I've anxiously awaited the release of the latest entry in Square's oddball RPG series, SaGa, since it was first announced last September.
The game in question, of course, is SaGa: Scarlet Grace, and that's all fans like myself have known about the in-the-works adventure until now. Other than the fact that it's being prepped for the Vita, I mean.
Specifically, its release date has been an unknown quantity for ages. In fact, a lot of folks have declared the game dead thanks to the lack of information in this area.
Thankfully, that detail is revealed in SaGa: Scarlet Grace's first real trailer, below. (If you don't have the time or energy to make to the end of the teaser, the date is Dec. 15.)
Many more details are passed along in the video above as well. In particular, it showcases a number of Scarlet Grace's characters. It also offers a few glimpses at the game's battle scenes.
The highlight for me: the success with which Akitoshi Kawazu and team have been able to translate illustrator Tomomi Kobayashi's character designs into polygonal form.
Speaking of which, I'm planning to choose the beautiful Taria at the beginning of my first playthrough of SaGa: Scarlet Grace.
This obviously means I'm going to pre-order the game as soon as I'm able to do so. How about you? Also, I don't suppose some of you are looking to buy the mind-blowing $180 limited edition that'll be sold via store.jp.square-enix.com?
Wednesday, September 14, 2016
Monday, September 12, 2016
Shall We Do It? (Great Greed, Kingdom's Item Shop, Onyanko Town and SaGa Frontier)
I know it's no longer surprising to hear me say I haven't spent much time playing games in recent days and weeks.
Unfortunately, it's the truth--and has been for a while now. That's mainly because I went from being acceptably busy to ridiculously busy earlier this year when I was promoted at work (from senior writer to managing editor). Before, I pretty much never brought work home with me; now, I work basically every weekend and also some weeknights.
And when I'm not working, my attention's often pulled away from playing games to take care of all those boring things nearly everyone has to do on a daily basis--cleaning the house, cooking dinner, exercising, yadda yadda yadda.
Oh, and I have to maintain this blog.
I was able to shove most of that aside just long enough the last two weekends to put in some time with the following titles. Keep reading to hear what I think of those experiences.
Great Greed (GameBoy)--Until a couple of years ago (right before I bought a copy of Bitamina Oukoku Monogatari, the Japanese version of this portable RPG), I was completely unaware of Namco's Great Greed. Which is too bad, as I now know I would've loved working my way through it as a teen. (It was released in Japan in 1992 and crossed the pond the next year.)
Why? The main reason is the battles. They're as snappy as you're ever going to get in a turn-based RPG on the GameBoy. All of them are one-on-one tussles (the game's protagonist versus a single enemy) and they move along at a nice pace thanks to the fact that commands are mapped to the system's A and B buttons as well as its control pad. (A prompts you to attack, B causes you to dodge and the d-pad casts magic.)
On top of that, Great Greed has a surprisingly stunning soundtrack. And then there's its undeniable weirdness. Some of the themes and other things you'll encounter while playing it: time travel, flan enemies, environmental pollution, corrupt politicians and dungeons set in abandoned record factories. In other words, it's basically the best game in existence.
Kingdom's Item Shop (3DS)--I've got to be honest: I paid little attention to this ASOBOX- and PUMO-developed game between the time publisher Circle Entertainment announced and released it. In fact, it wasn't until someone asked me (in the comments section of this recent post) if I'd bought Kingdom's Item Shop that I was made aware of it.
That push prompted me to do a little digging, which brought me to the screenshot above. As soon as I saw that, I was hooked. That's because the scene in question reminds me of an old PC Engine CD title I've had my eye on for years: Monster Maker. Granted, the games are nothing alike--Kingdom's Item Shop is more of a store-running sim with some fun, fast-paced battles thrown in for good measure, while Monster Maker is a full-on, traditional RPG--but that's never stopped me from salivating over a game before.
Anyway, Kingdom's Item Shop is a whole heap of fun. There's no question it has that "mobile game" feel, but at least the feeling here is of quality rather than "cash in." Those fights I mentioned a couple of sentences ago are the highlight, by the way. They're not what you're used to, though; in this adventure, you give commands to for-hire combatants and then race around the battlefield picking up items and ingredients dropped by your foes.
Then you take your haul back to your shop and use those components to concoct enticing products--drinks, food dishes, weapons, clothes and more--for the titular kingdom's inhabitants to snap up. There may be more to the experience than that, but for the moment, that's it as far as I'm concerned. And I'm more than OK with that.
Onyanko Town (Famicom)--I've been curious about this Micronics-made and Pony Canyon-published cartridge for ages now thanks to its adorable box art. Why I waited until a couple of weekends ago to play it for the first time, I can't say.
Am I glad I've finally experienced it? In a way, yes. I say that because Oynanko Town's graphics, while simple, are miles better than what I'd expect from a developer that's never before pinged my radar. (I especially like the sprite of the dress-wearing mama cat that serves as the game's protagonist.) Its gameplay, which reminds of Namco's classic Pac-Man, also surprises.
On the other hand, Onyanko Town is far from a perfect game. While the main backing tune is catchy, it's also piercing and wears out its welcome after just a few minutes. Even worse is the slowdown that regularly brings the action on offer here to a crawl. That's a big deal because the point of the game is hunt down your baby kitten and then bring him (or is it a her?) back home without being accosted by the many dogs and butchers who roam each of the cart's expansive stages.
The latter issue is especially disappointing, as I could see Onyanko Town being held up as a treasured classic, or at least a hidden gem, if it weren't sometimes so frustratingly slow.
SaGa Frontier (PlayStation)--It's been a long time since I've played this wackadoodle, late-1990s RPG. So why am I returning to it now? Because my friend finchiekins suggested it.
OK, so there was more to the decision than that. After all, SaGa Frontier is one of my all-time favorite games. What can I say? I adore its absolutely bonkers, combo-filled battle scenes, which did the overkill thing way before Disgaea and its ilk entered the picture. Also, its Kenji Ito-composed soundtrack is beyond fabulous and deserves to be discussed right alongside the music created for two other Squaresoft greats, Final Fantasy V and VI. Finally, there's something undeniably cool about being able to play through an RPG multiple times using different protagonists.
Have SaGa Frontier's graphics stood the test of time? Hardly, but let's be honest: a lot of people considered it hideous when it first saw the light of day. In that context, I'd say it's no more ugly today than it was back then. Plus, I've always found its character sprites and (somewhat poorly) pre-rendered enemies rather appealing. Even if I didn't, I'm pretty sure I'd still look at SaGa Frontier lovingly thanks its many other positive traits.
See also: previous 'Shall We Do It?' posts
Unfortunately, it's the truth--and has been for a while now. That's mainly because I went from being acceptably busy to ridiculously busy earlier this year when I was promoted at work (from senior writer to managing editor). Before, I pretty much never brought work home with me; now, I work basically every weekend and also some weeknights.
And when I'm not working, my attention's often pulled away from playing games to take care of all those boring things nearly everyone has to do on a daily basis--cleaning the house, cooking dinner, exercising, yadda yadda yadda.
Oh, and I have to maintain this blog.
I was able to shove most of that aside just long enough the last two weekends to put in some time with the following titles. Keep reading to hear what I think of those experiences.
Great Greed (GameBoy)--Until a couple of years ago (right before I bought a copy of Bitamina Oukoku Monogatari, the Japanese version of this portable RPG), I was completely unaware of Namco's Great Greed. Which is too bad, as I now know I would've loved working my way through it as a teen. (It was released in Japan in 1992 and crossed the pond the next year.)
Why? The main reason is the battles. They're as snappy as you're ever going to get in a turn-based RPG on the GameBoy. All of them are one-on-one tussles (the game's protagonist versus a single enemy) and they move along at a nice pace thanks to the fact that commands are mapped to the system's A and B buttons as well as its control pad. (A prompts you to attack, B causes you to dodge and the d-pad casts magic.)
On top of that, Great Greed has a surprisingly stunning soundtrack. And then there's its undeniable weirdness. Some of the themes and other things you'll encounter while playing it: time travel, flan enemies, environmental pollution, corrupt politicians and dungeons set in abandoned record factories. In other words, it's basically the best game in existence.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhubC-iGSnbVZmPFMYfODQIZKieHfEVaa6U0-19TlpOvXOWur_-yDNs8lfb7pVv4Y0vAqN4RfgP9RDDct1EE_ajt8x96kVtDup6FM_cgRABvXzQpoMSKpFQLfrPNByp9KHB_ZoZAw/s400/Kingdoms-Item-Shop-3DS.png)
Kingdom's Item Shop (3DS)--I've got to be honest: I paid little attention to this ASOBOX- and PUMO-developed game between the time publisher Circle Entertainment announced and released it. In fact, it wasn't until someone asked me (in the comments section of this recent post) if I'd bought Kingdom's Item Shop that I was made aware of it.
That push prompted me to do a little digging, which brought me to the screenshot above. As soon as I saw that, I was hooked. That's because the scene in question reminds me of an old PC Engine CD title I've had my eye on for years: Monster Maker. Granted, the games are nothing alike--Kingdom's Item Shop is more of a store-running sim with some fun, fast-paced battles thrown in for good measure, while Monster Maker is a full-on, traditional RPG--but that's never stopped me from salivating over a game before.
Anyway, Kingdom's Item Shop is a whole heap of fun. There's no question it has that "mobile game" feel, but at least the feeling here is of quality rather than "cash in." Those fights I mentioned a couple of sentences ago are the highlight, by the way. They're not what you're used to, though; in this adventure, you give commands to for-hire combatants and then race around the battlefield picking up items and ingredients dropped by your foes.
Then you take your haul back to your shop and use those components to concoct enticing products--drinks, food dishes, weapons, clothes and more--for the titular kingdom's inhabitants to snap up. There may be more to the experience than that, but for the moment, that's it as far as I'm concerned. And I'm more than OK with that.
Onyanko Town (Famicom)--I've been curious about this Micronics-made and Pony Canyon-published cartridge for ages now thanks to its adorable box art. Why I waited until a couple of weekends ago to play it for the first time, I can't say.
Am I glad I've finally experienced it? In a way, yes. I say that because Oynanko Town's graphics, while simple, are miles better than what I'd expect from a developer that's never before pinged my radar. (I especially like the sprite of the dress-wearing mama cat that serves as the game's protagonist.) Its gameplay, which reminds of Namco's classic Pac-Man, also surprises.
On the other hand, Onyanko Town is far from a perfect game. While the main backing tune is catchy, it's also piercing and wears out its welcome after just a few minutes. Even worse is the slowdown that regularly brings the action on offer here to a crawl. That's a big deal because the point of the game is hunt down your baby kitten and then bring him (or is it a her?) back home without being accosted by the many dogs and butchers who roam each of the cart's expansive stages.
The latter issue is especially disappointing, as I could see Onyanko Town being held up as a treasured classic, or at least a hidden gem, if it weren't sometimes so frustratingly slow.
SaGa Frontier (PlayStation)--It's been a long time since I've played this wackadoodle, late-1990s RPG. So why am I returning to it now? Because my friend finchiekins suggested it.
OK, so there was more to the decision than that. After all, SaGa Frontier is one of my all-time favorite games. What can I say? I adore its absolutely bonkers, combo-filled battle scenes, which did the overkill thing way before Disgaea and its ilk entered the picture. Also, its Kenji Ito-composed soundtrack is beyond fabulous and deserves to be discussed right alongside the music created for two other Squaresoft greats, Final Fantasy V and VI. Finally, there's something undeniably cool about being able to play through an RPG multiple times using different protagonists.
Have SaGa Frontier's graphics stood the test of time? Hardly, but let's be honest: a lot of people considered it hideous when it first saw the light of day. In that context, I'd say it's no more ugly today than it was back then. Plus, I've always found its character sprites and (somewhat poorly) pre-rendered enemies rather appealing. Even if I didn't, I'm pretty sure I'd still look at SaGa Frontier lovingly thanks its many other positive traits.
See also: previous 'Shall We Do It?' posts
Labels:
3DS,
famicom,
gameboy,
Great Greed,
impressions,
Kingdom's Item Shop,
NES,
Onyanko Town,
playstation,
SaGa Frontier,
Shall We Do It
Saturday, September 10, 2016
Nice Package! (Son Son II, PC Engine)
As is true of a surprising number of PC Engine games, I turned up my nose at Son Son II for a good long time before coming around to it.
Which is strange, as in many respects it's the kind of game I usually fall in love with at first sight. After all, it's a platformer, its protagonist is cute as can be and it's slathered in bright, beautiful colors.
So why wasn't I a fan of this 1989 release until recently? One odd reason is that I used to really dislike games with HUDs or status bars that cover large swaths of the screen, which is very much the case for Son Son II. (To see what I mean, check out a few of screenshots over at pcengine.co.uk.)
Thankfully, I was able to put those negative feelings aside when I gave the game a second chance a year or two ago. And during that particular playthrough I came to the conclusion that Son Son II's actually pretty great.
Why? Although I described it as a platformer earlier, it is not a straightforward one. The focus here is on exploring each stage's long, winding and secret-filled maps. That makes the experience a lot more interesting than your typical side-scroller.
In the case of Son Son II, it also makes the experience quite a bit tougher than it would be otherwise, as the game is the opposite of a cakewalk.
Still, it's very much worth playing and owning. The latter's especially true when you consider Son Son II's packaging--i.e., its cover art and HuCard label.
Speaking of the former, which can be seen in this post's first photo, it's easily one of my favorite examples of PC Engine cover art.
It gives potential buyers and players a great idea as to what they're going to see and deal with when they boot it up on their trusty PC Engines.
I've got to admit I'm a bit disappointed the artists and designers at NEC Interchannel (the game's publisher; Capcom developed it) simply copied and pasted Son Son II's main illustrated onto its HuCard label.
At least they decided to change things up while producing its instruction manual--a sample page of which is showcased in the snapshot above.
Don't worry, I'll show off the rest of it in an upcoming "Manual Stimulation" post. I'll warn you now, though, that Son Son II's manual, while lovely, is distressingly short. Oh, well, anything is better than what we get these days, wouldn't you agree?
See also: previous 'Nice Package!' posts about Hana Taaka Daka!?, KiKi KaiKai and Parodius Da!
Which is strange, as in many respects it's the kind of game I usually fall in love with at first sight. After all, it's a platformer, its protagonist is cute as can be and it's slathered in bright, beautiful colors.
So why wasn't I a fan of this 1989 release until recently? One odd reason is that I used to really dislike games with HUDs or status bars that cover large swaths of the screen, which is very much the case for Son Son II. (To see what I mean, check out a few of screenshots over at pcengine.co.uk.)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAtWaYL-vR_ixpa05CaWQNN45ted1Vyv82VLykSkYf0pXDvejRP4N2eWegKEKoClw5_1t47kvYS0DERIfMeZMPU4iyIN9KOX-1pu3qPgS562Ypil7xu7h6Hga3jAfnmwSNvZUYGQ/s400/IMG_0200.jpg)
Thankfully, I was able to put those negative feelings aside when I gave the game a second chance a year or two ago. And during that particular playthrough I came to the conclusion that Son Son II's actually pretty great.
Why? Although I described it as a platformer earlier, it is not a straightforward one. The focus here is on exploring each stage's long, winding and secret-filled maps. That makes the experience a lot more interesting than your typical side-scroller.
In the case of Son Son II, it also makes the experience quite a bit tougher than it would be otherwise, as the game is the opposite of a cakewalk.
Still, it's very much worth playing and owning. The latter's especially true when you consider Son Son II's packaging--i.e., its cover art and HuCard label.
Speaking of the former, which can be seen in this post's first photo, it's easily one of my favorite examples of PC Engine cover art.
It gives potential buyers and players a great idea as to what they're going to see and deal with when they boot it up on their trusty PC Engines.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiofok0_dQYiOBGpKGoNhLsSn4VCIM0-piNbxv0kPaDCa8IR5BZRisaZLEfZSEkgcuNAIJ31k6Y0vjun6Z5R2l5A4ZCOVVl2yIp0q_uVJQaSKCK1KqkM3tnn9jgIxjgeo0tveFkrg/s400/IMG_0205.jpg)
I've got to admit I'm a bit disappointed the artists and designers at NEC Interchannel (the game's publisher; Capcom developed it) simply copied and pasted Son Son II's main illustrated onto its HuCard label.
At least they decided to change things up while producing its instruction manual--a sample page of which is showcased in the snapshot above.
Don't worry, I'll show off the rest of it in an upcoming "Manual Stimulation" post. I'll warn you now, though, that Son Son II's manual, while lovely, is distressingly short. Oh, well, anything is better than what we get these days, wouldn't you agree?
See also: previous 'Nice Package!' posts about Hana Taaka Daka!?, KiKi KaiKai and Parodius Da!
Thursday, September 08, 2016
Aural Gratification #1: 'Salad' from Panic Restaurant (NES)
Along with Great Greed (GameBoy) and SaGa Frontier (PlayStation), I've spent a good amount of time playing Panic Restaurant for the NES in the last week or two.
This isn't my first experience with Taito's food-centric platformer, mind you. In fact, I've been a fan of the erstwhile Wanpaku Kokkun no Gourmet World for ages--since the year or so after its release.
Although I like many aspects of Panic Restaurant--its spot-on visuals, thematic dedication and pinpoint controls among them--I think its soundtrack may be the best of the bunch.
At the very least, the tune that plays throughout Panic Restaurant's third stage, "Salad," stands out for boldly bucking the trend of cheery, boppy tracks that support every other level.
In particular, I love how this track complements the nearly barren kitchen that serves as the stage's setting. It's echo-y and lilting and even kind of chilly--all of which go hand in hand with the cool hues that coat the surrounding environment.
Are any of you also fans of this piece of game music? Or maybe you're fans of the title that contains it? Either way, share the love in the comments section that follows.
This isn't my first experience with Taito's food-centric platformer, mind you. In fact, I've been a fan of the erstwhile Wanpaku Kokkun no Gourmet World for ages--since the year or so after its release.
Although I like many aspects of Panic Restaurant--its spot-on visuals, thematic dedication and pinpoint controls among them--I think its soundtrack may be the best of the bunch.
At the very least, the tune that plays throughout Panic Restaurant's third stage, "Salad," stands out for boldly bucking the trend of cheery, boppy tracks that support every other level.
In particular, I love how this track complements the nearly barren kitchen that serves as the stage's setting. It's echo-y and lilting and even kind of chilly--all of which go hand in hand with the cool hues that coat the surrounding environment.
Are any of you also fans of this piece of game music? Or maybe you're fans of the title that contains it? Either way, share the love in the comments section that follows.
Tuesday, September 06, 2016
Manual Stimulation (Pac-Land, PC Engine)
I've said it before--or at least I've suggested it before, such as in this recent post--but it's worth repeating: Pac-Land doesn't get enough love.
That's not to say there aren't reasons for that lack of affection and attention. After all, the 1990 TurboGrafx-16 port of this Namco-made Pac-Man platformer, originally released in the arcades five years earlier, was roundly ignored on this side of the pond.
The TG-16's dearth of sales had a lot to do with that, of course, as did the game's age by that time. Also, Pac-Land in any form could be described as antiquated, difficult and repetitive.
Still, I think it has just enough positive attributes to be worth checking out if you're a fan of the genre. The main ones: its graphics, which look like something pulled from a Saturday morning cartoon, and its infectious soundtrack.
It also has a pretty great instruction manual, as you'll see if you continue scrolling through this write-up. Granted, that's not going to help you enjoy playing the PC Engine version of Pac-Land, but it should help you feel better about owning a copy (if you happen to buy one, that is).
The highlight of Pac-Land's booklet, in my humble opinion: its abundance of color. Although I've liked a lot of black-and-white PC Engine manuals over the years--the ones made for Don Doko Don, Mizubaku Daibouken and The New Zealand Story are good examples--I usually prefer a bit of color.
Well, there isn't a single black-and-white spread in this particular manual. Hell, there's only a couple of black-and-white illustrations--both of which can be found in the scan below.
Every other page of the Pac-Land instruction booklet features illustrations awash in color. Some of them aren't of the highest quality, mind you, but as my mom's always told me, nothing's perfect.
Thankfully, most of the art that's on offer here is nice enough that no one should regret spending $10 to $20 to obtain it (along with the game's HuCard and outer case, naturally).
Now that I've wasted a number of sentences discussing and dissecting the quality of the art that appears in the Pac-Land manual, let's change course a bit and chat about the theme that surrounds that art. Specifically, I'm talking about the game's odd "alpine aesthetic," for lack of a better phrase.
Don't see it? Look at every single depiction of Pac-Man in the scans shared in this post. The old pellet-chomper sports some sort of mountaineering hat in all of them. He also spends a surprising amount of time leaping from log to log and traipsing through forests and fields in this side-scrolling adventure.
That's just a side note to the rainbow-swathed drawings and screenshots scattered throughout this booklet, though.
And although I can't say I like them more than the ones included in another Namco PC Engine instruction manual, for Valkyrie no Densetsu, they're better than what you'll find in less thrilling manuals--Parasol Star's is an unfortunate example--so you won't hear me complaining anytime soon.
See also: previous 'Manual Stimulation' posts
That's not to say there aren't reasons for that lack of affection and attention. After all, the 1990 TurboGrafx-16 port of this Namco-made Pac-Man platformer, originally released in the arcades five years earlier, was roundly ignored on this side of the pond.
The TG-16's dearth of sales had a lot to do with that, of course, as did the game's age by that time. Also, Pac-Land in any form could be described as antiquated, difficult and repetitive.
Still, I think it has just enough positive attributes to be worth checking out if you're a fan of the genre. The main ones: its graphics, which look like something pulled from a Saturday morning cartoon, and its infectious soundtrack.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPvjriCt74PKKp5mCfGRbZMnuVvqLYukNJqTbyGHdvUtwzdj8yRJtx8PkrE1VHDojD24bS4c4wCfrMID_kzgBSRxuKQQ8YNMUkL57YLcaYmdtDvDrcFb14osZRocFidzP7uwODIg/s400/PacLand-manual-cover.jpg)
It also has a pretty great instruction manual, as you'll see if you continue scrolling through this write-up. Granted, that's not going to help you enjoy playing the PC Engine version of Pac-Land, but it should help you feel better about owning a copy (if you happen to buy one, that is).
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjudeYysrATG36XQII9evH461v3lhv5N5dFq7KVgk8h67YzuseU2HCVHO5mpNPXrO4xabMXUkhlIXqUHfB-LAlTMhaScO0d9VyxxkaamVx1HfKxw1tGStb633YhCsPkQXnGBaZigg/s400/PacLand-manual-pg1.jpg)
The highlight of Pac-Land's booklet, in my humble opinion: its abundance of color. Although I've liked a lot of black-and-white PC Engine manuals over the years--the ones made for Don Doko Don, Mizubaku Daibouken and The New Zealand Story are good examples--I usually prefer a bit of color.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwnUn7jaJ-qSoCojX0bnxjSFb5A45-iKgRV_ZfQXaP_FdiWDkhyRideZcWX6hR9aB2W8fPD0q3_qn_Zp1NP1EAAVrbAZXMWN37d333UUmz-S7bQdqQ9syM35o4J7MoWyT6MaTf0g/s400/PacLand-manual-pg23.jpg)
Well, there isn't a single black-and-white spread in this particular manual. Hell, there's only a couple of black-and-white illustrations--both of which can be found in the scan below.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoqFKkeo7kAV2qFGsqsusHtsa73fyNtLgGHjNbFCbOvjjFDsLu9HS3z5iaoBo5oWh9SFDtdX1JMTmrC2Iz-sSX0YICzOtwEzEMAYyi6XNHwHkOdWMFe40fomWu6LurQFuRwpaPmA/s400/PacLand-manual-pg45.jpg)
Every other page of the Pac-Land instruction booklet features illustrations awash in color. Some of them aren't of the highest quality, mind you, but as my mom's always told me, nothing's perfect.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmxIwdYRuWBVp57yaROfFqbaoT-xXq5QJiJQeHMYmb02t1Qf2uMfpvZ_FJKiZAyE03_HGy_IWw4yGjSrWSAsMMGXza5o9FToz5Yj7tG6QDHtmQt9AieeEub48cwzYrV1QHYwa0Ig/s400/PacLand-manual-pg67.jpg)
Thankfully, most of the art that's on offer here is nice enough that no one should regret spending $10 to $20 to obtain it (along with the game's HuCard and outer case, naturally).
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5sKnk9J5voc56adlfB_sBfX08unRQ3ul73BL62zV8FfihLo2Q54fVRA7FlA6CxfD6ZracM1kLSoTl29FAyoZRXBI45UVsjzT9XlrbNtCux0LFZLtawZEC1ajms_l5_-pRzG1Thg/s400/PacLand-manual-pg89.jpg)
Now that I've wasted a number of sentences discussing and dissecting the quality of the art that appears in the Pac-Land manual, let's change course a bit and chat about the theme that surrounds that art. Specifically, I'm talking about the game's odd "alpine aesthetic," for lack of a better phrase.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijmDLEA7WznrtzNiR6WXlFUfiEECDpzXRWz78CERdV9DB2P1hZLDNIHbMU2eUPe4tUTprR_jkPqQX696mlux9gtQtFK2E2Fbqkoayipz_mZSUfGXv3PIgViSEobfqHEzQfgGrhtw/s400/PacLand-manual-pg1011.jpg)
Don't see it? Look at every single depiction of Pac-Man in the scans shared in this post. The old pellet-chomper sports some sort of mountaineering hat in all of them. He also spends a surprising amount of time leaping from log to log and traipsing through forests and fields in this side-scrolling adventure.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBhRxEvjqvbhI1umvhoQS4b1k7VAXDniuaVp0F89MaCZXx77qSdA8ijbAZ8UASGOfWcWMFYotOv_P_aYcx8SSOY7C3ON4JN_up85YMY8z42jSrGuFyQ2GvfKz88exjbkLq2IIyrw/s400/PacLand-manual-pg1213.jpg)
That's just a side note to the rainbow-swathed drawings and screenshots scattered throughout this booklet, though.
And although I can't say I like them more than the ones included in another Namco PC Engine instruction manual, for Valkyrie no Densetsu, they're better than what you'll find in less thrilling manuals--Parasol Star's is an unfortunate example--so you won't hear me complaining anytime soon.
See also: previous 'Manual Stimulation' posts
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