Friday, October 13, 2017

Manual Stimulation: Noobow (GameBoy)

Up until the early part of 2013, I had only a passing interest in Nintendo's GameBoy.

Oh, I owned one as a kid--got one as soon as I possibly could after it hit store shelves in the summer of 1989, in fact--and I loved it as much as anyone can love a bulky electronic gadget with a green-and-black screen.



After I sold my GameBoy system and catalog of carts a few years later, though, I rarely looked back. It just wasn't an experience I felt like revisiting, you know?

So, what happened in 2013? I came across a small blog post about the game highlighted here: Irem's Noobow.



That post included a short video of Noobow in action. I was hooked a second after I hit "start."

Over the next few months, I searched the Internet high and low for other Japan-only GameBoy games that had escaped my attention and that might appeal to me as much as Noobow.

All of that digital sleuthing resulted in me discovering import gems like PeetanPainter Momopie and Osawagase! Penguin Boy. (OK, so that last one actually earned a Western release--as Amazing Penguin.)



Once I became aware of those titles, too, there was no going back. In the years since, I basically made it a goal to obtain complete-in-box copies of those Japanese GameBoy games and a slew of others (like Astro RabbyBurning Paper and Cave Noire).

Curiously, each of the games I've mentioned so far were sold with stellar instruction manuals packed inside their colorful cardboard boxes.



Noobow's manual isn't as stellar as some of the others linked to at the bottom of this post, but I think it's still pretty nice.

Chiefly responsible for me calling it "nice" is that it sports a number of adorable illustrations of the eponymous Noobow, who apparently began life (and I believe continues to serve) as a mascot for a line of merchandise.



Strangely, this booklet doesn't contain even half as many illustrations as Noobow's outer box does, but at least almost all of the ones stuffed inside the manual are unique.

Also worth celebrating: the Noobow manual features three full pages of item drawings and descriptions.



If this is your first visit to this site, or if you haven't been visiting it for long, you need to know I love old game manuals that feature item drawings and descriptions.

Admittedly, the item drawings showcased here are on the rough side, but that just adds to their charm, if you ask me. (For another Japanese GameBoy manual that features rough item drawings, check out my post about the booklet made for the system's Bubble Bobble port.)



The second-to-last page of the Noobow instruction manual (see below) is supposed to be reserved for jotting down passwords, by the way. Whether or not the text a previous owner scribbled onto mine actually is a password, though, is up for debate.



Now that you've taken it all in, what do you think of the Noobow GameBoy instruction manual?

Also, if any of you have played this 1992 release, what do you think of it?

See also: previous 'Manual Stimulation' posts about Astro Rabby, Bubble Bobble Junior, Kaeru no Tame ni Kane wa Naru, Snow Bros. Jr. and Tumblepop

Tuesday, October 10, 2017

A few thoughts on Golf Story for Switch now that I've put about eight hours into it

I don't know about you, but I think it's almost comical that the first game I played on my new Switch was Golf Story.

(Yes, a digital copy of Splatoon 2 came with the system, but I quickly sold it. Don't worry, I'll likely buy a physical copy of it down the road.)

As for why it's so funny this was my first pick-up for Nintendo's latest console, I sort of have a reputation for liking old and quirky games, right? Well, Golf Story has quirk to spare, and there's no doubt it looks like something that could've come out of the 8-bit or 16-bit eras.



So, I guess what I'm saying here is: I doubt there could be a better game to ease me into Switch ownership.

It's certainly done its job in that regard. After all, like this post's header makes clear, I've already spent more than eight hours playing Golf Story--and at the expense of the recently released Project Octopath Traveler demo, no less. (It wouldn't be an overstatement to say Square Enix adding this bite-sized version of its upcoming, Romancing SaGa-esque RPG to the Switch eShop is what pushed me to buy the system now rather than early next year.)

Would anybody become as engrossed as I have with this game if they were given a chance to play it? I think a good percentage of folks would, but not everyone.

To figure out if you're more likely to be in the yay or the nay camp, read my impressions of Golf Story's first eight or so hours.



Warning: this is not a golf simulator--Do you love serious golf games? The kind that mimic the club-and-ball sport down to a T (or, you know, a "tee")? If so, you might want to avoid Golf Story for the time being. To begin with, it's a fairly silly take on the Scotland-born pastime. Also, it would be a stretch to say it forces you to play gobs of golf. Yes, the eons-old sport is Golf Story's focus, and nearly every inch of its overworld (for lack of a better word) is a fairway or green or bunker, but you spend a lot less time making your way through multi-hole courses than you might think. In other words, if you're looking for something that's more like Electronic Arts' PGA Tour series and less like Sony's Hot Shots Golf efforts, this isn't the download for you.

That said, if you've enjoyed any of the early Mario Golf games, you should enjoy Golf Story, too--I say that mainly because Golf Story's gameplay feels a lot like that of the original Mario Golf and Mario Golf: Advance Tour. For those of you who've never experienced those titles, that means Golf Story's controls are arcade-y and accessible and, for the most part, intuitive--assuming you've played at least one other video game version of the sport before you picked up this one.



A little clarity would be greatly appreciated--Notice how I said "for the most part" at the end of my last sentence? I did that because, as fun as Golf Story is, it doesn't always provide the player with all the information he or she needs to enjoy it to its fullest. On more than one occasion, I've found myself in a situation where I wasn't completely sure what I was supposed to do or how I was supposed to do it. At first, I thought I was to blame, but eventually it dawned on me that Golf Story's sometimes-vague text was the real culprit. Thankfully, I've always gotten myself out of those jams, but I obviously would've preferred not getting into them in the first place.

I don't really agree with people who say this game is "EarthBound-esque"--Sure, Golf Story is goofy. And weird. But is it as weird and goofy as everybody's favorite cult-classic RPG, EarthBound? Not in my mind. Plus, the vibe here is completely different. Shigesato Itoi's seminal work often feels like a dream--or a nightmare. Golf Story is far more mundane and down to earth. It's odd in parts, no question, but don't expect it to display the kind of amusing, head-scratching edginess that's front and center in all three of Nintendo's Mother titles.



I'm not a huge fan of Golf Story's soundtrack--It almost kills me to say this, but I don't much like the music that accompanies your trip around the pixelated Australia that serves as this title's setting. At best, the tunes are forgettably ho-hum; at worst, they recall something you'd hear at a low-rent Renaissance fair. That's hardly the end of the world, of course, and the music here isn't exactly keeping me from enjoying my playthrough, but I also wouldn't have minded a more compelling and ear-pleasing soundtrack.

Don't be surprised if you encounter a few bugs or glitches here and there--On the fence about whether or not you should buy Golf Story? You may want to stay there a little while longer. Why? If you play it now, you'll likely run into one or more bugs or glitches--some of which could cause you to replay a chunk of the game (or worse). For example, I've regularly gotten the pompadour-sporting protagonist stuck while trying to run across a bridge. Jiggling the Switch's left analog stick a few times always frees him, but it's annoying all the same. Another bug I've experienced a couple of times: the camera getting screwed up if I try to scope out a hole before taking a shot. The worst glitch I've encountered, though, has been when I've hit a ball, or thrown a disc (you play disc golf in this title, too), and it's become jammed in a tree or behind a non-player character. On these occasions--yes, it's happened more than once--the only option has been to reset the game.



The good news here: developer and publisher Sidebar Games is prepping a patch as we speak, so hopefully it will take care of all of the bugs and glitches I just mentioned, as well as the many others discussed in this Reddit thread.

Given all of the above, you might think I'm less than enamored with Golf Story at the moment. On the contrary, I'm thrilled with it. Sure, it's got its flaws, but it's such a blast overall that I'm finding them easy to overlook. I especially like the game's relaxed attitude and almost languid pace. Although there's a point to all of its swinging and putting and chipping, it never really puts any pressure on you. You're free to explore its evocative environments in whatever manner and at whatever pace you prefer, and I'm finding that particularly refreshing.  

Are any of you playing Golf Story? If so, what do you think of it? Do its positive attributes outweigh its negative ones for you, too, or is the opposite true for you?

See also: 'OK, who's got some Switch game recommendations for me?'

Sunday, October 08, 2017

A few thoughts on the Nintendo Switch now that I've spent a couple of weeks with one

It's been about two weeks since I got a Switch, so I figure now is as good a time as any to share my thoughts on Nintendo's latest piece of gaming hardware.

Something I need to note before I continue: I've only used my Switch in handheld mode so far. In fact, I haven't even taken its dock, which lets you to play games on a TV, out of the box. I'll probably free it from its (beautifully decorated) cardboard prison around the time I get my hands on Super Mario Odyssey, but even then I can't see myself using it all that often. That's how much I prefer playing games "on the go" (which in my case usually means while sitting on the couch or lying in bed) to staring at a TV screen these days.

Anyway, I've spent a good amount of time with the rest of the Switch hardware since it arrived on my doorstep late last month, so here are my impressions of the main unit, Joy-Cons, user interface, eShop and more.



It's smaller than I imagined--For whatever reason, before I bought my Switch I was under the impression it was pretty bulky in its portable form. So, imagine my surprise when it turned out to be the opposite of huge. No one is going to call the thing "tiny," of course, but it's plenty small for the occasional car and plane trip. Would my tune be different if I commuted with my Switch? Perhaps, but the fact is I've only ever played my original 3DS on the bus. I've never once taken either of my 3DS XL systems or my pink-and-white Vita to work, and I'm pretty sure the same will be true of my Switch by the time its hold on me, or the portion of my life that's spent using public transportation, comes to a close.

The huge screen is a huge plus--Truth be told, I've never been a size queen. In fact, even now I'd rather play games on my original "flame red" 3DS system than on my pink-and-white 3DS XL. Still, I'd be lying if I said I wished the Switch's screen were smaller. It's nice to not have to squint while reading text, for example. Granted, I don't think the increased screen size--and improved screen resolution--will really hit me until I play a game like Super Mario Odyssey or The Legend of Zelda: Breath of the Wild on it. Assuming I react to that experience like I think I will, I may never hook up my thus-far-ignored Switch dock.



I like how solid it feels--This is the aspect of the Switch that surprises me the most, to be perfectly honest. Before I held the system in my hands, I thought the Joy-Cons might seem a bit loose or wobbly. Thankfully, they don't. In fact, I often forget the controllers are detachable--that's how snug everything feels when Switch is in its handheld form. I know some folks will say, "of course the Switch is solid--Nintendo made it!" Well, Nintendo also made the original 3DS hardware that features a floppy hinge and a scratch-prone upper screen, so one should be forgiven for worrying the Switch, with its far more complicated design, may follow in its footsteps.

The UI is sleek and snappy, but still leaves something to be desired--Although I'm a big fan of the user interfaces Nintendo's designers created for the 3DS, Wii and Wii U, I appreciate that they went with something a little sexier and a little less kiddie or cutesy this time around. Plus, the Switch's user interface (UI) isn't just sleek; it's also noticeably faster than the Wii and 3DS UIs. (I can't speak to the speed of the Wii U user interface, as I've sadly never experienced it.) Unfortunately, a game system's UI needs to be more than elegant and brisk. It also needs to be functional, and that's not how I would describe the Switch UI at the moment. Why can't I move my game and demo icons? Why can't I display them in various ways (other than in a straight line), or make folders to contain them? And why can't I change the background of the system's home menu like I can on my 3DS? I have a feeling  an upcoming update will allow all of this--and hopefully more--but, boy, it sure would've been nice if it had allowed it right out of the box.



I hope the eShop gets an overhaul (and soon)--Much like the Switch UI, the system's eShop is sleek and snappy--and not entirely satisfying. I'm sure some people think the 3DS eShop is a jumbled mess, but I'm not one of them. I like that it offers visitors plenty of opportunities to find and discover games and demos. You don't have to know exactly what you're looking for when you make your way to the 3DS eShop. With the Switch eShop, though, you've got a tab for recent releases, a tab for best sellers and that's about it. If you want anything else, you have to search for it. Again, I'm pretty confident this will change in the future and the Switch eShop will become quite a bit more dynamic, but the question is: when? Here's hoping Nintendo gives us a more user-friendly, and publisher-friendly, digital store soon.

Now that I've shared my thoughts and feelings on the Switch, what are yours? Those of you who've spent at least a little time with the system: do you agree with what I've said here, or do you disagree? Regardless, let me know your opinions on the matter in the comments section of this post.

See also: 'A few thoughts on Golf Story for Switch now that I've put about eight hours into it'

Wednesday, October 04, 2017

OK, who's got some Switch game recommendations for me?

Now that I own a Nintendo Switch, and especially now that I've finally unboxed and booted up my snazzy new console, I'm on the lookout for games to play on it.

I've already got Golf Story (look for a blog post full of impressions shortly), and I pre-ordered Super Mario Odyssey right after I bought my Switch. Oh, and I'm also planning to buy Stardew Valley shortly after it's added to the system's eShop.

Other than that, though, I'm pretty clueless as to which Switch games--digital ones, especially--I should consider picking up once I have the funds.

That's not to say I don't have my eye on any Switch titles besides the ones mentioned earlier. A few that have caught my attention to date: Blaster Master ZeroKimikoNamco MuseumSnipperclips and Thimbleweed Park.



Those of you who've played some or all of the just-mentioned games: what do you think of them? And would you recommend them to a Switch noob like myself?

Speaking of recommendations, please point out in the comments section below any other Switch games--digital or otherwise--you think I might enjoy.

UPDATE: a number of people have shared Switch game recommendations with me here as well as on Facebook and Twitter.

The suggestions that have most intrigued me so far: Neo Turf Masters, Slime-san, Super Bomberman R and VOEZ. All of these games are now taking up space on my ever-growing "buy these Switch games as soon as possible" list--along with the titles I mentioned earlier and no-brainers like Mario Kart 8 Deluxe and The Legend of Zelda: Breath of the Wild.

Should you have any positive or negative thoughts on them, let me know.

Monday, October 02, 2017

Why, yes, I am still plugging away at Opoona (Wii)

Or at least I was plugging away at it before I became obsessed with the classic Famicom RPG, Mother, and before I got my hands on a Nintendo Switch. (You can read about my experience with the game otherwise known as EarthBound Beginnings in this post, by the way. And you can reach about my recent Switch acquisition here.)

Regardless, during my last Opoona check-in, I crossed the 20-hour threshold.

That may surprise some of you, as I've made no secret of the fact that this ArtePiazza-made RPG has frustrated and annoyed me on a number of occasions since I first booted it up a couple of months ago. In fact, I detailed most of them in a recent blog post, "A few thoughts on Opoona (Wii) now that I've finally played it for a couple of hours."


Despite its shortcomings, I've enjoyed my time with the game overall. Its combination of intriguing battles, a delightful art style and a brilliant soundtrack tend to outweigh its confusing environments and awkward camera angles.

I say "tend to" here because right around the time I hit the 10-hour mark in Opoona, its negative attributes abruptly overtook its positive ones. That's when it dawned on me that I likely got myself stuck due to a bit of miscommunication (which isn't an entirely unusual occurrence while playing this overlooked Wii game, I'm afraid--thanks in large part to its often-iffy localization).


I won't bore you with all of the details, as they'll be little more than gobbledygook to folks who've yet to experience Opoona, but here's the gist: at one point in the game, you're sent to a place called "Blue Desert" to complete a job. (These are kind of like, but not exactly like, fetch quests in other RPGs--although here they sometimes require you to complete mini-games.) Unbeknownst to me, one of that location's many residents helps you unlock additional jobs, although you have to chat him up and do something for him before he'll assist you in that way.

Although I remember talking with him, I don't remember him telling me he'd grant me access to another job. Or maybe he told me, but shortly thereafter I walked away from the game for the night and promptly forgot the conversation. Regardless, I left Blue Desert before taking him up on his offer--which would have been all well and good if weren't for the fact that you're not allowed to return to the area at that point in the story.


As for why leaving Blue Desert before lending the aforementioned guy a hand caused me to get (temporarily) stuck, that would be because you need the job he opens up to advance to one or more other areas of the game's world.

Thankfully, after a lot of stumbling around, just as much awkward Internet sleuthing and somewhere between five and 10 additional hours of gameplay, I got myself unstuck and pushed forward with my sometimes-aggravating Opoona adventure.


In fact, I've since pushed it forward to the point I'm pretty sure I'm nearing its end. For those of you who've played (and finished) Opoona: is that possible?

I honestly hope it is, because although I've enjoyed a fair bit of my Opoona playthrough, I'm not sure I could handle, say, another 10 or 20 hours of annoying camera angles and needlessly confusing text.

Who knows, though; I've certainly put myself through worse over the years. In other words, don't be surprised if I drop yet another blog post in the near or even distant future in which I celebrate the fact that I conquered Opoona and all of its unfortunately irritating components.