro. For various reasons, though, I've avoided buying one.
Until recently, of course.
My original plan was to buy one of the Special 20th Anniversary Edition systems--the ones that are red and gold a la the Famicom--but then I saw, on good ol' eBay, the hot pink GameBoy Micro seen in the photos below.
As you probably can tell (by, again, checking out the photos above and below), this particular GameBoy Micro is of the complete-in-box variety. And, surprisingly enough, the box in question is in pretty great condition--as is the system itself.
I haven't spent much time with it yet, but I've spent enough time with it to have come to the realization that these suckers are tiny! Too tiny? I personally wouldn't say so, although I'm sure some folks feel that way.
Anyway, would it surprise you to hear that this latest acquisition has piqued my interest in GameBoy Advance games? I'll bet not.
I haven't yet added any new GameBoy Advance games to my collection, but I'm planning on doing so soon. Which games? Well, I've been eyeing up (on eBay, of course) copies of Kurukuru Kururin and Legendary Starfy, for starters, so maybe I'll start with those.
See also: A few more photos of this awesome little system
Until recently, of course.
My original plan was to buy one of the Special 20th Anniversary Edition systems--the ones that are red and gold a la the Famicom--but then I saw, on good ol' eBay, the hot pink GameBoy Micro seen in the photos below.
As you probably can tell (by, again, checking out the photos above and below), this particular GameBoy Micro is of the complete-in-box variety. And, surprisingly enough, the box in question is in pretty great condition--as is the system itself.
I haven't spent much time with it yet, but I've spent enough time with it to have come to the realization that these suckers are tiny! Too tiny? I personally wouldn't say so, although I'm sure some folks feel that way.
Anyway, would it surprise you to hear that this latest acquisition has piqued my interest in GameBoy Advance games? I'll bet not.
I haven't yet added any new GameBoy Advance games to my collection, but I'm planning on doing so soon. Which games? Well, I've been eyeing up (on eBay, of course) copies of Kurukuru Kururin and Legendary Starfy, for starters, so maybe I'll start with those.
See also: A few more photos of this awesome little system
Labels:
acquisitions,
European,
gameboy advance,
gameboy micro,
GBA,
hot pink,
imports,
nintendo,
pink,
portable
Monday, April 16, 2012
On how the Bandai WonderSwan wormed its way into my head (and heart)
Those of you who follow me on Twitter likely are aware that the Bandai WonderSwan--aka one of the few handhelds that dared to compete with the GameBoy, GameBoy Color and GameBoy Advance in the late 1990s and early 2000s--has worked its way into my brain as of late.
What prompted this (quite frankly baffling) fascination-bordering-on-obsession? Honestly, I think it was this recent post over at Kimimi's Blog. After I read Kimimi's commentary about the WonderSwan RPG, Namco Super Wars, I recalled being intrigued by a few earlier posts dedicated to games--Flash Koibitokun and Tane wo Maku Tori, especially--that were released for this odd, Japan-only portable.
As much as I'd like to say this is nothing more than a passing fancy, that would be far from the truth. After all, I've already picked up a few WonderSwan games via eBay (don't worry, I'll reveal which ones sooner rather than later), and I've currently got my eye on a rather sweet looking SwanCrystal system.
(Quick aside: The SwanCrystal, released in 2002, was a fairly capable, and comparable, competitor of the GameBoy Advance--what with its screen resolution of 224 by 144 pixels and ability to display 241 colors at once. The WonderSwan Color, released in 2000, was similarly capable, but its screen was quite a bit less desirable than its curiously-named successor, while the original WonderSwan, designed by Gunpei Yokoi and released in 1999, had a monochrome screen à la the first GameBoy.)
Anyway, do any of you have a WonderSwan, or have you ever dreamed of owning one, as I currently am?
What prompted this (quite frankly baffling) fascination-bordering-on-obsession? Honestly, I think it was this recent post over at Kimimi's Blog. After I read Kimimi's commentary about the WonderSwan RPG, Namco Super Wars, I recalled being intrigued by a few earlier posts dedicated to games--Flash Koibitokun and Tane wo Maku Tori, especially--that were released for this odd, Japan-only portable.
![]() |
The original, monochrome WonderSwan. |
(Quick aside: The SwanCrystal, released in 2002, was a fairly capable, and comparable, competitor of the GameBoy Advance--what with its screen resolution of 224 by 144 pixels and ability to display 241 colors at once. The WonderSwan Color, released in 2000, was similarly capable, but its screen was quite a bit less desirable than its curiously-named successor, while the original WonderSwan, designed by Gunpei Yokoi and released in 1999, had a monochrome screen à la the first GameBoy.)
Anyway, do any of you have a WonderSwan, or have you ever dreamed of owning one, as I currently am?
Monday, April 09, 2012
From the back of my boyhood closet, part seven
The last of the seven game-related treasures I unearthed from my boyhood closet during a recent trip to see my parents is the complete-in-box GameBoy system seen in the photos below.
This "find" actually shocked me because I distinctly remember selling my first GameBoy and most, if not all, of my GameBoy titles as a teen. After inspecting this system's box, though, I realized it couldn't be the GameBoy in question, as a handwritten note on its backside indicates that I acquired it in 1994--five years after Nintendo's pioneering portable was introduced to North America.
As such, I'm guessing I did sell my first GameBoy--which came in a completely different box and which I received as a gift within a year of its release--and then I bought the "basic" system seen in the photos above and below at some later date.
Anyway, enough about that. The real news here is that I found an original GameBoy--along with its box, manuals and other paperwork--in the back of my childhood closet.
Oh, and did I mention that the system is in nearly perfect condition? I say "nearly" because although superficially everything is rather immaculate, things aren't as flawless beneath the surface. Specifically, the system's screen is missing a few lines of pixels. I don't know if that's due to its age or if it's due to the fact that at some point I seemingly left some batteries in it for a long period of time (resulting in some massively corroded innards), but it doesn't much matter now, does it?
What does matter: It still works well enough that I can play a game on it if I so desire.
This "find" actually shocked me because I distinctly remember selling my first GameBoy and most, if not all, of my GameBoy titles as a teen. After inspecting this system's box, though, I realized it couldn't be the GameBoy in question, as a handwritten note on its backside indicates that I acquired it in 1994--five years after Nintendo's pioneering portable was introduced to North America.
As such, I'm guessing I did sell my first GameBoy--which came in a completely different box and which I received as a gift within a year of its release--and then I bought the "basic" system seen in the photos above and below at some later date.
Anyway, enough about that. The real news here is that I found an original GameBoy--along with its box, manuals and other paperwork--in the back of my childhood closet.
Oh, and did I mention that the system is in nearly perfect condition? I say "nearly" because although superficially everything is rather immaculate, things aren't as flawless beneath the surface. Specifically, the system's screen is missing a few lines of pixels. I don't know if that's due to its age or if it's due to the fact that at some point I seemingly left some batteries in it for a long period of time (resulting in some massively corroded innards), but it doesn't much matter now, does it?
What does matter: It still works well enough that I can play a game on it if I so desire.
Labels:
all about me,
finds,
From the back of my boyhood closet,
gameboy,
nintendo,
photos,
portable
Surprise, surprise: The first (and only) Vita game that interests me is an odd, niche-y one
I haven't exactly been shy about the fact that I'm a bit "ho hum" when it comes to the PS Vita. Oh, I find the hardware itself interesting enough--if a smidge over-priced--but its software catalog bores me to tears.
Actually, I take that back. What I should have said is that this bulky handheld's current software line-up bores me to tears. I find one of its upcoming releases, though, pretty darn intriguing.
That upcoming release: Gamearts' Dokuro (Japanese for "Skull"), which looks to be some sort of platformer-puzzler combo.
I'm a sucker for puzzler-platformers, so that aspect alone makes me want to keep an eye on this particular title. The reason I want to purchase it (at some future point in time, of course), though, is the art style--which makes everything look as though it was created using chalk. (Said art style is somewhat apparent in the illustration to the right, although it's much more so in the screenshots shown here and here.)
The story is pretty cute, too, with Dokuro focusing on an evil "Dark Load" (er, I think that's supposed to be "Lord") who kidnaps a princess and then puts her behind bars until they can get hitched. Guarding the imprisoned princess is a skeleton named, you guessed it, Dokuro, who sets her free after seeing her cry and then attempts to lead her out of the Dark Load's tower.
I'm not entirely sure how Dokuro (and the players controlling him) will accomplish the above-mentioned task, although I'm guessing from the screens that have been published over at andriasang.com that it will involve some amount of screen swiping and tapping. (Sadly, this recently-released teaser trailer doesn't include a single second of gameplay.)
Regardless, consider me curious.
See also: 'Raise your hand if you picked up a PS Vita yesterday'
Actually, I take that back. What I should have said is that this bulky handheld's current software line-up bores me to tears. I find one of its upcoming releases, though, pretty darn intriguing.
That upcoming release: Gamearts' Dokuro (Japanese for "Skull"), which looks to be some sort of platformer-puzzler combo.
I'm a sucker for puzzler-platformers, so that aspect alone makes me want to keep an eye on this particular title. The reason I want to purchase it (at some future point in time, of course), though, is the art style--which makes everything look as though it was created using chalk. (Said art style is somewhat apparent in the illustration to the right, although it's much more so in the screenshots shown here and here.)
The story is pretty cute, too, with Dokuro focusing on an evil "Dark Load" (er, I think that's supposed to be "Lord") who kidnaps a princess and then puts her behind bars until they can get hitched. Guarding the imprisoned princess is a skeleton named, you guessed it, Dokuro, who sets her free after seeing her cry and then attempts to lead her out of the Dark Load's tower.
I'm not entirely sure how Dokuro (and the players controlling him) will accomplish the above-mentioned task, although I'm guessing from the screens that have been published over at andriasang.com that it will involve some amount of screen swiping and tapping. (Sadly, this recently-released teaser trailer doesn't include a single second of gameplay.)
Regardless, consider me curious.
See also: 'Raise your hand if you picked up a PS Vita yesterday'
Monday, April 02, 2012
Reason #404 I could be considered an 'eccentric' (aka bat-sh*t crazy) gamer
I recently bought a Game Gear game--the Japanese version of Tengen's Magical Puzzle Popils, to be exact--despite the fact that I don't yet own a Game Gear system.
There's a method (well, kind of) to my madness, though; you see, in part I bought a copy of this Fukio Mitsuji-designed game because I hoped it would push me to (finally) pick up Sega's first handheld. (Its second being the Nomad, of course.)
Another reason I bought the copy of Magical Puzzle Popils you see in the photo to the right: Its cover art. Duh! (For a bit more information on this precious puzzler, read these previously-published blog posts.)
Don't worry, I won't hold off on reviewing this titillating title until I actually acquire a Game Gear system. I've played it enough via emulation to know it inside and out, so there's no real reason for me to wait. Anyway, keep an eye out for it if you're so inclined.
In the meantime, have any of you ever bought a game or two for a system (console or handheld) that you don't yet own?
See also: Other reasons I could be considered an 'eccentric' (aka bat-sh*t crazy) gamer
There's a method (well, kind of) to my madness, though; you see, in part I bought a copy of this Fukio Mitsuji-designed game because I hoped it would push me to (finally) pick up Sega's first handheld. (Its second being the Nomad, of course.)
Another reason I bought the copy of Magical Puzzle Popils you see in the photo to the right: Its cover art. Duh! (For a bit more information on this precious puzzler, read these previously-published blog posts.)
Don't worry, I won't hold off on reviewing this titillating title until I actually acquire a Game Gear system. I've played it enough via emulation to know it inside and out, so there's no real reason for me to wait. Anyway, keep an eye out for it if you're so inclined.
In the meantime, have any of you ever bought a game or two for a system (console or handheld) that you don't yet own?
See also: Other reasons I could be considered an 'eccentric' (aka bat-sh*t crazy) gamer
Monday, March 19, 2012
What would you rather spend 950£ on: Food, rent or a PC Engine LT?
It's a fairly well-known fact that I fancy the portable PC Engine--branded the "PC Engine LT" because it folds up like a laptop--that the ballsy folks at NEC released back in 1991. (Or, rather, it should be a well-known fact, since I've mentioned this sexy system in a number of posts--including this one and this one. Oh, and this one, too.)
Will I ever actually buy one of these sexy-but-bulky (for a handheld) systems? I'd love to tell you "hell yeah," but I'm not so sure--especially after seeing this eBay listing.
For those of you who aren't interested enough in the PC Engine LT to click on the link above, it takes you to an auction for an unboxed PC Engine LT, a blue-and-gray PC Engine controller and copies of four shoot 'em ups (Final Soldier, GunHed, Solider Blade and Super Star Soldier).
Oh, and the whole shebang will set you back just 950£ (about $1,500).

Hey, at least shipping is included.
As appealing as that price is, I think I'll pass--especially since I've seen plenty of unboxed PC Engine LT's appear on eBay with much smaller price tags (usually between $600 and $800).
Also, if I were to drop that kind of dough on a PC Engine LT--you know, if I somehow won the lottery and didn't mind spending nearly $2,000 on a game system--I'd drop it on a complete-in-box PC Engine LT like this one.
(Via retro-treasures.blogspot.com)
Will I ever actually buy one of these sexy-but-bulky (for a handheld) systems? I'd love to tell you "hell yeah," but I'm not so sure--especially after seeing this eBay listing.
For those of you who aren't interested enough in the PC Engine LT to click on the link above, it takes you to an auction for an unboxed PC Engine LT, a blue-and-gray PC Engine controller and copies of four shoot 'em ups (Final Soldier, GunHed, Solider Blade and Super Star Soldier).
Oh, and the whole shebang will set you back just 950£ (about $1,500).

Hey, at least shipping is included.
As appealing as that price is, I think I'll pass--especially since I've seen plenty of unboxed PC Engine LT's appear on eBay with much smaller price tags (usually between $600 and $800).
Also, if I were to drop that kind of dough on a PC Engine LT--you know, if I somehow won the lottery and didn't mind spending nearly $2,000 on a game system--I'd drop it on a complete-in-box PC Engine LT like this one.
(Via retro-treasures.blogspot.com)
Labels:
eBay,
handhelds,
imports,
Japanese,
NEC,
obsessions,
PC Engine,
PC Engine LT,
portable,
retro,
Retro Treasures
Wednesday, March 14, 2012
From the back of my boyhood closet, part four
I know what many of you will think when you read what my fourth "find" was while digging through my childhood closet a few months ago: That's it?
Yes, that's it. For some reason, though, finding a complete-in-box copy of Pokémon Red really made me happy. Not "I've just won the lottery" happy, mind you, but definitely "oh, cool, a game I used to like when I was younger" happy.
I think part of my happiness can be attributed to nostalgia (I played the hell out of this game, y'all) and another part of it can be attributed to the fact that the game's cartridge is a most wonderful cherry red.
One final reason for my over-the-moon-ness upon finding the copy of Pokémon Red in the photo above: Its instruction manual and supporting brochures were stuffed inside the box, just where I probably left them however many years ago.
That's important because I had forgotten how extensive this game's manual was. It's huge! Not only that, but it includes a ton of information and illustrations. I guess we all know which game will serve as the focus of a future "Manual Stimulation" post.
See also: Previous 'from the back of my boyhood closet' posts

I think part of my happiness can be attributed to nostalgia (I played the hell out of this game, y'all) and another part of it can be attributed to the fact that the game's cartridge is a most wonderful cherry red.
One final reason for my over-the-moon-ness upon finding the copy of Pokémon Red in the photo above: Its instruction manual and supporting brochures were stuffed inside the box, just where I probably left them however many years ago.
That's important because I had forgotten how extensive this game's manual was. It's huge! Not only that, but it includes a ton of information and illustrations. I guess we all know which game will serve as the focus of a future "Manual Stimulation" post.
See also: Previous 'from the back of my boyhood closet' posts
Labels:
all about me,
finds,
From the back of my boyhood closet,
gameboy,
nintendo,
photos,
Pokemon,
Pokemon Red,
portable,
rpg
Tuesday, March 13, 2012
Acquisition #124: Corpse Party
I've been meaning to pick up Corpse Party, the "horror adventure" title developed by 5pb and Team GrisGris and published by Xseed Games, since its North American PSN release was announced last fall.
For some reason, though, I dragged my feet until just before my husband and I flew home to take care of my mom and dad. (Actually, I shouldn't say "for some reason," as I'm fairly certain my feet dragged because of Corpse Party's $19.99 price tag, which I still consider a bit high for a download-only title.)
Unfortunately, I can't even share with you a few early thoughts on this supposedly well-worth-the-price-of-admission game (according to numerous reviews, including this one by Anne Lee, aka the Chic Pixel blog's--and this blog's--apricotsushi) because, well, I've been taking care of my mom and dad for the past three weeks.
Things are ever-so-slightly returning to normal in my life, though, so I'm going to do my best to give Corpse Party a go during our flight back to Seattle in a few days. Should I fail to do so, don't fret. I'll make sure I play at least a bit of it at some point in the following week--and afterward I'll publish some early impressions here.
Have any of you played Corpse Party? If so, what did you think of it?
See also: 'Acquisition #123: Patchwork Heroes'
For some reason, though, I dragged my feet until just before my husband and I flew home to take care of my mom and dad. (Actually, I shouldn't say "for some reason," as I'm fairly certain my feet dragged because of Corpse Party's $19.99 price tag, which I still consider a bit high for a download-only title.)
Unfortunately, I can't even share with you a few early thoughts on this supposedly well-worth-the-price-of-admission game (according to numerous reviews, including this one by Anne Lee, aka the Chic Pixel blog's--and this blog's--apricotsushi) because, well, I've been taking care of my mom and dad for the past three weeks.
Things are ever-so-slightly returning to normal in my life, though, so I'm going to do my best to give Corpse Party a go during our flight back to Seattle in a few days. Should I fail to do so, don't fret. I'll make sure I play at least a bit of it at some point in the following week--and afterward I'll publish some early impressions here.
Have any of you played Corpse Party? If so, what did you think of it?
See also: 'Acquisition #123: Patchwork Heroes'
Labels:
5pb,
Acquisition #123,
acquisitions,
adventure,
Corpse Party,
horror,
portable,
psn,
psp,
Team GrisGris,
Xseed Games
Monday, February 20, 2012
I'm going to get with Isami Kondou if it's the last thing I do (or, I'm currently making my way through Hakuoki: Demon of the Fleeting Blossom)
Those of you who have been paying attention to the little "Now Playing" list that resides on the right-side on this blog should be aware that I recently acquired a review copy of Aksys Games' PSP-based otome title, Hakuoki: Demon of the Fleeting Blossom. (And those of you who tend to ignore said list? Well, I guess you're in the loop now.)
I believe I've played it for about four or five hours, give or take an hour, which according to the proprietress of the Chic Pixel blog (aka apricotsushi, who you've likely come across if you've ever posted a comment here) means I should encounter one of the game's many endings sooner rather than later.
I don't want to give away too much in this post, as I'd rather save the important details for the "somewhat gay" review that will be published shortly, but I will say this: Hakuoki, while not exactly everything I had hoped for, is interesting and engaging enough that I'd recommend it to those who don't mind controlling a female protagonist and those who enjoy a good page-turner.
The second point above is especially important, as reading is pretty much all you do while "playing" Hakuoki. Every once in a while you're allowed to steer the story in one direction or another, a la those Choose Your Own Adventure books you plowed through as a kid (if you were anything like me), but other than that the main thing you'll be doing during this "visual novel" is hitting the X button on your PSP to advance the story.
As for the content of said story: It's a bit too detailed to go into here, but the long and short of it is that you have to search for the missing father of the aforementioned protagonist, Chizuru Yukimura, alongside the Shinsengumi, a tight-knit group of samurai who protect the citizens of Kyoto.
Although the bulk of your time is spent digging up clues as to the whereabouts of Chizuru's dad, a small bit of it (too small, in my opinion) is spent getting to know the studly members of the Shinsengumi better, if you catch my drift.
Personally, I only consider three of the many men in this game to be anything close to studly--which would be all well and good if it were possible to hook up with all of them. Instead, only one of them--the least appealing of the bunch, of course--is at all open to Chizuru's rather stilted advances. (Just in case anyone is curious as to which characters I'm talking about: Isami Kondou and Shinpachi Nagakura are my top two picks, while Saito Hajime comes in a somewhat-distant third.)
If any of what I've said here has piqued your interest in Hakuoki: Demon of the Fleeting Blossom, I'd highly recommend heading over to the game's official site, hakuoki.com, as well as this NeoGAF thread. (If you're really curious about it, you may want to check out this recent interview with Ben Batemen, a senior editor at Aksys Games, too.)
Buy: Hakuoki: Demon of the Fleeting Blossom (Standard Edition) or Hakuoki: Demon of the Fleeting Blossom (Limited Edition)
I believe I've played it for about four or five hours, give or take an hour, which according to the proprietress of the Chic Pixel blog (aka apricotsushi, who you've likely come across if you've ever posted a comment here) means I should encounter one of the game's many endings sooner rather than later.
I don't want to give away too much in this post, as I'd rather save the important details for the "somewhat gay" review that will be published shortly, but I will say this: Hakuoki, while not exactly everything I had hoped for, is interesting and engaging enough that I'd recommend it to those who don't mind controlling a female protagonist and those who enjoy a good page-turner.

As for the content of said story: It's a bit too detailed to go into here, but the long and short of it is that you have to search for the missing father of the aforementioned protagonist, Chizuru Yukimura, alongside the Shinsengumi, a tight-knit group of samurai who protect the citizens of Kyoto.
Although the bulk of your time is spent digging up clues as to the whereabouts of Chizuru's dad, a small bit of it (too small, in my opinion) is spent getting to know the studly members of the Shinsengumi better, if you catch my drift.
Personally, I only consider three of the many men in this game to be anything close to studly--which would be all well and good if it were possible to hook up with all of them. Instead, only one of them--the least appealing of the bunch, of course--is at all open to Chizuru's rather stilted advances. (Just in case anyone is curious as to which characters I'm talking about: Isami Kondou and Shinpachi Nagakura are my top two picks, while Saito Hajime comes in a somewhat-distant third.)
If any of what I've said here has piqued your interest in Hakuoki: Demon of the Fleeting Blossom, I'd highly recommend heading over to the game's official site, hakuoki.com, as well as this NeoGAF thread. (If you're really curious about it, you may want to check out this recent interview with Ben Batemen, a senior editor at Aksys Games, too.)
Buy: Hakuoki: Demon of the Fleeting Blossom (Standard Edition) or Hakuoki: Demon of the Fleeting Blossom (Limited Edition)
Subscribe to:
Posts (Atom)