Showing posts with label super famicom. Show all posts
Showing posts with label super famicom. Show all posts

Thursday, July 20, 2017

Happy (belated) 26th anniversary, Final Fantasy IV!

Although I recently singled out Final Fantasy V as one of the 10 titles that most shaped my taste in video games (read this post for more of my thoughts on the matter), that doesn't mean I dislike its 1991 predecessor.

On the contrary, I adore Final Fantasy IV nearly as much as I adore Final Fantasy V. The former's characters, graphics and soundtrack all blew me away when the game originally landed on store shelves 26 years ago--nearly to the day, if we're talking about the Japanese release--and they continue to have a special place in my heart today.

Going back a bit, though, can you believe Final Fantasy IV first saw the light of day 26 whole years ago? Actually, I can believe it, as it definitely feels like it's been ages since I was 15. (That's how old I was when the game hit the streets in my neck of the woods.)

Illustration by bykillt
That said, I remember tackling Final Fantasy IV for the first time like it was yesterday. The SNES my older brother and I shared was set up in the lower level of our childhood home, attached to a tiny color TV our parents bought us for Christmas a few years earlier. (Granted, it was quite the improvement from the even smaller black-and-white television we previously used to play our stack of NES carts.) As we did with most games back then, my brother and I huddled in front of the aforementioned monitor and slowly but surely made our way through Final Fantasy IV as a team. One of us would play for a few hours--with more than a bit of verbal assistance, of course--and then hand the controller to the other so he could do the same.

My fondest memories of that initial experience (spoiler alert!): being introduced to Rydia and her summoning skills, climbing Mt. Ordeals so Cecil could become a Paladin, Palom and Porom sacrificing themselves, and journeying to the moon to defeat Zeromus and save the planet.

What are your most cherished memories associated with Final Fantasy IV? Also, which version of the game do you like best? (I personally prefer the original release, though I'm also pretty fond of the DS remake.)

See also: previous posts about Dōbutsu no Mori's 15th anniversary, the GameBoy Advance's 15th anniversary, the GameBoy's 28th anniversary, the SNES' 25th anniversarySega's 56th anniversary and Taito's 63rd anniversary

Tuesday, April 25, 2017

My 10 Most Influential Games: Final Fantasy V (Super Famicom)

I've got to say, I had a hard time deciding whether I should write about Final Fantasy, Final Fantasy IV or Final Fantasy V here.

Why? Well, as far as the original Final Fantasy is concerned, it was the first console RPG that really grabbed me. I played Dragon Warrior (Dragon Quest now days) before Final Fantasy and liked it well enough, but I preferred Square's effort to Enix's in almost every way.

Specifically, I liked that Final Fantasy provided players with four-person parties--a far cry from Dragon Warrior's solo mission. Also, players could assign classes or "jobs" to party members at the start of the former, while they were stuck with a seemingly generic "hero" in the latter.

Add in Final Fantasy's visible weapons and spells--neither are present in Dragon Warrior/Quest--and it should be easy to understand why younger me found Square's 8-bit RPG so fascinating.



Still, I wouldn't say Final Fantasy turned me into an "RPG fan." Sure, I liked the genre a whole lot more after I played through that game than I did before I played through it, but platformers and shmups continued to be my go-to genre until, well, the release of Final Fantasy IV (Final Fantasy II in my neck of the woods).

Speaking of Final Fantasy IV, although there's no question it pushed me further into "RPG fan" territory, it didn't really shape my taste in games--role-playing games or otherwise--moving forward.

Yes, I adored the first 16-bit entry in Squaresoft's Final Fantasy series, but if I'm allowed to be honest, it mostly just beefed up the superficial components of earlier Final Fantasy games. And in terms of its gameplay, it could be argued that Final Fantasy IV regressed a bit (or a lot) from its Japan-only, Famicom-based predecessor.

Final Fantasy V, on the other hand, seemed to my teenage self to be a real evolution from the titles that came before it. OK, so I couldn't fully understand its story at the time, but it resonated with me all the same. I especially appreciated how it featured a character--Faris Scherwiz--that defied gender roles.

I also found myself in awe of Final Fantasy V's soundtrack, which has always struck me as being more wistful than that of your average RPG.



This game's story and soundtrack weren't what influenced my taste in video games, though. So which aspects did? The best example I can offer up is its expansive job system. Final Fantasy III featured a similar (albeit less impressive) system, but I didn't play it until the DS remake was released in North America in 2006.

As such, I considered Final Fantasy V's pick-and-choose job system mind-blowing when I encountered it in the early 1990s. (It was one of the first games I ever imported from Japan. I still have that copy, by the way; it's showcased in the photos seen throughout this post.)

I especially loved how the Final Fantasy V job system allowed you to mix and match classes and skills. Want one of your party members to be a White Mage who can wield an axe? Spend some time as a Berserker until you've gained the "equip axes" ability and then make use of it after you switch over to the White Mage job.

Or maybe you want someone in your party who can use a pair of bells in battle? Have him or her take on the Ninja job until they've learned the "dual-wield" ability and then enable it as a Freelancer--especially after they've acquired, say, a Rune Chime and a Tinkerbell.



Although I can't quite say an RPG needs to have a highly customizable job system to attract my attention and otherwise appeal to me in a post-Final Fantasy V world, I can say without hesitation that my shortlist of favorite role-playing games is filled with titles that fit that bill. (A few cases in point: Bravely DefaultDragon Quest IXFinal Fantasy: The 4 Heroes of Light and Final Fantasy Tactics.)

Another way in which Final Fantasy V helped shape my taste in games: it solidified my love of RPGs that feature bevy of weapons that are visible in battle.

I first became aware of that interest after I acquired the coral sword in the first Final Fantasy, appropriately enough, but it wasn't until I experienced Final Fantasy V's plethora of axes, bells, hammers and harps that it blossomed into a full-on obsession.

Were any of you similarly influenced or enchanted by this 1992 release? If so, share why and how it impacted you in the comments section of this post.

See also: previous '10 Most Influential Games' posts about The 7th Guest, Balloon Kid and Bubble Bobble

Saturday, March 25, 2017

Nice Package! (Seiken Densetsu 2 and 3, Super Famicom)

Square Enix's recent unveiling of the Seiken Densetsu Collection for Switch (due out in Japan on June 1) prompted me to think about a few games I haven't pondered in years.

Specifically, it prompted me to think about Seiken Densetsu 2 and 3, which were released for the Super Famicom in 1993 and 1995, respectively. (The former came to North America later the same year it hit Japan, while other regions had to wait until 1994.)


Actually, I mostly thought about Seiken Densetsu 2, known as Secret of Mana in the West. That's because I've never played the third Seiken Densetsu game, although I was keenly aware of and interested it in the run-up to its Japanese release.

Anyway, back to Seiken Densetsu 2, I remember when it first started appearing in North American game magazines like Electronic Gaming Monthly and DieHard GameFan, which often referred to it as Final Fantasy Adventure 2.



I loved everything about it from the word go--the colorful backdrops, the surprisingly large (for the time) character and enemy sprites, the plethora of useable weapons and the real-time combat.

I'm pretty sure my brother and I obtained this game as soon as we were able, which likely meant I received it as a birthday gift or we got it for Christmas.


Regardless, we spent a lot of time playing through it together shortly after it hit store shelves in our neck of the woods.

Is there any chance I'll finish Secret of Mana--or Seiken Densetsu 2--if I pick up a copy of the Seiken Densetsu Collection for Switch? (You can pre-order it via amiami.com, by the way.) I kind of doubt it, but who knows?



Far more likely would be for me to finish the first Seiken Densetsu--renamed Final Fantasy Adventure when it was brought to North America--or even Seiken Densetsu 3.

Speaking of the original Seiken Densetsuhere's a post I wrote and published about its beautiful packaging (outer box, cartridge and manual) a while back.


Of course, this post is supposed to be about the beautiful packaging the folks at Square Enix--Squaresoft back then, actually--produced for Seiken Densetsu 2 and 3, so maybe I should start talking about that.

On that note, I think the photos included throughout this write-up are pretty self-explanatory, don't you think?


One comment I'd like to add: Seiken Densetsu 2's box art (see top photo) is one of my all-time favorites.

Also, the clay models of that game's main characters, which can be seen in the snapshot of its instruction booklet, have always brought a smile to my face.


Seiken Densetsu 3's manual is pretty awesome, too--its cover, especially.

What do you think of the boxes, cartridges and manuals made for Seiken Densetsu 2 and 3? And what do you think of the games themselves, if you've played them?

See also: previous 'Nice Package!' posts about Cid to Chocobo no Fushigi na Dungeon (DS), Final Fantasy (Famicom) and Shining Force (Mega Drive)

Wednesday, January 04, 2017

Seven 'old' games I'm planning to play at some point in 2017

Late last year, I published a trio of posts about the many Japanese and North American 3DS and Vita games I'm planning to play sometime in 2017.

(This post covers the 3DS games I'm itching to experience, while this post and this post cover the Vita games on my "play as soon as possible in the next 12 months" list.)

Despite my current living situation, I'm also hoping to play a number of "old" games next year. Here are the ones I'd like to tackle first:


Clock Tower (WonderSwan)--Why would I play the WonderSwan port of Human Entertainment's first Clock Tower game when I could play the Super Famicom or PlayStation versions instead? Because I want to show my new-ish WonderSwan Color system some love, for starters. Also, I can't help but think that playing this game in black and white could be kind of cool--not to mention surprisingly atmospheric. If only experiencing Clock Tower on a fairly small screen would make Scissorman's appearances a bit less terrifying.


Last Window (DS)--After ignoring it for ages, I finally played through--and thoroughly enjoyed--Cing's Hotel Dusk in 2015. (You can read some of my thoughts on it in this "A Decade of DS" post.) I have a hard time believing this sequel from 2010 will be anywhere near as captivating as the original, but I'd love for my skepticism to be proven unwarranted. Regardless, it'll be really nice to hold my DS Lite--or, you know, my go-to 3DS--sideways like a book again.


London Seirei Tantei-Dan (PlayStation)--A Japanese RPG set in Victorian England that's full of lovely sprite art and turn-based battles? Where do I sign up? Also, why did it take me until late 2016 to track down a copy of such a game? I've yet to even stick my London Seirei Tantei-Dan disc into my trusty PSone system, of course, but I'm determined to rectify that in the coming months. I'm also determined to publish a post about this game's magnificent packaging, by the way, so be on the lookout for it if that sort of thing is your cup of tea.


Metroid II (GameBoy)--I'm one of those weird folks who loved both Metroid and Super Metroid as a teen but then never played another Metroid game. I'm not kidding here--no Metroid: Fusion, no Metroid: Zero Mission, no Metroid Prime and, yes, no Metroid II. That last game is the most appealing to me, and everyone knows how much I adore the GameBoy, so I'm going to do my best to jump back on the Metroid bandwagon (if such a thing still exists after Nintendo's attempts to kill the series) with it in 2017.


Mother (Famicom)--I actually put a few hours into this game a couple of years ago. For whatever reason, though, I walked away from it after that--despite the fact I was really enjoying its rather antiquated (especially in comparison to follow-up EarthBound) adventure. I'd prefer to give it a second chance by buying and playing EarthBound Beginnings on my 3DS (ahem, Nintendo), but since that's unlikely to be an option, I guess I'll either put the Mother cart I bought ages ago to use or, you know, plug the old EarthBound Zero ROM into my emulator of choice.


Seiken Densetsu 3 (Super Famicom)--You'd think someone who absolutely loves the second Seiken Densetsu game, released in North America as Secret of Mana, would've played the third by now. Well, you'd be wrong. I find Seiken Densetsu 3's graphics mesmerizing, though, so look for me to finally put it through its paces by the end of this year. (I'd like to do the same to the similarly gorgeous Legend of Mana, to be perfectly honest, but that may be a stretch given everything else on my plate.)


Shin Megami Tensei: Devil Summoner: Soul Hackers (3DS)--When Atlus announced this 3DS  port of it Japanese Sega Saturn game from 1997, I told anyone who would listen that I'd buy it as soon as it hit store shelves in my neck of the woods. Nearly four years later, I've still yet to follow through on that affirmation. Copies of Soul Hackers are pretty cheap these days, though, so I'll do what I can to add one to my pile of 3DS cartridges before this time in 2018.

Are you planning to play any particular "old" games this year? If so, which ones?

Sunday, December 04, 2016

Get your piping hot #HudsonMonth game recommendations here!

In case you weren't already aware, December is "Hudson Month," according to my friend Anne Lee (of the Chic Pixel blog).

What does that mean? Basically, it means you're supposed to play one or more games made by the now-defunct developer and publisher Hudson Soft sometime this month and then blog or tweet about the experience (using #HudsonMonth in the latter scenario)--if you're willing and able, of course.

If Hudson Soft doesn't ring a bell, maybe the names of some of the company's most famous releases will: Adventure Island, Bomberman and Bonk's Adventure.

Although there's nothing wrong with playing through one of those titles or their sequels for this game-along, there are many other--and oftentimes better--options available to you, such as the following:


DoReMi Fantasy: Milon no DokiDoki Daibouken (Super Famicom)--There weren't many side-scolling platformers made for the Super Famicom or SNES that can compete with Nintendo's own Super Mario World or Yoshi's Island. DoReMi Fantasy is one of the few. Greatly helping matters is this cart's gameplay, which is reminiscent of Mizubaku Daibouken's. Physical copies (loose or complete) tend to be absurdly pricey these days, but that's not a problem if you've got a Wii or Wii U, as DoReMi Fantasy can be bought from both of their online shops for just a few bucks.



Hatena Satena (GameBoy Advance)--If you like Picross or even that old standby, Minesweeper, you'll love this 2001 Japan-only GameBoy Advance title. That's because Hatena Satena combines elements of both of those popular puzzlers, and the resulting effort more than stands on its own. Even better, Hatena Satena has a funky aesthetic that puts that of its predecessors to shame. Relevant aside: Compile's Guru Logi Champ will provide you with even more Picross-y thrills should Hatena Satena not fully satisfy your craving.



Kororinpa (Wii)--This is one of those early Wii games that made full use of the system's motion-sensing controller. In fact, Kororinpa is played by twisting and turning the Wii Remote to do the same to the title's labyrinthine levels--with the goal being to roll a ball (or something resembling a ball, at least) from each stage's entrance to its exit. That's harder than it sounds, of course. Thankfully, the game's colorful backdrops and chipper background tunes help take the edge off some of its tension. Bonus: cheap copies of both the first Kororinpa and its sequel can be bought via eBay these days.


Monster Lair (TurboGrafx-16)--If you're a PC Engine aficionado, you likely know this game by its original name, Wonder Boy III: Monster Lair. Whatever you call it, though, it's a great little game that's one part platformer and one part shoot 'em up. There's more to Monster Lair than its intriguing gameplay, though. The game's also a real looker thanks to its liberal use of color and its big, bold sprites. Its soundtrack is pure bliss, too. Relevant aside: I saved up and bought a pricey TurboGrafx-CD add-on as a teen solely because of this game.


Nuts & Milk (Famicom)--This single-screen platformer (don't be fooled, it's nothing like Bubble Bubble) was the first third-party game to be released for the Famicom. Despite that, and despite the fact that Nuts & Milk is just as fun as many classics from the same era, maker Namco never brought it to North America. Thankfully, it's easy enough to play in 2016 and beyond no matter where in the world you live. Actual carts are both abundant and cheap (on eBay and the like), or of course you can go the old "boot up the ROM" route. (If you own a Japanese 3DS, Wii or Wii U, you can buy Nuts & Milk from that region's Virtual Console. Unfortunately, the same can't be said if you own a recent Nintendo system that originates from North America or Europe.)


Princess Tomato in the Salad Kingdom (NES)--All you really need to know about this 1991 release: it's an old-school point-and-click adventure starring anthropomorphic pieces of produce. That alone should make you sit down and play it, in my opinion. If that's not enough, consider its grin-inducing visuals and its jaunty soundtrack. Also, Princess Tomato in the Salad Kingdom can be picked up quickly and cheaply via the Wii eShop if you have that Nintendo console or the Wii U. Why the higher-ups at Konami (which now owns Hudson's intellectual properties) have yet to slip the game onto any region's 3DS eShop is beyond me.



Saturn Bomberman (Saturn)--If you play just one of the games discussed here, let it be this one. In my humble opinion, this is the best, most enjoyable Bomberman game to ever see the light of day. Plus, its graphics are so adroitly drawn and animated they'll make you tear up. As for Saturn Bomberman's music, I can't say it'll make you cry, but it'll definitely help set the mood for a properly thorough play session. If you're without a Sega Saturn and a copy of this game, by the way, you can buy the next best thing, Bomberman '94 for the PC Engine, from the Wii eShop or the PlayStation Store.


Star Parodier (PC Engine)--I fell in love with this overhead, vertical-scrolling shoot 'em up the second I found out one of its selectable ships was a PC Engine system that takes down oncoming enemies with HuCards and CDs and deflects their projectiles using controllers that double as as shields. (You can choose to pilot Bomberman, too, curiously enough.) Sadly, that's about the wackiest thing you can say about Star Parodier. The rest of its content is quite a bit less intriguing than similar games like Parodius and Pop'n TwinBee. Still, this Super CD-ROM2 title is well worth checking out if you're a fan of the shmup genre in particular or cute games in general.

Are you a fan of a Hudson Soft-made or -published game not discussed here? Let me--and others--know about it in the comments section below.

Wednesday, November 02, 2016

Your new favorite tumblr: Katakana Kitten

OK, so maybe Katakana Kitten isn't your new favorite tumblr, but it's definitely mine.

Why? A quick look at this unique tumblog's description should help explain things: "Hellow, I'm Midori. I know some Japanese. This blog posts one example of katakana usage a day, usually from video games. Please use these posts to bolster your own Japanese studies."

Here's a recent example of the kind of content Midori has published on Katakana Kitten since the tumblog debuted last December:





She always follows up the screenshot and katakana sample with a short blurb about the game in question, too. Here's the text she typed up for Clock Tower:

"A noteworthy point-and-click horror game originally made for the Super Famicom, developed by Human Entertainment, 1995. Much of the game’s content and style was inspired by the work of horror film director Dario Argento."

In other words, not only can Katakana Kitten help boost your Japanese language abilities, but it also can broaden your knowledge of Japanese video games. Now if we could just convince Midori to start a second tumblr devoted to hiragana or even kanji usage in games...

Saturday, August 27, 2016

Some of my favorite SNES games in honor of the system's 25th anniversary

If you asked me earlier in the week what I did back on Aug. 23, 1991, I would've answered, "I have absolutely no idea."

Today, though, I know exactly what I did on that date: I, along with my older brother and our parents, waltzed into the local Toys R Us (or Shopko, or Kohl's--I can't remember this particular detail) and bought a Super Nintendo Entertainment System.

It was the first game system I ever got the day it came out, by the way. Previously--with the NES, TurboGrafx-16 and GameBoy--I waited months or even years before jumping on board.

There was no way my brother and I were going to wait for the SNES, though. Both of us had followed the console's development and Japanese release like our lives depended on it, so we did whatever we had to do to ensure we'd be able to nab Nintendo's second system the minute it was available.

Sadly, that meant selling our precious NES and our enviable catalog of games. (The latter included such treasures as Bionic Commando, Duck Tales, R.C. Pro-Am and pretty much every other Nintendo-published title worth owning.)

On the flip side, it allowed us to get our hands on a SNES and a copy of Super Mario World pronto, so at the time the sacrifice seemed acceptable.

I still have that SNES, by the way. I also still have a handful of the carts my brother and I accumulated in the years that followed the console's debut--Final Fantasy II, Final Fantasy III and Yoshi's Island among them.

Speaking of which, none of those games are discussed in this nostalgia-filled post that's supposed to celebrate the SNES' 25th anniversary. Also ignored here: A Link to the Past, EarthBound, Super Mario Kart and Super Metroid.

That's not because I dislike any of those classic games, mind you. On the contrary, I dearly love each and every one of them. No, the reason I'm not devoting any space to them is they're honored all the time (and rightfully so) for their greatness.

You'll also notice no Japan-only SNES--or Super Famicom, if you want to be technical--games are named here. That's because Aug. 23 was the 25th anniversary of the console's North American launch. So, I'll only ruminate about that region's releases. (Believe me, if I expanded this write-up's reach in that way, it'd feature blurbs about Ace wo Nerae, Pop'n TwinBee, Tetris Battle Gaiden, Torneko no Daibouken, Umihara Kawase and more.)

What does that leave? It leaves the following nine SNES titles, all of which are near and dear to my heart, and all of which did a stupendous job of showing what Nintendo's entry in the 16-bit game-system wars was capable of when the right people were involved.


ActRaiser--I still remember my initial reaction to this early SNES game. Teenage me thought it was so beautiful that someone at developer Quintet must have sold his or her soul to create such brilliance. Do I feel that way today about this ambitious title, which dares to combine the action-platformer and city-building genres? Yes and no. On the positive side, ActRaiser's looks still bring tears to my eyes. I also continue to appreciate some of its bold gameplay choices. On the negative side, though, I find the side-scrolling sections to be a bit stiff and unforgiving these days. Oh, well, as they say: two out of three ain't bad.


Final Fantasy Mystic Quest--Unlike ActRaiser, this Final Fantasy spin-off (in Japan it was called Final Fantasy USA) didn't immediately trip my trigger. In fact, I turned my nose up at it for a good long while. What changed? I rented it one weekend when no other game appealed to me. What I discovered during the ensuing two days was that, while the game strays far from the traditional Final Fantasy fold, it does so in some really interesting ways. (Much like Square's Mana and SaGa series.) I especially like the rock-leaning soundtrack conjured up by Ryuji Sasai and Yasuhiro Kawakami.


The Legend of the Mystical Ninja--It's kind of hard to believe this game, part of Konami's long-running Goemon series, made the trip across the pond when it did. At the time, most "wacky Japanese" titles stayed put in their countries of origin. Thankfully, the higher-ups at the company that Castlevania built took a chance on this one. It's still one of the system's best looking and sounding games, in my opinion--despite the fact that it's one of its earlier offerings.


Pocky & Rocky--Here's another unconventional game (according to Western tastes, at least) that a company had to take a chance on and that immediately appealed to me. I've got to say that I like this scrolling shooter, which actually is a sequel to Taito's KiKi KaiKai, a bit more than the action-adventure title mentioned above. Every single aspect of it is spot-on--a fact that explains why even loose copies of it tend to go for shy-high prices on both sides of the globe.


Secret of Mana--I know it's now popular to poo-poo this action RPG, but I love it. Always have, always will. Granted, you're talking to someone who gleefully ogled early screenshots of this "real-time Final Fantasy" for what seemed like ages before it finally saw the light of day. Plus, for me, its still-stunning aesthetics and wide variety of weaponry trump any of its gameplay or performance niggles.


Stunt Race FX--Did Nintendo's first Super FX title, Star Fox, blow me away upon it release in early 1993? You bet it did. To be honest, though, this second such game blew me away even more. That's likely because Stunt Race FX's genre and graphical stylings are more my cup of tea than those of its rail-shooter counterpart. Sadly, it's harder to ignore this game's big flaws--a pitifully low frame rate and a slow overall speed--these days than when it first hit store shelves. Even so, I continue to take it for a spin now and then just to bask in its goofy, googly-eyed glow.


Super Bowling--Although no one's likely to call this KID-made sports cart one of the SNES' best offerings, that doesn't mean it's not one of its most enjoyable--especially if you're in the mood for a multi-player romp. There's not a ton of depth here, admittedly, but the various characters, as well as ball, lane and gameplay options, provide more than enough content--not to mention fun--to make the price of admission worthwhile if the idea of a digital bowling title sounds interesting to you.


Super Tennis--This is one of a handful of video games produced by Japanese textbook publisher Tokyo Shoseki, so you might assume it's a bit of a turd. In reality, it's one of the best tennis titles ever created. It's not the most realistic, mind you, but it controls so well and feels so smooth that only the biggest tennis snobs will care. My only complaint: after you've spent a good amount of time with it, you'll be able to pick off most of the computer-controlled opponents with ease.


Zombies Ate My Neighbors--My brother, friends and I put an ungodly amount of time into this cartoonish run-and-gunner back in the day. That's the only way to play Zombie Ate My Neighbors, by the way--with another person sitting by your side. Which is too bad, in a way, as the designers and developers at LucasArts did a bang-up job on the game's controls, music, looks and even humor. The fact is, though, it's just not much fun if you go it alone. So, be sure to grab a pal or lover--or both--before you boot it up to get the best experience.

Saturday, May 21, 2016

Looks like I'll be blowing $18 bucks on the Romancing SaGa 2 mobile remake this week

If you read this recent post or this recent post, you know I've been drooling in anticipation of the English release of Square Enix's recently revealed Romancing SaGa 2 mobile remake.

Well, it seems my husband won't have to put up with my errant slobber for much longer, as the game will be made available to owners of Android and iOS devices this coming Thursday (May 26).

OK, so the damn thing's going to have a price tag of $17.99 attached to it, which normally would be way too rich for my blood (when it comes to buying a mobile game, at least).



I've wanted to play all three of the Romancing SaGa games in a language I can understand since I was a kid, though, so I'll do whatever's needed to keep those instincts at bay long enough to purchase this sucker on or shortly after its street date. I don't suppose any of you are planning to do the same?

Speaking of this wonderfully weird RPG series, by the way, the Romancing SaGa 2 Twitter account recently teased that a mobile remake of its third entry, which first hit the Super Famicom back in 1995, is on the way.

It even directed interested parties to romasaga3.jp. There's nothing to see there yet, although you can listen to some sweet music--taken from the 16-bit original, if I were to guess.

Friday, April 29, 2016

Here's the first English footage of Romancing SaGa 2's mobile remake

OK, so the text highlighted in the trailer below is a bit stilted, but it's hard to care about that when you've been waiting to play the game--in a language you understand--for more than two decades. (Just under 23 years, if you want to be specific.)

It helps, of course, when the game surrounding that text looks as fun, interesting and unique as Romancing SaGa 2's mobile port-remake-whatever-you-want-to-call-it does.

I'm not at all sure I prefer the aesthetics of this updated iteration to the original, mind you. The backdrops are almost too slick, in my opinion. Plus, they tend to dwarf the character sprites, which I find a tad off-putting.



All that said, I can't wait for Romancing SaGa 2 to hit the App and Android stores.

When's that going to happen? I haven't the slightest clue, although I won't be surprised if the day arrives sooner rather than later. After all, the footage shown in the teaser above gives off the impression that the game's localization is pretty far along.

Are any of you similarly chomping at the bit to get your grubby hands on a non-Japanese version of this ages-old RPG?

See also: 'Romancing SaGa 2's Android/iOS/Vita remake is looking good, sounding great--and releasing soon' and 'Our prayers to Kawazu have been answered: Square Enix's Romancing SaGa 2 remake will be released outside of Japan'

Wednesday, March 16, 2016

Romancing SaGa 2's Android/iOS/Vita remake is looking good, sounding great--and releasing soon

My only issue with Square Enix's soon-to-hit-the-streets remake of Romancing SaGa 2: the Vita version seemingly isn't getting a retail release.

That's not a huge surprise, of course, but I thought the powers at be at The House of Final Fantasy might offer up at least a limited number of boxed copies just to get a few extra bucks out of the world's handful of remaining SaGa fans.

Anyway, as lovely as this updated iteration of the second Romancing SaGa--check out the trailer that follows for proof--looks at the moment, I'm not entirely sure I'll buy it when it's finally made available to Japanese Vita, iOS and Android users on March 24.



The main reason for that: Romancing SaGa 2's 2,200 yen asking price. For me, that's a bit too rich for a game that I'll barely be able to understand.

Not helping matters is I have a complete-in-box copy of the original Super Famicom release from 1993 that I've been meaning to (attempt to) play through since it arrived on my doorstep last year.

How about all of you? Are any of you planning to pick up either the Vita, iOS or Android version of this kinda-sorta remake on, around or even sometime long after March 24?

Tuesday, January 19, 2016

6 retro games I'm looking forward to buying and playing in 2016

You all knew this was coming, right? Or at least you had a strong feeling it was coming after you saw (and maybe even read) the posts I published over the last few weeks about some of the 3DS, DS, PSP,  Vita, Wii and even Xbox 360 games I'm looking forward to playing in 2016.  

At any rate, here's a little write-up about six of the older games I want to buy and play between now and the end of this year. 


Bahamut Lagoon (Super Famicom)--I'm not sure how it came to be that I've played at least a smidgen of all of Squaresoft's Super Famicom titles except this one. Oh, and Hanjuku Hero. Anyway, I've been curious about this strategy RPG since it was first released back in 1996, so I figure now's as good a time as any to finally give it a go--especially since I'm currently on a bit of a SuFami kick at the moment. 


Dig Dug II (Famicom)--OK, so I've actually spent a few minutes with this odd sequel to Namco's arcade classic before now. The emphasis should be on "few," by the way. Why haven't I spent more time with it? To be honest, its gameplay, which veers quite a distance from that of the original Dig Dug's, didn't sit well with me. Still, I want to own an actual copy of Dig Dug II (I've only experienced it via emulation up to this point), and I'm desperately hoping the expenditure will prompt me to push past my indifference and find a way to appreciate, if not embrace, this 1986 release.


Kaze no Notam (PlayStation)--Considering copies of this Japan-only PlayStation title, made by those wonderful weirdos at Artdink, cost just a couple of dollars these days, it's ridiculous that I've yet to pick one up. It's even more ridiculous given that it's been on my "to buy" list for ages now. Of course, how could it not be on such a list? It's a game that tasks players will piloting a hot-air balloon, for crying out loud. Granted, this surprisingly recent review of Kaze no Notam makes it sound like more of an "experience" than a proper game, but that doesn't bother me much.



Rhyme Rider Kerorican (WonderSwan)--Here's another old game I've had designs on owning for years. That's easy to understand when you read its credits--namely, that it was developed by the folks at NanaOn-Sha, better known as the makers of PaRappa the Rapper, UmJammer Lammy and Vib-Ribbon. Rhyme Rider Kerorican isn't supposed to be anywhere near as good as those classic PlayStation games, but I want to own--and play--it anyway thanks to its cheery visuals and its "generative melody" (which means its soundtrack changes based on your in-game actions).


Salamander (PC Engine)--I'm a big fan of Konami's output during the 8-bit and 16-bit eras. As such, I've played a lot of their games from those years--especially the ones that are part of the shmup (or shoot 'em up) genre. The odd man (if you can imbue a video game with gender) out here is this Gradius follow-up. Why have I given it the cold shoulder for so long? This is shock a good number of Salamander fans, I'm sure, but the simple truth is that I've never really cared for this game's aesthetics. Also, I've never been all that keen on top-down shmups. (The unquestionably fantastic Pop'n TwinBee for the Super Famicom is a rare exception.) Despite those misgivings, one of my many gaming-related goals for 2016 is to give Salamander a second chance--and hopefully walk away from the encounter with a newfound appreciation for this seemingly unique title.


Shining Force Gaiden (Game Gear)--The first pair of Shining Force titles, which were released for the Genesis (or Mega Drive) back in the early 1990s, are two of my all-time favorite games. Sadly, that love has yet to translate into me picking up copies of this vaunted series' Game Gear spin-offs. Which is a shame, as all three of them look like quality efforts. On top of that, none of these releases seem to be horribly expensive these days, which is a definite plus in this era of skyrocketing retro-game prices.

Are you hoping to buy and play any particular retro games within the confines of this year? If so, let me and others know which ones in the comments section that follows.

Monday, November 23, 2015

Happy (ever-so-slightly belated) 25th anniversary, Super Famicom!

Twenty-five years ago, Nintendo made its second cartridge-based games console, the Super Famicom, available to the Japanese masses.

I breathlessly followed its development in the pages of magazines like Electronic Gaming MonthlyNintendo Power and Video Games and Computer Entertainment. (Note: I remember reading this article--over and over again--like it was yesterday.) I was especially obsessed with coverage of Super Mario World, of course, although I was nearly as keen on "launch window" titles Pilotwings and F-Zero.

Despite my overwhelming interest in the Super Famicom and its initial releases, though, I didn't buy one on or around its Nov. 21 debut. Granted, I was just about to turn 14 at the time, and buying Japanese consoles (or even games) wasn't really an option--especially since doing so likely would have cost me somewhere in the vicinity of $400.

Instead, I had to wait until shortly after the Super Famicom's North American counterpart, the SNES, launched in my own neck of the woods a year later before I was able to experience Nintendo's brand of 16-bit gaming for myself. 

A couple of years later, I finally got to play my first Super Famicom (as opposed to SNES) game when I imported a used copy of Final Fantasy V--which I still have today, mind you--via one of those companies that advertised in the back of DieHard GameFan and the aforementioned EGM.


Actually, I may have picked up Parodius Da! first, but who really cares this many years later, right?

Strangely--given my current love of imported games--those two Japanese titles, along with Final Fantasy VI, may have been the only ones I ever bought to play on my trusty SNES. (Don't worry, I've bought a few more Super Famicom in the last couple of years, although only a few--so far.) 

Also, I've never owned an actual Super Famicom system. Which is a crying shame, as I've always considered its design to be among the most attractive and appealing of the consoles that have seen the light of day since the early 1980s.

What else did I--and do I--love about the Super Famicom? I've always loved its graphics capabilities, which for me represent the peak of two-dimensional, sprite-based game visuals. I've also always loved its audio components, which allowed the best musicians and composers of the day to produce some absolutely stellar soundtracks. 

And then, of course, there was the system's controller, with its four face and two shoulder buttons, which I've long considered to be as eye-catching as it is comfortable.

How about you? Do you have any particularly fond memories of this superb entry in the fourth generation of game systems? If so, feel free to share them in the comments section below. 

Thursday, October 15, 2015

A trio of spooky games I'm hoping to play between now and All Hallows' Eve

For those of us in North America--and any other locale where folks celebrate the holiday--it's that time of year again. And when I say "that time of year," I of course mean Halloween.

While my compatriots spend the next couple of weeks prepping costumes, planning parties and popping orange and black candies into their mouths, I'm going to spend them playing spooky games. Specifically, I'm going to play--or maybe I should say I'm going to do my best to play--the following trio of Halloween-appropriate titles.


Undertale (Mac)--The good news here is that I've already started playing this just-released, EarthBound-esque RPG. The bad news: I've only played about an hour and a half of it so far. I have no doubt that will change appreciably by the end of this coming weekend thanks to all of the grins and chuckles it's already produced.

My favorite aspects of Undertale at the moment, by the way, are its colorfully creepy "overworld" graphics, its wonderfully witty text and its unexpectedly unique gameplay. A highlight of that last component: if you want, you can dance, flirt or simply chat with baddies rather than beat them up during this title's battle scenes.


Corpse Party (PSP)--I put a small handful of hours into this game a couple of years ago while traveling for one reason or another. That playthrough came to a screeching halt, though, when I got stuck and couldn't figure out what to do next. Why didn't I turn to GameFAQs or some other online resource? I have no idea, I'm sorry to say.

Thankfully, I'm feeling decidedly less stubborn these days--especially after listening to my podcast pal, Mollie, rave about this original entry in the oddly titled Corpse Party series while we recorded the 17th installment of The Nichiest Podcast Ever a few nights ago. So, look for me to give the game a second chance (and write about it in one or more future blog posts) between now and the end of this month.


Clock Tower (Super Famicom or WonderSwan)--Can you believe I've never played any of the many versions of Clock Tower that have been released over the years? I can't. OK, so that's not completely true. I spent about 30 minutes with the Super Famicom release earlier this year, but I quickly gave up on that campaign when the game's scissor-wielding antagonist popped up and scared the living daylights out of me.

I can't guarantee the same thing won't happen again when and if I return to this pixelated horror title, but I can guarantee I'll do my best avoid it. Who knows, maybe playing it in black and white will help?

Any you playing any spooky, scary or otherwise Halloween-esque games this month? If so, which ones--and what do you think of them thus far?

Sunday, July 19, 2015

In honor of Satoru Iwata, here's my most recent contribution to #CIBSunday

I don't often contribute to the social-media phenomenon that is #CIBSunday, but I decided to make an exception today because I recently acquired a copy of Mother 2 for the Super Famicom and showcasing a few photos of its beautifully minimalist packaging here seemed like an appropriate thing to do given the recent passing of Satoru Iwata, who helped whip this classic RPG into shape back when he worked for HAL Laboratory.



As for what took me so long to add this brilliant game to my collection, well, a big part of the story is that my initial plan was to buy a complete-in-box copy of the North American release, which of course is known as EarthBound. In the end, though, setting aside $300 or more for such a purchase was a bit too much for me to swallow, so I put my dreams of owning some form of this classic RPG on the back burner and turned my attention to other titles that would be far easier to obtain.


I returned to this quest a month or so ago after I came across (while perusing eBay, naturally) the copy of Mother 2 that can be seen in the snapshots shared throughout this post. That was mainly due to the fact this particular copy was cheaper than most of the ones that make their way onto the auction site these days, but it also was due to me figuring I've learned enough Japanese by now to stumble my way through Shigesato Itoi's eclectic adventure in its native language.


Anyway, enough about that. The stars of this post are the lovely box, cartridge and instruction manual that make up the entire Mother 2 package. Personally, I'm not sure which element I love the most--the outer box, with its iconic logo, or the inside of the aforementioned manual, which includes some of the most wonderful clay models you're likely to come across in the gaming world.  


Mother 2's cart label (below) is pretty awesome, too, of course.

Sadly, it'll probably be a while before I stick this cartridge into an actual SNES or Super Famicom and give it a go. After all, I don't own either of those consoles at the moment--or at least I don't have one with me here in Seattle. An old SNES is sitting in a closet in my parents' house back in Madison, Wisconsin, but I won't be able to get my mitts on it until at least Christmas.



Sure, I could use this as an opportunity to, at long last, pitch in and pick up a Super Famicom Jr.--a system I've wanted for ages--before then, but the reality is I'll probably just wait until the holidays so I can spend that money on some other game-related treasure that catches my eye in the coming months.

What all of that said, what do you think of this game's packaging, or what do you think of the game itself? Share all of the lurid details in the comments section below, if you're the sort who's open to such things.