Monday, October 03, 2016

Five overlooked Japanese PlayStation games you need to play as soon as possible

Most folks who love the original PlayStation know all about Japan-only gems like Harmful Park, LSD: Dream Emulator, Rakugaki Showtime, Slap Happy Rhythm Busters, Vib-Ribbon and Umihara Kawase Shun.

There are a lot of other PSone imports that are worth picking up and playing, though--and many of them are far more affordable than the titles mentioned above. Here are five such games. (Bonus: all of the following can be enjoyed without knowing a lick of Japanese.)


Engacho!--I know why people ignore this game even after they become aware of it. It's gross--and not in a Mortal Kombat kind of way. No, this colorful puzzler is gross in an "it's full of boogers and spit and smelly armpit hair" kind of way. The thing is, the brain-teasing gameplay that surrounds all of this grossness is not only fun and challenging, but unique. To learn more about it, read my Engacho! review. (If you'd also like to get a glimpse of this game's outer case, disc and manual, check out my post, "What in the hell does Engacho! mean, anyway?"


Gussun Paradise--Although I can understand why a lot of Westerners shy away from Engacho!, I'm completely flummoxed that they treat Gussun Paradise in the same manner. For starters, the latter game was made by the masters at Irem. Second, it's a single-screen platformer à la Don Doko Don and all kinds of other Taito releases. Third, its graphics are so cute and colorful it's hard not to grin like an idiot while basking in their glow. For more information on this Gussun Oyoyo spinoff, and to see some snapshots of its packaging, peruse this old post about it.


Lup Salad: Loopop Cube--If adorable games tend to give you toothache, you may have to see your dentist for a root canal after playing this puzzler-platformer from 2012. Not only are its sprite-based characters, blocks and backdrops as precious as can be, but the same can be said of its ear-pleasing soundtrack. You'd do well to try Loopop Cube (or Lupupu Cube or Rupupu Cube) even if the description and screenshot above give you pause, though, as the block-pushing and -matching gameplay at the center of this title will entice even the biggest haters to waste many an hour on it.


Mad Panic Coaster--All of the Japan-only PlayStation games that have been discussed up to this point are unquestionably enjoyable affairs. The same can't be said of Mad Panic Coaster. So why on earth have I included it here? Because it's so damn weird--it's basically an on-rails racer that's set on a bunch of themed roller coasters--that it's worth playing even if it can be maddeningly frustrating and difficult at times. If you're a collector of import PSone titles, by the way, do yourself a favor and hunt down a complete-in-box copy of Mad Panic Coaster. Its instruction manual (ogle scans of it here) alone will make you appreciate your purchase.


Susume! Taisen Puzzle-Dama--For whatever reason, Konami's long-running Taisen Puzzle-Dama never made waves outside of Japan like other match-two and -three titles from the same era. You know the ones I'm talking about: Columns, Magical Drop, Puyo Puyo and their ilk. That's too bad, as the various iterations of Taisen Puzzle-Dama I've played--including this one and one that features the company's TwinBee characters--are a blast. That's partially because of its frantic puzzling action, of course, but it's also because of its wacky cast (see above) and sense of humor.

Can you think of any unfortunately overlooked or ignored Japan-only PSone games that people in other parts of the world really need to play? If so, share them in the comments section of this post.

Thursday, September 29, 2016

Manual Stimulation: Son Son II (PC Engine)

Considering how wonderfully colorful Son Son II the PC Engine game is, you could be forgiven for assuming Son Son II the PC Engine instruction manual follows suit.

Unfortunately, it doesn't. Or at least it doesn't do so fully. Instead, it does so in fits and spurts.



Its first few pages are a perfect reflection of that. Although the spread seen below features three really nice illustrations, the rest of the acreage on hand is mostly white space and black text.



That's less true when it comes to the spreads that follow, but even then it'd be hard to argue that there's a whole lot more black and white on those pages than there are colorful pieces of art.



At least the pieces of art that are there are easy on the eyes. Granted, I've rarely come across a drawing of a collectable in-game item I didn't like, so maybe I'm alone in finding them appealing.

(Speaking of game items, my friend, Jess, recently published a great blog post about Capcom's long history of silly, strange and intriguing power-ups. I'd definitely recommend reading it if you find such things interesting.)



I also really like the enemy depictions that are showcased in the scan above. The only thing I don't like about them is there are only 11 of them.

Oh, well, at we got those 11, right?

See also: previous 'Manual Stimulation' posts about Don Doko Don, Parasol Stars and Parodius Da!

Tuesday, September 27, 2016

Why did I wait so long to play Dragon Quest VII? (or, a few thoughts on the just-released 3DS port of Square Enix's mammoth RPG)

I have a strange history with the Dragon Quest series.

As a teenager, I devoured every piece of information about the first game's three-years-in-coming North American release I came across. My older brother and I bought it as soon as it hit store shelves and quickly beat it. (Actually, he beat it. Although I played the game, known here as Dragon Warrior at the time, through to the final boss, I never vanquished him. Later, my brother took care of it while I watched.)

You'd think that experience would've prompted us to buy and similarly burn our way through the second, third and fourth Dragon Quest--er, I mean Dragon Warrior--titles. For whatever reason, though, we didn't.



In fact, we (or, rather I) ignored every other Dragon Quest game that was released in English until Dragon Quest IX hit the streets in my neck of the woods in 2010. This time, I not only reached the end credits on my own but put more than 100 hours into it along the way.

I intended to follow up that experience my battling through the DS remakes of Dragon Quest IV, V and VI--or at least one of them--but you know what they say about best-laid plans.

Did I partially make up for the misgivings detailed above by pre-ordering the North American 3DS remakes of Dragon Quest VII (and Dragon Quest VIII) as soon as I was able to do so last year? I'd like to think so.



Even better, in my mind, is that I crammed the Dragon Quest VII cartridge into my trusty 3DS as soon as the former arrived on my doorstep a couple of weeks ago. Fast-forward to today, and I'm about seven hours into this portable adventure.

I'm enjoying the journey so much at the moment that I'm beating myself up for not playing the game sooner. That's mainly because of the characters and the story.

Actually, I think my favorite aspect of Dragon Quest VII right now is the little vignettes you have to complete while advancing the overarching saga. Some of them are silly, some of them are surprisingly poignant (the first one, especially)--and all of them enjoyable. Or at least that's been the case with the handful I've encountered up to this point.



Those aren't the only reasons I'm busy kicking myself for passing on Dragon Quest VII for so long. A few others include Akira Toriyama's adorable monster designs, Koichi Sugiyama's magnificent soundtrack and the stellar visual upgrade provided by ArtePiazza's crack team of artists and developers. In fact, this version's aesthetics make it the most appealing Dragon Quest to date as far as graphics are concerned--in my humble opinion, of course.

Anyway, I know I've got a long, long way to go before I see this game's credit roll, but I have absolutely no doubt I'll get there eventually.

How about you? Are any of you also playing the Dragon Quest VII 3DS remake? If so, what do you think of it so far?

Friday, September 23, 2016

Surprise! The Year of the GameBoy Continues: Bubble Ghost

OK, so every year seems to be the "Year of the GameBoy" around these parts. Sue me!

The fact is, I'm still madly in love with Nintendo's first portable system and its fine catalog of games. Sure, the latter includes a slew of crappy titles, but the same can be said of most handhelds. Plus, for me, the GameBoy's best gems are so enjoyable they make it easy to overlook its unplayable turds.

Speaking of my on-going love affair with this brick-like device (I'm talking about its design here, not its abilities), I've currently got a burr up my butt about whittling down the GameBoy portion of my lengthy gaming bucket list.


That's why I recently acquired the cart that serves as this post's focus, actually. Well, that played a role, at least. Also relevant: Bubble Ghost's adorable cover art.

And it is pretty darn adorable, wouldn't you agree?

To be honest, I'm not sure which piece of Bubble Ghost GameBoy box art I like more: the one created for Japan or the one created for North America and Europe.



Regardless, both are easy on the eyes. And both sport the same oh-so-appealing logo.

In terms of overall packaging, though, I've got to go with Japan's GameBoy port of the game. I like that it offers up random pops of color--such as the hint of teal at the top of its box front, or the vibrant pink that's splashed across its side flaps.

That same pink shows up as an accent color on the game box's back side, while a shockingly bright yellow blankets the remainder of its surface.


Similarly appealing hues can be found on every piece of Bubble Ghost's packaging. A case in point: the subdued, bubblegum-y pink featured on the game's instruction manual. Also, the banana yellow that covers its cartridge label.

OK, so the copy I recently bought and that's on display throughout this post isn't immaculate. I don't mind that as much as you might imagine. Sure, I'd love it if it were in perfect condition, but as long as it doesn't look like a dog chewed on it, I'm OK with a couple of creased manual pages or a few frayed box edges.



After all, what really matters is that the cartridge is works. And that's exactly the case here. Which is great, as Bubble Ghost is yet another of those intriguing titles that is perfectly suited to the GameBoy.

That probably sounds funny to those of you who know a bit about its history. For those of you who don't, Bubble Ghost began life in 1987 as an Atari ST game. In that release, and the numerous other PC ports that followed in the original's footsteps, players controlled the titular ghoul using a mouse.

A press of the space bar or shift key prompts the little guy to blow out a puff of air in those versions--which is important, as this is what allows you to guide the bubble mentioned in the game's title through the many halls of a haunted house.


In this GameBoy iteration (remake, really), developed by Opera House, the system's directional pad moves the pixelated specter and its face buttons produce the needed puff of air.

The latter control scheme works surprisingly well. Also, the GameBoy's archaic hardware doesn't do much to hold back Bubble Ghost's graphics or gameplay. In other words, this cartridge is well worth checking out if you're like me and you're still interested in playing decades-old handheld games.

See also: previous 'Year of the GameBoy' posts about Noobow, Peetan and Tumblepop.

Wednesday, September 21, 2016

Aural Gratification #2: 'Ghetto' from Gekisha Boy (PC Engine)

IREM's Gekisha Boy--or Gekibo, as I believe it used to be called in Japan--is one of those games all PC Engine fans should play.

Unfortunately, complete copies are pretty pricey these days. Also, the game has yet to hit Nintendo's Virtual Console for any system (3DS, Wii and Wii U) or in any region.

Does this mean you should go grab the ROM and play Gekisha Boy--which translates to Photograph Boy--on your emulator of choice? Sure, if that'll float your boat. IREM the game-maker basically closed up shop in 2011, so it's unlikely Gekibo or any of the company's other great titles will be re-released anytime soon, so emulation is likely to be the only avenue for most folks who want to experience this weird "action photography" game.



Just be prepared to face a stiff challenge no matter how you decide to play this 1992 offering. Successfully finishing its many stages is no easy feat, as doing so requires you to control its protagonist--his name is David Goldman, according to Wikipedia--as well as a reticle using the PC Engine's directional pad.

The good news here is that all of the time you're sure to put into beating Gekisha Boy's tough-as-nails levels means you'll become well acquainted with its soundtrack. Speaking of which, my favorite of its tunes is the one showcased in the video above. I love that it's kind of spooky--like something you'd listen to around Halloween.

Have any of you played Gekibo? If so, let me know what you think of it by leaving a comment below.

See also: my first 'Aural Gratification' post about 'Salad' from Panic Restaurant (Famicom)