Tuesday, May 30, 2017
Welcome to WonderSwan World: Engacho!
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Monday, May 29, 2017
My 10 Most Influential Games: Kid Icarus (NES)
Although a number of its initial releases lured me and my older brother to the NES in the year following its North American release, none had a more powerful pull on us than the pair of Nintendo-made "Adventure Series" games known in the West as Metroid and Kid Icarus.
I was especially drawn to the latter title, which was made by Gunpei Yokoi, Satoru Okada and Yoshio Sakamoto, among others, and which first hit store shelves here in July of 1987. (Just a month before Metroid and The Legend of Zelda, in fact.)
There are all sorts of reasons for that, of course. A rather stupidly superficial one is that, right off the bat, I was a fan of Kid Icarus' magenta logo. (Hey, I've never been shy about my love of the color pink.)
Also catching my eye early on: the cover art's depiction of Pit. I was keenly interested in Greek mythology back when Kid Icarus was released, so a game that allowed me to play as an angel who has to traverse a world full of crumbling stone pillars, fantastic creatures and even goddesses--Medusa among them--quickly commanded my attention. (Speaking of the creatures that populate this game, you can see illustrations of all of them in the Hikari Shinwa: Parutena no Kagami GameBoy Advance instruction manual.)
And then there were the write-ups in Nintendo Power and elsewhere that showcased Kid Icarus' colorful locales. Purple bricks and stone, red-checkered floors, pink and green clouds--my younger self thought the game looked like a dream.
I know most folks today don't think Kid Icarus plays like a dream, but I thought it did back in the day. (Hell, I still kind of think it now.) After all, Pit controls pretty darn well, if you ask me. Specifically, he's easy to maneuver--except for when you find yourself on one of the icy ledges that pop up in a number of the game's levels--and he reacts quickly to commands. (I can't imagine anyone describing Kid Icarus as floaty or sluggish.)
Is that why I consider it to be influential? Not really. One aspect of Kid Icarus that did help shape my taste in video games, though, is its difficulty. Admittedly, it's sometimes (some may say often) "cheaply" difficult, but in general I think it just asks a lot of those who decide to play it. In some cases, that means perfectly timing jumps and arrow shots; in others, it means memorizing stage layouts (refer to this site if you need help) and enemy placements.
Regardless, Kid Icarus--along with its silver-box, "Adventure Series" sibling, Metroid--made me realize that while I like my games to be at least somewhat cute (or even simply colorful), I also like for them to be at least somewhat challenging.
Kid Icarus also prompted me to realize and embrace that I prefer action-platformers that dare to be a bit different to those that toe the line. Straightforward efforts that ape Super Mario Bros. are all well and good, but this game took that classic's basic components and built upon them tenfold. Rather than having stages scroll almost exclusively from left to right, Kid Icarus offers up ones that scroll up, down and all over the place. It even features maze-like dungeons that sprawl in all directions and need to be conquered at the end of each four-level world before you can move on to the next one.
Another of Kid Icarus' unique quirks that helped set the tone for my love of platform games that veer from the beaten path: the bow and quiver of unlimited arrows Pit uses to dispatch foes. For whatever reason, that's always struck me as far more interesting and thrilling than, say, Mega Man's "Mega Buster" or Simon Belmont's whip.
Unfortunately, despite all of the above, and despite the fact that Kid Icarus was chiefly responsible for shaping my taste in video games (oddball platformers, in particular), I've barely experienced it and its brilliant Hirokazu "Hip" Tanaka soundtrack in the last couple of decades.
Truth be told, that's mostly because I'm now slightly terrified of it. The last time I attempted to work my way through its technicolor worlds, I struggled to complete its third stage.
Still, I've never been one to shrink away from a challenge, so I'll do my best to boot up some version of the game in the coming days and weeks. Here's hoping this playthrough will be more successful than the quickly aborted ones of the not-so-recent past.
See also: previous 'My 10 Most Influential Games' posts about The 7th Guest, Balloon Kid, Bubble Bobble and Final Fantasy V
I was especially drawn to the latter title, which was made by Gunpei Yokoi, Satoru Okada and Yoshio Sakamoto, among others, and which first hit store shelves here in July of 1987. (Just a month before Metroid and The Legend of Zelda, in fact.)
There are all sorts of reasons for that, of course. A rather stupidly superficial one is that, right off the bat, I was a fan of Kid Icarus' magenta logo. (Hey, I've never been shy about my love of the color pink.)
Also catching my eye early on: the cover art's depiction of Pit. I was keenly interested in Greek mythology back when Kid Icarus was released, so a game that allowed me to play as an angel who has to traverse a world full of crumbling stone pillars, fantastic creatures and even goddesses--Medusa among them--quickly commanded my attention. (Speaking of the creatures that populate this game, you can see illustrations of all of them in the Hikari Shinwa: Parutena no Kagami GameBoy Advance instruction manual.)
And then there were the write-ups in Nintendo Power and elsewhere that showcased Kid Icarus' colorful locales. Purple bricks and stone, red-checkered floors, pink and green clouds--my younger self thought the game looked like a dream.
I know most folks today don't think Kid Icarus plays like a dream, but I thought it did back in the day. (Hell, I still kind of think it now.) After all, Pit controls pretty darn well, if you ask me. Specifically, he's easy to maneuver--except for when you find yourself on one of the icy ledges that pop up in a number of the game's levels--and he reacts quickly to commands. (I can't imagine anyone describing Kid Icarus as floaty or sluggish.)
Is that why I consider it to be influential? Not really. One aspect of Kid Icarus that did help shape my taste in video games, though, is its difficulty. Admittedly, it's sometimes (some may say often) "cheaply" difficult, but in general I think it just asks a lot of those who decide to play it. In some cases, that means perfectly timing jumps and arrow shots; in others, it means memorizing stage layouts (refer to this site if you need help) and enemy placements.
Regardless, Kid Icarus--along with its silver-box, "Adventure Series" sibling, Metroid--made me realize that while I like my games to be at least somewhat cute (or even simply colorful), I also like for them to be at least somewhat challenging.
Another of Kid Icarus' unique quirks that helped set the tone for my love of platform games that veer from the beaten path: the bow and quiver of unlimited arrows Pit uses to dispatch foes. For whatever reason, that's always struck me as far more interesting and thrilling than, say, Mega Man's "Mega Buster" or Simon Belmont's whip.
Unfortunately, despite all of the above, and despite the fact that Kid Icarus was chiefly responsible for shaping my taste in video games (oddball platformers, in particular), I've barely experienced it and its brilliant Hirokazu "Hip" Tanaka soundtrack in the last couple of decades.
Still, I've never been one to shrink away from a challenge, so I'll do my best to boot up some version of the game in the coming days and weeks. Here's hoping this playthrough will be more successful than the quickly aborted ones of the not-so-recent past.
See also: previous 'My 10 Most Influential Games' posts about The 7th Guest, Balloon Kid, Bubble Bobble and Final Fantasy V
Thursday, May 25, 2017
Five favorites: Famicom leading ladies
Here's an admission that should shock no one: I've preferred female protagonists in video games to male ones since my earliest experiences with the medium.
Unfortunately, NES games that let you play as a girl or woman were far from common--or at least that was the case for the ones I owned or rented back in the day. Metroid is an obvious stand-out, as is Super Mario Bros. 2, but other than that pair? The only additional examples that come to mind at the moment are Athena, Ice Climber (you can control Nana in two-player mode), Mickey Mousecapade (in a way) and Final Fantasy (I'm one of those folks who have always considered the white mage to be female).
Thankfully, I'm no longer a kid, which means imports are no longer off limits. That's a big deal, because Famicom games weren't as sexist as their North American counterparts--as should be evident by the time you finish reading the following blurbs about five of my favorite female protagonists to grace the Japanese iteration of Nintendo's 8-bit console.
Altiana (Space Hunter)--Full disclosure: I've never actually played this Kemco-made, flick-screen action game, but I've long wanted to give it a try. Admittedly, its gameplay looks a bit rough (see it action here), but its spritework--protagonist Altiana's, especially--is right up my alley. I know some folks wish the in-game version of Altiana looked a bit more like the version showcased on the Space Hunter box cover, but I think she looks great in both forms. Plus, based on the footage above, she seems to be a kick-ass-and-take-names kind of gal, which means I'd bow down to her even if her sprite was gnarly. (To learn more about this Japan-only release from 1986, check out Video Game Den's Space Hunter write-up.)
Clarice (City Connection)--What do I like least about this console port of Jaleco's arcade classic? That you only get a glimpse of its main character, the blue-haired lady in the screenshot above, between stages. Sure, the rest of City Connection also is as cute as can be, but I find Clarice's design to be so pleasant that it's a real shame players don't get to see more of it. Oh, well, at least she's the star of this banana-yellow Famicom cartridge. After all, how often does a driving game--even one that's more of a platformer than a racer--feature a female protagonist? (Bonus content: I first rented the NES iteration of City Connection back in the day because I thought its logo was adorable.)
Lum (Urusei Yatsura: Lum no Wedding Bell)--I've got to be honest here: I don't know a whole lot about the Urusei Yatsura manga and anime series in general or the Lum character in particular. (Besides what I've read on Wikipedia, I mean.) That unfortunate ignorance hasn't kept me from lusting after this Jaleco-made platformer, though, which is a remake, of sorts, of the same company's Momoko 120% arcade game. Chiefly responsible for the blossoming of that long-distance love affair: Hardcore Gaming 101 writer Neil Foster's declaration (in this article about Momoko 120%) that both Lum no Wedding Bell and its predecessor are "more or less standard arcade flair in the Donkey Kong vein." Add to that the fact that the blue-coiffed Lum can zap on-coming baddies with lightning bolts, and the appeal should be as clear as day.
Myu (Insector X)--Before I say anything else, I've got to give a shout-out to the 1CC Log for Shmups for educating me as to this red-headed gal's name. Before I came across the post linked to above, I assumed this 8-bit reimagining of Taito's quarter-muncher of the same title simply referred to her as "girl," or something similarly lazy and disappointing. Speaking of disappointing, Insector X's character-select screen suggests players should only choose Myu if they're girls themselves. Ugh. On a positive note, at least a female option exists. Related aside: I prefer Myu's design to that of her male cohort (his name is Anny) many times over.
Sayo (Kiki KaiKai DotÅ Hen)--I've had a soft spot for the Shinto shrine maiden that serves as this Famicom Disk System's protagonist ever since I played through Pocky & Rocky with wide-eyed gusto as a teenager. That soft spot only grew when I became aware of the PC Engine port of the original KiKi KaiKai. (FYI: you can peruse the entirety of that game's instruction booklet in this "Manual Stimulation" post.) In the beginning, I liked Sayo because she was cute. Later, I came to appreciate that she single-handedly sets out to rescue not just one god, but seven of them, in this multi-directional shmup--which differs from both the arcade original and the aforementioned HuCard release in a number of important ways--with nothing more than a fistful of o-fuda scrolls.
Do you have any favorites when it comes to women who have starring roles in Famicom games? If so, let me know which ones in the comments section that follows.
Unfortunately, NES games that let you play as a girl or woman were far from common--or at least that was the case for the ones I owned or rented back in the day. Metroid is an obvious stand-out, as is Super Mario Bros. 2, but other than that pair? The only additional examples that come to mind at the moment are Athena, Ice Climber (you can control Nana in two-player mode), Mickey Mousecapade (in a way) and Final Fantasy (I'm one of those folks who have always considered the white mage to be female).
Thankfully, I'm no longer a kid, which means imports are no longer off limits. That's a big deal, because Famicom games weren't as sexist as their North American counterparts--as should be evident by the time you finish reading the following blurbs about five of my favorite female protagonists to grace the Japanese iteration of Nintendo's 8-bit console.
Clarice (City Connection)--What do I like least about this console port of Jaleco's arcade classic? That you only get a glimpse of its main character, the blue-haired lady in the screenshot above, between stages. Sure, the rest of City Connection also is as cute as can be, but I find Clarice's design to be so pleasant that it's a real shame players don't get to see more of it. Oh, well, at least she's the star of this banana-yellow Famicom cartridge. After all, how often does a driving game--even one that's more of a platformer than a racer--feature a female protagonist? (Bonus content: I first rented the NES iteration of City Connection back in the day because I thought its logo was adorable.)
Lum (Urusei Yatsura: Lum no Wedding Bell)--I've got to be honest here: I don't know a whole lot about the Urusei Yatsura manga and anime series in general or the Lum character in particular. (Besides what I've read on Wikipedia, I mean.) That unfortunate ignorance hasn't kept me from lusting after this Jaleco-made platformer, though, which is a remake, of sorts, of the same company's Momoko 120% arcade game. Chiefly responsible for the blossoming of that long-distance love affair: Hardcore Gaming 101 writer Neil Foster's declaration (in this article about Momoko 120%) that both Lum no Wedding Bell and its predecessor are "more or less standard arcade flair in the Donkey Kong vein." Add to that the fact that the blue-coiffed Lum can zap on-coming baddies with lightning bolts, and the appeal should be as clear as day.
Myu (Insector X)--Before I say anything else, I've got to give a shout-out to the 1CC Log for Shmups for educating me as to this red-headed gal's name. Before I came across the post linked to above, I assumed this 8-bit reimagining of Taito's quarter-muncher of the same title simply referred to her as "girl," or something similarly lazy and disappointing. Speaking of disappointing, Insector X's character-select screen suggests players should only choose Myu if they're girls themselves. Ugh. On a positive note, at least a female option exists. Related aside: I prefer Myu's design to that of her male cohort (his name is Anny) many times over.
Sayo (Kiki KaiKai DotÅ Hen)--I've had a soft spot for the Shinto shrine maiden that serves as this Famicom Disk System's protagonist ever since I played through Pocky & Rocky with wide-eyed gusto as a teenager. That soft spot only grew when I became aware of the PC Engine port of the original KiKi KaiKai. (FYI: you can peruse the entirety of that game's instruction booklet in this "Manual Stimulation" post.) In the beginning, I liked Sayo because she was cute. Later, I came to appreciate that she single-handedly sets out to rescue not just one god, but seven of them, in this multi-directional shmup--which differs from both the arcade original and the aforementioned HuCard release in a number of important ways--with nothing more than a fistful of o-fuda scrolls.
Do you have any favorites when it comes to women who have starring roles in Famicom games? If so, let me know which ones in the comments section that follows.
Tuesday, May 23, 2017
The best PC Engine game manuals (I've seen)
NEC's PC Engine was and is beloved around the world for a lot of reasons, including the console's small footprint, its credit card-sized cartridges (called HuCards) and its eclectic library of games.
Another reason that should be added to that list, in my opinion: the drop-dead gorgeous instruction manuals that were packed inside many PC Engine game cases.
Speaking of which, I consider the manuals below to be among the system's best. Before you start scrolling through them, understand that this post shouldn't be considered exhaustive. I certainly haven't flipped through every PC Engine instruction manual in existence, after all. I have pored over a good number of them, though, so I'd say my thoughts on the matter are as valid as anyone's in this area.
With all that out of the way, here are my personal picks for "best PC Engine game manuals."
Don Doko Don--Something you need to know right off the bat when it comes to the instruction booklets produced for this system's games: the ones that accompanied Taito-made and Namco-made titles are the most impressive. I especially like Taito's PC Engine manuals. They're crude in a way that Namco's aren't, but I find that aspect to be surprisingly charming. Don Doko Don's is a perfect example of this. It's bursting with monochromatic depictions of this single-screen platformer's protagonists, enemies, bosses and items that are simple, yet captivating. To see the entirety of this HuCard's how-to pamphlet, by the way, check out my "Manual Stimulation" post devoted to it. You also may want to spend a few seconds or even minutes ogling The New Zealand Story's manual, which is similarly appealing.
Hany on the Road--It's a crying shame that this oddball platformer's instruction manual is so short. Not only is it full of vibrant color and adorable enemy illustrations, but it features a handful of wow-worthy clay models. A few more pages of the latter would've been warmly welcomed by yours truly. Still, the artists and designers at publisher FACE deserve kudos for offering up a booklet that's more beautiful than it has any right to be, regardless of its length. (FYI: the whole she-bang can be viewed here.)
Mizubaku Daibouken--In some ways, Mizubaku Daibouken's manual impresses me more than Don Doko Don's. As nice as the latter title's booklet is, the former's is a lot more adventurous. For starters, it kicks off with a multi-page comic that shares the game's backstory. It also uses eye-popping illustrations to introduce Mizubaku Daibouken's many worlds (see above) and explain its controls. That it wraps up with black-and-white doodles of some of this arcade port's enemy characters is the icing on the proverbial cake. Experience all of the above for yourself by perusing my "Manual Stimulation: Mizubaku Daibouken" write-up.
PC Genjin 2--Why did I choose PC Genjin 2's instruction booklet over those of the series' first or third entries? For me, the original PC Genjin's manual is a smidgen too safe. No one would use that word to describe the ambitious PC Genjin 3 manual, but I feel pretty comfortable calling it "a bit much." I love that it's bursting with color, and I appreciate its enemy illustrations, but taken as a whole it's nearly seizure-enducing. The PC Genjin 2 pamphlet provides some of the same thrills but without the headache that's sure to follow in their wake.
Pop'n Magic--I guess it shouldn't be a huge surprise that the manual made for a Bubble Bobble clone is as cute and colorful as can be. That said, the ones produced for genre mates Rainbow Islands and Parasol Stars are flat-out duds, as far as I'm concerned, so I'm fine with expressing some shock at the verve showcased in this Riot release's how-to booklet. The spread above is my favorite of this pamphlet's many pages, but that's not to suggest the remainder are stinkers. Decide for yourself by taking a magnifying glass to my "Manual Stimulation: Pop'n Magic" post.
Valkyrie no Densetsu--As I've said before, Namco's PC Engine games haven't always been favorites of mine. Thankfully, I pulled my head out of my butt some time ago and realized the bulk of them are well worth owning and playing--even if they aren't perfect replicas of their arcade counterparts. In general that's due to their attractive graphics and gameplay, but it's also due to their beautiful manuals. Valkyrie no Densetsu's (see it in all its glory here) is the best of the bunch, if you ask me, but even turds like Barunba came with booklets capable of taking your breath away.
For more awesome PC Engine game manuals, check out these "Manual Stimulation" posts or head over to Video Game Den and peruse that site's HuCard and CD-ROM2 sections.
Another reason that should be added to that list, in my opinion: the drop-dead gorgeous instruction manuals that were packed inside many PC Engine game cases.
Speaking of which, I consider the manuals below to be among the system's best. Before you start scrolling through them, understand that this post shouldn't be considered exhaustive. I certainly haven't flipped through every PC Engine instruction manual in existence, after all. I have pored over a good number of them, though, so I'd say my thoughts on the matter are as valid as anyone's in this area.
With all that out of the way, here are my personal picks for "best PC Engine game manuals."
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7Trzso6xgu3bHc64wFAleHHt4J6L8pouAZBMdCltDlql_Odu_e7RKcOcCfOok66A0ZLXaLGFkwFej8ENcECNQnhbHwy8Qnhy_vUoAjVzYUYIwh2iRsxW0mXmbDdF7_N-2peLgwQ/s400/DonDokoDon_PCEngine_manual_pg1213.jpg)
Don Doko Don--Something you need to know right off the bat when it comes to the instruction booklets produced for this system's games: the ones that accompanied Taito-made and Namco-made titles are the most impressive. I especially like Taito's PC Engine manuals. They're crude in a way that Namco's aren't, but I find that aspect to be surprisingly charming. Don Doko Don's is a perfect example of this. It's bursting with monochromatic depictions of this single-screen platformer's protagonists, enemies, bosses and items that are simple, yet captivating. To see the entirety of this HuCard's how-to pamphlet, by the way, check out my "Manual Stimulation" post devoted to it. You also may want to spend a few seconds or even minutes ogling The New Zealand Story's manual, which is similarly appealing.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhohr0CJ4PxNAuyAR88adDV7GUolwFJ_KSqkGV2W1O_mntpySNbhAlDQ57DkGLmvZpcmNFoPPfmPtY9iLhLUoKjOd-yGbMMbZpLr-T2Y-TN1_eFBLO4xvcG7mxNcX9V0wBhYI8-4Q/s400/HanyOnTheRoad_PCEngine_manual_p34.jpg)
Hany on the Road--It's a crying shame that this oddball platformer's instruction manual is so short. Not only is it full of vibrant color and adorable enemy illustrations, but it features a handful of wow-worthy clay models. A few more pages of the latter would've been warmly welcomed by yours truly. Still, the artists and designers at publisher FACE deserve kudos for offering up a booklet that's more beautiful than it has any right to be, regardless of its length. (FYI: the whole she-bang can be viewed here.)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggGJQy0aFipsr9dnsspPCYZJjyH6CbhSsXNzmjjjXVxxg6sZkhpBmKbHzkSnhDtsmRUg6MqelydfH2dVTjlpR7Dcu48ppcClhc5e5VtyHbAjm7geJXWlwcOlJAG9yCtM8yRRy-dQ/s400/MizubakuDaibouken_PCE-manual_pg56.jpg)
Mizubaku Daibouken--In some ways, Mizubaku Daibouken's manual impresses me more than Don Doko Don's. As nice as the latter title's booklet is, the former's is a lot more adventurous. For starters, it kicks off with a multi-page comic that shares the game's backstory. It also uses eye-popping illustrations to introduce Mizubaku Daibouken's many worlds (see above) and explain its controls. That it wraps up with black-and-white doodles of some of this arcade port's enemy characters is the icing on the proverbial cake. Experience all of the above for yourself by perusing my "Manual Stimulation: Mizubaku Daibouken" write-up.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdCzbJZ4gf3zRYq2TgAhL7xuRxfR2E_YHxgMCwt0PY-M1J0NDVkQpffIvbWIu-dX57jghrHkGJ3FqM8ry1oNB2-suNcD1IbO-D0TUvqkxsAPwygC6qJx7RvIS4Mg3xoG2o_X_DuQ/s400/PCGenjin2_PCEngine_manual_pg1112.jpg)
PC Genjin 2--Why did I choose PC Genjin 2's instruction booklet over those of the series' first or third entries? For me, the original PC Genjin's manual is a smidgen too safe. No one would use that word to describe the ambitious PC Genjin 3 manual, but I feel pretty comfortable calling it "a bit much." I love that it's bursting with color, and I appreciate its enemy illustrations, but taken as a whole it's nearly seizure-enducing. The PC Genjin 2 pamphlet provides some of the same thrills but without the headache that's sure to follow in their wake.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_v4XikA0OLhkLbfjcCaKMSyjZ9aF2O3HLVJ1UGX_8Qx_CjGgLs-UexxRfzO8GdN3SsMxRvI93ttQcMqHZFIMzKvTqUS2DF5a8bnq4oFKFvxjm3EkUZ3qQE7zOHN3L37_K4Ww_uw/s400/PopnMagic_PCEngine_manual_pg1314.jpg)
Pop'n Magic--I guess it shouldn't be a huge surprise that the manual made for a Bubble Bobble clone is as cute and colorful as can be. That said, the ones produced for genre mates Rainbow Islands and Parasol Stars are flat-out duds, as far as I'm concerned, so I'm fine with expressing some shock at the verve showcased in this Riot release's how-to booklet. The spread above is my favorite of this pamphlet's many pages, but that's not to suggest the remainder are stinkers. Decide for yourself by taking a magnifying glass to my "Manual Stimulation: Pop'n Magic" post.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEuYTIIdphRbA-M6ZXgF5o_HRgNo6GcseHc5Xy-sJg0IC_Mv7Zmxg11xFhQMeDeOY16FTAG_X9TSb5yjEfhn6Vn-fDZ8qh1u0ad2jz6XRGl5tv7JRKFNyyAiWoD0AsEpBn8qCpPA/s400/ValkyrienoDensetsu-PCE-manual-pg1213.jpg)
Valkyrie no Densetsu--As I've said before, Namco's PC Engine games haven't always been favorites of mine. Thankfully, I pulled my head out of my butt some time ago and realized the bulk of them are well worth owning and playing--even if they aren't perfect replicas of their arcade counterparts. In general that's due to their attractive graphics and gameplay, but it's also due to their beautiful manuals. Valkyrie no Densetsu's (see it in all its glory here) is the best of the bunch, if you ask me, but even turds like Barunba came with booklets capable of taking your breath away.
For more awesome PC Engine game manuals, check out these "Manual Stimulation" posts or head over to Video Game Den and peruse that site's HuCard and CD-ROM2 sections.
Sunday, May 21, 2017
Coming soon-ish to a DS near you: a fan translation of Irozuki Tincle no Koi no Balloon Trip
Most Nintendo fans know about two of the Tingle games the company published for the DS a few years back.
The first, of course, was the Zelda-esque Freshly-Picked Tingle's Rosy Rupeeland, which hit the streets of Japan in 2006 and Europe in 2007. The second, Tingle's Balloon Fight DS, also was a 2007 release, although it never left the Land of the Rising Sun. (If you'd like to see some snapshots of the latter title's case, cartridge and instruction manual, by the way, you can do so here, here, here and here.)
Well, Nintendo offered up a third DS game to Tingle fans two years after Tingle's Balloon Fight dropped. Its name: Irozuki Tincle no Koi no Balloon Trip, which apparently translates to Ripened Tingle's Balloon Trip of Love.
Unlike its predecessors, this title isn't an action RPG or a rehash of an arcade classic. Instead, it's a point-and-click adventure game.
As if that weren't appealing enough (I don't know about you, but I've long been attracted to point-and-click games), the story that envelopes the gameplay of Ripened Tingle's Balloon Trip of Love is based, at least in part, on The Wizard of Oz.
Combine all of the above with a rather glorious art style (see screenshot on the right) and you've got a game that looks to be right up my alley--if my understanding of Japanese were in a more advanced state than it currently is, I mean.
Thankfully, I probably won't have to wait another year or two to stumble my way through Balloon Trip of Love's oddball story. That's because an English fan translation of the Vanpool-developed game is rapidly approaching its finish line.
Unfortunately, no one really knows when the patch containing Balloon Trip of Love's English translation will be offered up to the masses. Considering the most recent update on its progress suggested the project was nearly 80-percent complete, though, I have to imagine a release by the end of this year is a possibility.
In the meantime, you can keep an eye on how things are going by checking out the translation team's blog at tingletranslation.blogspot.com. (Threads devoted to their efforts can be found at gbatemp.net and romhacking.net as well, if you're curious.) Something else to keep an eye on: my upcoming interview with the person heading up this ambitious project.
See also: my Tingle's Balloon Fight DS review
The first, of course, was the Zelda-esque Freshly-Picked Tingle's Rosy Rupeeland, which hit the streets of Japan in 2006 and Europe in 2007. The second, Tingle's Balloon Fight DS, also was a 2007 release, although it never left the Land of the Rising Sun. (If you'd like to see some snapshots of the latter title's case, cartridge and instruction manual, by the way, you can do so here, here, here and here.)
Well, Nintendo offered up a third DS game to Tingle fans two years after Tingle's Balloon Fight dropped. Its name: Irozuki Tincle no Koi no Balloon Trip, which apparently translates to Ripened Tingle's Balloon Trip of Love.
As if that weren't appealing enough (I don't know about you, but I've long been attracted to point-and-click games), the story that envelopes the gameplay of Ripened Tingle's Balloon Trip of Love is based, at least in part, on The Wizard of Oz.
Combine all of the above with a rather glorious art style (see screenshot on the right) and you've got a game that looks to be right up my alley--if my understanding of Japanese were in a more advanced state than it currently is, I mean.
Thankfully, I probably won't have to wait another year or two to stumble my way through Balloon Trip of Love's oddball story. That's because an English fan translation of the Vanpool-developed game is rapidly approaching its finish line.
Unfortunately, no one really knows when the patch containing Balloon Trip of Love's English translation will be offered up to the masses. Considering the most recent update on its progress suggested the project was nearly 80-percent complete, though, I have to imagine a release by the end of this year is a possibility.
In the meantime, you can keep an eye on how things are going by checking out the translation team's blog at tingletranslation.blogspot.com. (Threads devoted to their efforts can be found at gbatemp.net and romhacking.net as well, if you're curious.) Something else to keep an eye on: my upcoming interview with the person heading up this ambitious project.
See also: my Tingle's Balloon Fight DS review
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