Showing posts with label side-scrollers. Show all posts
Showing posts with label side-scrollers. Show all posts

Tuesday, March 24, 2020

Manual Stimulation: Hello Kitty World (Famicom)

I've been a huge fan of Hello Kitty World ever since I first became aware of it well over a decade ago.

This isn't because I adore Hello Kitty, mind you. Although I think she's cute enough, I'm hardly obsessed with her or anything of the sort.



I am slightly obsessed with the Character Soft-published Famicom game that stars Kitty-chan (as well as her sister, Mimmy), however; or at least I've been obsessed with it at various points in the last 10 or so years.

The reason: it's basically a re-skin of one of my all-time favorite GameBoy games, Balloon Kid.



OK, so this Japan-only release from 1992 is more than just Balloon Kid with Alice's sprite swapped out for one that resembles the iconic Sanrio character. It's not a whole lot more than that, though.

For example, the playfield in Hello Kitty World is, or appears to be, much larger than the one in Balloon Kid. Also, the former seems a tad slower than the latter, though that, too, may just be an illusion.



Sadly, I can't tell you how Hello Kitty World's story, which is shared with readers of the game's instruction manual via the pages that precede this sentence, differs from that of Balloon Kid, or even if the two differ at all.



Speaking of the Hello Kitty World's manual, the spreads above and below explain this game's controls, start screen, and more.



And the next two pages of this instruction booklet discuss Hello Kitty World's dearth of collectible items.



I believe the following spread further educates players about how Hello Kitty World works, but feel free to correct me if I'm wrong.

Thursday, January 16, 2020

My unasked-for review of Hey! Pikmin: I liked it, I really liked it!

I bought Hey! Pikmin a couple of years ago when retailers were selling copies at a fraction of their original asking price.

It's been sitting in a drawer ever since it arrived on my doorstep, though, because the negative word of mouth that surrounds this side-scrolling Pikmin spinoff convinced me it was a dud.

What prompted me to slip my Hey! Pikmin cart into my flame-red 3DS at long last? This recent write-up played a role, naturally, but so did my desire to play a DS or 3DS game that wasn't an RPG.


Hey! Pikmin fit that bill as well as any other game in my collection, so I started my way through it late last week. Five days and just about 13 hours later, I was done with it--final boss, credit roll, and all.

Although this post's headline should make it pretty clear how I feel about the time I spent with Hey! Pikmin, I'm guessing most of you would like to know a little more about those feelings than just, "I loved it!"

For those folks, here are some of the positives--and negatives!--that stuck out at me while I traipsed my way through Hey! Pikmin.

Hey! Pikmin pros

It looks great--Visually, Hey! Pikmin reminds me of Yoshi's New Island. Which makes a lot of sense, as developer Arzest made both of these 3DS games. Don't fret if you despise New Island's aesthetics. Not only are the graphics in Hey! Pikmin more consistent than those of its Yoshi-starring counterpart, but they're more consistently pretty, too.

The puzzle-centric gameplay is refreshingly unique--At times, Hey! Pikmin feels like it began life as a Kirby or Yoshi game. An example: you use the Pikmin you collect here to defeat enemies and solve puzzles, much like you use eggs to complete those same actions in your average Yoshi title. Overall, though, Hey! Pikmin's gameplay differs just enough from that of the aforementioned counterparts to feel unique. There's no real "platforming"--or even jumping--in this spinoff, for starters. Also, the pace is a lot slower and more deliberate than it is in most Yoshi and Kirby games. And then there are the eponymous, carrot-like creatures, which, as you might expect, provide their own twist to this well-worn genre.


It's almost blissfully short--When I was younger, Hey! Pikmin's brevity would've caused me to blow a gasket. These days, short games thrill me. I no longer have the time or attention span to play more than a couple of super-long games each year. So, Hey! Pikmin was perfect for me in that regard.

Another way it was perfect for me: it didn't overstay its welcome. You might be thinking, "Of course it didn't, you only played it for 13 hours!" My response is that if Hey! Pikmin had included one more sector (world), even one more boss, it would've actively annoyed me. In other words, it basically ended right around when I thought it should. How many times does that happen with modern games?


Also, it's perfect for short bursts of play--If you, too, prefer games that allow you to plug away at them a little bit at a time, you should track down a copy of Hey! Pikmin pronto. Assuming you're still in the mood for 3DS titles, of course. Most Hey! Pikmin stages can be finished in just a few minutes. And most sectors can be finished in an hour or so. It all makes for a pretty wonderful situation if you don't have a ton of free time and you're not a huge fan of games that take months to complete.

I'm pretty sure I'll replay it sooner rather than later--And that's not something I say about a lot of games these days. So why am I saying it here? Because I'm already looking forward to experiencing certain Hey! Pikmin levels a second or even third time, that's why. I'm especially looking forward to revisiting the frosty stages of the "Snowfall Field" sector--like the one that tasks you with controlling Olimar and his pluckable, pint-sized crew while sliding down a mountain atop a bottle cap.

Hey! Pikmin cons

It chugs a bit on an OG 3DS--It's possible Hey! Pikmin is like Poochy and Yoshi's Woolly World and performs better when played on a New 3DS. My only experience with the former title to date, though, is on an OG 3DS. And when played on an OG 3DS, Hey! Pikmin's frame rate struggles a bit on several stages. I'd even go so far as to say it struggles mightily on a few. That's never really bothered me, strangely enough, but I know it bugs others, so I thought I'd point it out here.

It's pretty easy--You know how in most Kirby and Yoshi games, the real challenge comes from nabbing all the collectibles in a stage or finishing a level without taking a hit? Well, the same is true of Hey! Pikmin. If you hate that sort of thing, you'll probably hate this side-scroller, too.


Too few stages force you to use multiple kinds of Pikmin--Considering Hey! Pikmin features five different Pikmin types, you might think it would be chock-full of levels requiring you to use all, or at least several, of them. Nope. The majority only let you use one or two. Just a handful let you use three, and I can't think of a single one that lets you use all five. A missed opportunity, if you ask me.

A number of stages are locked behind Amiibos--Of all the negatives I'm highlighting here, this one irritates me the most. Actually, it's the only one that irritates me, period. Thankfully, most--all?--of the Hey! Pikmin levels that are locked behind Amiibos seem to be of the "secret spot" variety. Meaning they're single-screened, puzzle-centric stages rather than full-fledged ones. Still, it's beyond annoying that you need to own Amiibos to access them.

See also: 'Five Nintendo 3DS games I want to play in 2020'

Thursday, November 07, 2019

You press a button to hold hands, plus four more reasons I can't stop thinking about and playing The Liar Princess and the Blind Prince

I've got to admit: I hemmed and hawed quite a bit when it came to buying a physical copy of The Liar Princess and the Blind Prince early this year.

Why? Although I've thoroughly enjoyed a number of Nippon Ichi Software's smaller offerings, like Cladun and Yomawari, in recent years, this PS4 and Switch game appeared to be inspired by, if not directly related to, the much-maligned htoL#NiQ: The Firefly Diary and A Rose in the Twilight.

I've yet to play either of those pretty puzzler-platformers, sadly, but I've read and heard enough about both of them to get the feeling they may not be my cup of tea.



Still, The Liar Princess and the Blind Prince's announcement trailer made it seem so damn charming that in the end I couldn't keep myself from pre-ordering a copy.

Fast forward to today, and I just finished playing through the game for a second time.

I've been thinking of doing so since I wrapped up my first playthrough shortly after it released in my neck of the woods. Why? Here are the main reasons I've had The Liar Princess and the Blind Prince on the brain for most of 2019.

I think its story is the sweetest I've ever encountered in a game--Honestly, this is the reason I haven't been able to get The Liar Princess and the Blind Prince off my mind this year. It feels kind of silly to say so given the story here is little more than a fairy tale. Still, the folks who wrote and localized that tale imbued it with such sincerity and tenderness that it hit my ill-prepared heart like a Mack truck. Their efforts made me truly care about the eponymous characters and their unfortunate situation, and that's not something I can say about the text in many games.



Its gameplay is simple, but not boring--While playing The Liar Princess and the Blind Prince, you spend 90-plus percent of your time performing one or more of these four actions: moving left and right, jumping, holding the prince's hand (but only while you're a princess), and clawing enemies to death (while in wolf-monster form). I'm sure that makes it sound like a snore-fest, but I'm here to tell you it's anything but. Hell, just grabbing the prince's paw and pulling him through each stage is such a thrill for me that I'd be perfectly happy if that were all the game had to offer. That it also provides players with some light platforming, baddie-slashing, and puzzle-solving is the icing on the proverbial cake.

It doesn't overstay its welcome--My two playthroughs of The Liar Princess and the Blind Prince lasted nine-and-a-half hours total. Although I've long championed shorter games, I'd usually balk at one that takes only four or five hours to beat. Especially when its asking price is $40. (Don't worry, that's for the now-out-of-print physical version. Digital copies cost just $20.) Not in this case. In my humble opinion, five hours is the perfect length for this particular title. It allows the endearing story to unfold without completely unraveling. And it keeps the straightforward gameplay from grating or boring. Plus, it entices players to do as I've done and stroll through its otherworldly set pieces multiple times.



It looks marvelous--Not so long ago, I wasn't a fan of the kind of "Flash game" aesthetic showcased in The Liar Princess and the Blind Prince and its ilk, like the aforementioned htoL#NiQ and Yomawari. These titles would look so much better if they were sprite-based, I stupidly thought. At some point, though, I did a 180. I can't tell you when or why, just that it happened. And now? I find this title's hand-drawn, watercolor-esque graphics stunning. The only thing I'd change about them at this point would be to allow players to disable--or, better yet, adjust via a slider--the effect that darkens the edges of the screen. It's fine now and then, but sometimes I'd like to fully see my surroundings, you know?

Its soundtrack is pretty wonderful, too--If your experience with The Liar Princess and the Blind Prince is anything like mine, its background music may seem a bit samey as you work your way through its side-scrolling world. Listen to the soundtrack when you're not worrying about the well-being of the game's, erm, "royal" protagonists, though, and it'll immediately become clear just how varied it is. Some tunes soothe with lilting harp-, guitar-, or flute-focused melodies. Others rouse with triumphant xylophone- or piano-heavy hooks. True, most have a decidedly chill vibe, but they're appealingly distinct when you give them the attention they deserve.

See also: 'Five things that made it really easy for me to put more than 60 hours into The Alliance Alive'

Friday, March 30, 2018

Nice Package! (Banishing Racer, GameBoy)

The first time I laid my eyes on Banishing Racer's box cover (don't ask me when, it's all a blur now), I thought, I need to have that!

Mind you, this was before I'd played even a single second of the game. And it was before I discovered just how much you have to pay for a copy of it these days, too.

Back then, though, neither of those things mattered. All I cared about was the brilliantly colorful illustration that's showcased in the photo below.


OK, so I also liked its name. Banishing Racer. Or Vanishing Racer, as some prefer. Not that the latter makes any more sense than the former.

Whatever. I thought it was silly. And kind of appropriate, considering the game is a bizarre side-scroller that stars an anthropomorphic car. (The cross-eyed green one that's front and center on the Banishing Racer cover, above.)


If a platformer with a four-wheeled protagonist sounds somewhat familiar, that's probably because you've played-or heard of--another Jaleco-made game, 1985's City Connection.

Although I don't believe the now-defunct developer and publisher ever specifically declared Banishing Racer to be an official or even spiritual follow-up to that arcade (as well as Famicom and NES) classic, it sure seems like it at least has to be the latter.


Regardless, this Japan-only GameBoy release is a unique and mostly entertaining offering.

I say "mostly" here because controlling the begloved bug--or whatever type of auto it's supposed to be--that serves as Banishing Racer's main character isn't always effortless, the game's difficulty wavers wildly between cakewalk easy and pull-your-hair-out tough, and it includes a measly 15 stages (a couple of which are painfully short).

But it also looks and sounds great (see and hear what I mean by checking out this Banishing Racer longplay), plus it's simply fun to play a side-scrolling action game in which you're plopped into the shoes--or, erm, wheels--of something other than a person or an animal.


For me, Banishing Racer's positive attributes outweigh its negative ones in the end, although I acknowledge that not everyone feels this way. The proprietor of one of my favorite retro-gaming blogs, VGJUNK, certainly doesn't share my love of this cart, and I've had conversations with a number of other folks who similarly turn their noses up at it.

I'll bet even they have a soft spot for Banishing Racer's box art, though; and its cartridge label and instruction manual cover, too.


Disappointingly, the Banishing Racer manual isn't as wonderful as you probably expect it to be given the game's key art. It's not terrible, but it's also not chock-full of grin-inducing illustrations. Don't take my word for it; you can decide for yourself when I feature it in an upcoming "Manual Stimulation" post.

In the meantime, what do all of you think of the Banishing Racer packaging shots showcased in this post? And what do you think of the game itself, if you've ever played it?

See also: previous 'Nice Package!' posts about Burning Paper, Noobow, Penguin-kun Wars, and Shippo de Bun

Sunday, July 23, 2017

I tried the Hey! Pikmin demo and I think I liked it

When Nintendo first revealed this handheld Pikmin spinoff last September, I immediately added it to my ever-growing (or maybe I should say never-shrinking) "buy these 3DS games as soon as is humanly possible" list.

Later, when it slipped out that Hey! Pikmin's developer wasn't an internal Nintendo team but the forever-maligned Arzest--makers of Yoshi's New Island, among other titles of debatable quality--my interest flagged a bit. It diminished even more after early hands-on impressions of the game made their way onto the Internet.

None of the above caused me to give up on Hey! Pikmin entirely, mind you. Even when my (uninformed) opinion of it was at its lowest, I still expected I'd pick up a copy once my bank account allowed.

Fast forward to this weekend, when I played through the Hey! Pikmin demo Nintendo recently--finally!--dropped onto the 3DS eShop. The gist of my reaction to that bite-sized version of the game: I'm definitely buying it, and sooner rather than later.

As for what tossed me back onto the Hey! Pikmin hype train, here are the first four reasons that came to mind:


The game looks great when splashed across a pair of 3DS screens--OK, so "splashed across" probably is the wrong phrase to use here, especially if your 3DS is of the LL or XL variety. If you use one of the original 3DS models, or one of the smaller New 3DS systems, though, Hey! Pikmin looks superb on its screens. Which shouldn't be a surprise, really. 3DS screenshots often disappoint visually when viewed on a computer or phone, but the games they represent almost always appear many times more impressive when experienced in motion and on the "real deal." At any rate, the hand-painted art style Arzest employed while producing this platformer is beyond pleasant. It reminds of the aforementioned Yoshi's New Island, but improves upon that title's aesthetic in pretty much every regard.


I already love its rather deliberate, exploration-focused gameplay--Early on, Hey! Pikmin's gameplay stumped me. It looked like a side-scrolling platformer, but that didn't really gel with strategic nature of the series' other entries. Thankfully, everything becomes abundantly clear once you start plodding your way through this portable Pikmin offshoot. Basically, it is a side-scroller, but it doesn't require players to hop from platform to platform, à la Super Mario Bros. Instead, you move Captain Olimar to the left or right with the 3DS' circle pad--or its directional pad or even A and Y buttons--while a tap of the systems' touch pad launches the Pikmin that follow in his wake to and fro. (You do the latter to collect or break objects, or to damage enemies.) I know it sounds clumsy, but I found it to be both competent and comfortable while completing the demo.


No 3D? Doesn't bother me a bit--I know some folks gets riled up when a 3DS game doesn't support the system's stereoscopic 3D feature, but I'm not one of them. Although I understand where they're coming from, and I wish every release made for Nintendo's second dual-screened handheld allowed people to customize their experience in such a way, I never turn on 3D while playing 3DS titles. Plus, adding stereoscopic 3D effects to Hey! Pikmin wouldn't have made much sense, as most of its action takes place on the portable console's lower screen.


I also can't say I mind being forced to use the 3DS' circle pad and touch screen--A lot of people prefer to use traditional input methods--directional pads and buttons--while playing games. I get that. In the case of Hey! Pikmin, though, ignoring the 3DS' touch screen would only make corralling the titular creatures more awkward than it needs to be. I guess the developers at Arzest could've included a mode that aped the control scheme of Yoshi's Island (where pressing a button brings up a target reticule, and another press launches a Pikmin). Even if they'd gone that route, though, I'd personally stick to the one highlighted in this demo, as I found it plenty precise.

Don't take all of the above to mean I had no issues whatsoever with the Hey! Pikmin demo. One negative that popped up during my 30-minute playthrough: the frame rate chugged or skipped now and then. It didn't bother me much, but I could see it being a problem if it happens frequently or if the action ever slows down substantially in the retail release.

Also, the soundtrack in the Hey! Pikmin demo is a bit too subtle for my liking. That doesn't mean the same will be true of the full game, of course, but I won't be shocked--or dismayed--if that's how things play out.

Have any of you tried the Hey! Pikmin demo? If so, what did you think about it? Share your thoughts and opinions in the comments section of this post.

Thursday, November 05, 2015

Gunman Clive gallops onto the ... GameBoy?

To be perfectly honest, I think I would've preferred a Neo Geo Pocket Color or WonderSwan Color "demake" of Bertil Hörberg's Gunman Clive to the GameBoy-ified version that can be downloaded from gunmanclive.com, but don't take that as a complaint.

After all, even this pea-green-and-black recreation of the first Gunman Clive's first level is pretty darn awesome.

It was produced by Hörberg himself, by the way. Here's what he had to say about the effort on the site linked to above.



"I've always felt that it's basically a GameBoy game at its core. I emersed myself completely in the world of 8-bit assembler code, four-color tiles and monochromatic screens, and I enjoyed myself tremendously.

"But it ended up taking a lot more time and going a lot slower and than I anticipated. After over a month of intense development I finally have a presentable demo. There's a few more things I'd like to do with it, but I don't know if I can justify spending any more time on it."

I haven't yet tried it for myself, but apparently this ROM can be played using any "decent" GameBoy emulator or even on an actual piece of GameBoy, GameBoy Color or GameBoy Advance hardware--assuming you have access to a working flash cart.

Monday, October 13, 2014

Looks like the Metroid-esque Xeodrifter will be my first Renegade Kid game

I guess it may surprise some of you that I've yet to buy any of Renegade Kid's previous releases--such as Dementium: The Ward, Moon, Mutant Mudds or Planet Crashers--but the fact is that I've never been a fan of first-person shooters (which explains my of interest in Dementium and Moon) and until this game I've never been much of a fan of this Texas-based developer's character designs (see Mutant Mudds and Planet Crashers).



Renegade Kid's latest effort, Xeodrifter, however, is a Metroid-esque side-scroller--see the trailer above for evidence of that fact--that stars an attractive-enough protagonist, so for the moment, at least, I'm planning to pick it up whenever it finally finds its way onto the 3DS eShop--assuming it's priced appropriately, of course.

Tuesday, May 13, 2014

To buy or not to buy Super TIME Force (XBLA) tomorrow, that is the question

So, in case you didn't already know, Capybara Games' curious-looking "time-travelling, side-scrolling, run-and-gun shooter," Super TIME Force releases for Xbox 360 (XBLA) and Xbox One tomorrow.

This game has been a long time in coming, and I've been interested in it pretty much since day one. Of course, how could I not be when it features such delicious sprite work?



The problem for me is that I haven't turned on my Xbox 360 since ... I can't remember when. As such, do I really want to spend $15 on a game that I may hesitate to play because it's going to reside on a console (strike one) that gets very little, if any, of my attention these days (strike two)?

How about all of you? Are any of you planning to pick up Super TIME Force tomorrow or at some point thereafter--either for your Xbox 360 or Xbox One?

If you're still on the fence, by the way, or if this is the first you've even heard of Super TIME Force, you may want to watch the video above, which showcases a whopping 50 minutes of gameplay.

Monday, February 03, 2014

Maybe I should get a PS3 after all (or, Ranko Tsukigime's Longest Day looks pretty rad)

I've got to be honest here: I'm not entirely sure what's going on in the trailer below, which is for an upcoming PS3 game called Ranko Tsukigime's Longest Day. I mean, clearly it's some kind of side-scroller, but beyond that I'm a bit stumped.



What I'm not as confused about is how I feel about this awesome-looking title, which supposedly will see the light of day in North America sometime this spring.

Ranko Tsukigime's Longest Day was made by same developers that brought the world Tokyo Jungle, by the way--which probably explains the gigantic Pomeranian that pops up partway through this trailer.

Wednesday, July 11, 2012

Shinobi x Ninja Gaiden x Strider, you say?

I know retro-tinged indie games are a dime a dozen these days, but I can't help but be attracted to some of them.

Take the focus of this post, for instance--which calls to mind such 8-bit standbys as Shinobi, Mega Man, Ninja Gaiden and Strider. You'd have to have a heart of stone--or have started playing games after the 16-bit era--to not find JoyMasher's Oniken at least somewhat appealing, in my opinion.



Does this mean I've already picked up--for $4.99, via Desura--and spent some quality time with this colorful side-scroller? Not yet, but that's not due to a lack of interest on my part. Rather, it's because my backlog is already too full of un-played games (check out some of my recent "Acquisition #123" posts for a few examples) for me to start another one.

That said, don't be too surprised if you see me update the "Now Playing" section of this blog to include Oniken in the coming weeks.