You may remember the post of mine from mid-October in which I declared my interest in a Kickstarter that, if successful, would bring the curious Order Land! (for Steam, Switch and Xbox One) to the West in early 2018.
Sadly, developer and publisher Poisoft pulled the plug on the campaign on Nov. 1. It's vowed to try again after retooling its appeal, but who knows when that'll happen or if it'll succeed during its second go-round.
Why am I bringing that up here? Because it was the first Kickstarter I actually attempted to back. Which means that if I back the one highlighted here, for a musical puzzler called Bit Band, it would be my second such attempt.
What's so great about this crowd-funding effort that I'm willing to throw some of my hard-earned money at it? I'm mostly into Bit Band's aesthetic, to be perfectly frank. I know some are over the whole "chunky sprite" retro look, but it's done so well here that I can't help but be impressed by it.
Don't get me wrong, I'm also pretty keen on Bit Band's gameplay. The developers describe it as being like "Tetris meets Rock Band," and I'd say that's pretty apt based on the gameplay displayed in the trailer above.
The only thing giving me pause at this point is that I'm not thrilled the project page mentions a "goal for the Nintendo Switch console," but then never explains it further. That bothers me because I'm not interested in backing the campaign, only to receive a Steam key in return.
Gavin Reed, who's handling Bit Band's art, animation, music, and game design, told me on Twitter the other day that a Switch version is this Kickstarter's first stretch goal. That makes me feel a bit better, but not entirely.
Anyway, despite my misgivings, I'll probably toss some money at this campaign before it ends on Dec. 8. If you'd like to do the same, or if you'd simply like to learn more about Bit Band, visit kickstarter.com.
Wednesday, November 15, 2017
Tuesday, November 14, 2017
I rarely buy mobile games, but I may make an exception for HAL Laboratory's Hataraku UFO
The above assumes the company best known for the Kirby series of platformers releases its first (I think?) mobile game outside of Japan, of course.
I have a feeling it will, though, as Hataraku UFO looks--and sounds--like a lot of fun based on the trailers that can be seen over on japanesenintendo.com.
In fact, I'd say the game looks like equal parts Kirby (the protagonist's design, in particular), Hayden Scott-Baron's Tumbledrop, and your average "claw crane" game.
Add in the fact that HAL's selling Hataraku UFO for just 480 Yen in Japan (about four bucks in North America)--with no in-app purchases--and you've got yourself a sure-fire winner. Or at least that's my view of the situation.
You know what I'd like even more than for this game to make its way to my region's App Store and Google Play Store? For HAL to expand on it a bit and release some sort of "deluxe" version for the Nintendo Switch.
Don't worry, I'm keeping my eyes peeled for Hataraku UFO to land on my shores regardless. Are any of you going to do the same now that you're aware of this adorable game's existence?
Add in the fact that HAL's selling Hataraku UFO for just 480 Yen in Japan (about four bucks in North America)--with no in-app purchases--and you've got yourself a sure-fire winner. Or at least that's my view of the situation.
You know what I'd like even more than for this game to make its way to my region's App Store and Google Play Store? For HAL to expand on it a bit and release some sort of "deluxe" version for the Nintendo Switch.
Don't worry, I'm keeping my eyes peeled for Hataraku UFO to land on my shores regardless. Are any of you going to do the same now that you're aware of this adorable game's existence?
Labels:
claw crane games,
cute games,
HAL Laboratory,
Hataraku UFO,
kirby,
mobile games
Wednesday, November 08, 2017
Manual Stimulation: Peetan (GameBoy)
You may remember how, in my last GameBoy-centric "Manual Stimulation" post, I mentioned that belatedly discovering Irem's Noobow back in 2013 almost singlehandedly reignited my interest in Nintendo's first portable game system.
The key words there are "almost singlehandedly," as although that side-scrolling puzzler was the game that got me thinking about the GameBoy again (after more than a decade of completely ignoring it), a number of other titles kept the proverbial ball rolling and even helped it pick up speed.
Kaneko's Peetan, highlighted here, is one of those titles.
Of course, only a person with a heart of stone could fail to fall in love with a game that comes in such a wonderfully colorful and charming package, don't you think?
Add in the fact that Peetan's protagonist is a protective mother hen and that its gameplay revolves around launching her endangered chicks to the upper-reaches of a tree, and it should be easy to see how I quickly became smitten with this Japan-only release from 1991.
Am I as smitten with Peetan's instruction manual as I am with its gameplay, premise, and packaging? Not really, but don't take that to mean I think it's a dog.
After all, it offers up a number of nice touches. The line of illustrated chicks that runs along the bottom of every page is a good example. The larger drawings that pop up here and there are another.
I'm also pretty fond of the Peetan manual's overall color scheme, although it can make scans such as the ones showcased in this post somewhat hard to see.
My advice: click on them to blow them up a bit--or a lot. That'll make them far easier to enjoy.
Something else I love about the Peetan manual: the wonky screenshots that are scattered throughout its 15 pages.
That's nothing new to the world of GameBoy instruction booklets, of course. Most of them feature at least a few screenshots that could, at best, be described as fuzzy or hazy.
Oh, well. Not every Japanese GameBoy manual can be as eye-popping as the ones made for Bubble Bobble Junior, Pitman, Snow Bros. Jr., or Totsugeki! Ponkotsu Tank, right?
Plus, Peetan's booklet includes something not found in any of the just-mentioned ones: an entire page about something called an "EGG BONUS."
See also: previous 'Manual Stimulation' posts devoted to Astro Rabby, Kaeru no Tame ni Kane wa Naru, Penguin-kun Wars Vs., and Tumblepop
The key words there are "almost singlehandedly," as although that side-scrolling puzzler was the game that got me thinking about the GameBoy again (after more than a decade of completely ignoring it), a number of other titles kept the proverbial ball rolling and even helped it pick up speed.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ5tixUBDZDSboTa07q140QUaJ_jSf418WbaQJ2xhO6QYAkIvj7oWFWLmE0b1TlsMci-KSKeJo8ytu8le1aGsYXdccrJwW4xsS774sDYtueXhnaDl8rnJHUoTKfJwIo3nBVPj-wg/s400/fullsizeoutput_a94.jpeg)
Kaneko's Peetan, highlighted here, is one of those titles.
Of course, only a person with a heart of stone could fail to fall in love with a game that comes in such a wonderfully colorful and charming package, don't you think?
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPwW5twASDos_hiEzEoIDKz6OprTRAkFOOgFjLtays_G85o17pswSiW0jSG2HMgdutwFDrtAC4PnHn8RL_v8tNVLO28UbxVaHgLNs9T5qHT-BczK30je2TNxvgVCzN-TxDAQtsug/s400/fullsizeoutput_a8d.jpeg)
Add in the fact that Peetan's protagonist is a protective mother hen and that its gameplay revolves around launching her endangered chicks to the upper-reaches of a tree, and it should be easy to see how I quickly became smitten with this Japan-only release from 1991.
Am I as smitten with Peetan's instruction manual as I am with its gameplay, premise, and packaging? Not really, but don't take that to mean I think it's a dog.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0ymSoV_T6hSIrg6HBh9JTU_NRybeHrKY6G97IEDPnGT_yvpKFesOoxwaPORW38r0kgNuvNO_oBriPK4RtJNrYnbUg1Uuptv1X6jWQBtXjbQN5XOb3wKj-TFikwhYLElmeOCZswA/s400/fullsizeoutput_a8e.jpeg)
After all, it offers up a number of nice touches. The line of illustrated chicks that runs along the bottom of every page is a good example. The larger drawings that pop up here and there are another.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_joKfv67Qo6Wzct3g0g93Rdm1jUWxr_P4k0Kz-fWRyr1y0OyKIHees_3h1NakOqcAR9VWxLjpkru9Zydbw4vDF8DoM8owEW_8hD33Yi2B4hVBMzcSlO3hdhg1rOuZ2t41k8Ef_Q/s400/fullsizeoutput_a8f.jpeg)
I'm also pretty fond of the Peetan manual's overall color scheme, although it can make scans such as the ones showcased in this post somewhat hard to see.
My advice: click on them to blow them up a bit--or a lot. That'll make them far easier to enjoy.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMho7RxowzIccvufkcPUujnECtDwm2ZqJiYfUqk1ZJVPSL9vSI-zfuONlJu1IrCSKVVYKNGeTZyUS-LohfxAiLFuwzVZsV74c69jxVWmcv1ICu0hQ1MxJptLeus-TngVo638WsaQ/s400/fullsizeoutput_a90.jpeg)
Something else I love about the Peetan manual: the wonky screenshots that are scattered throughout its 15 pages.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjper0R7FawfhQdVlK5410BvJpy8UlaQ2jgeDLptxIcVpRe-s4q6xRmBukYFaWW_4Qm4Jiee2No721ScwmS1fzM1Lv2UabfNb7zIamA2tJPv-fYsLo_wlEU3QoywGLPgeR5-93E5A/s400/fullsizeoutput_a91.jpeg)
That's nothing new to the world of GameBoy instruction booklets, of course. Most of them feature at least a few screenshots that could, at best, be described as fuzzy or hazy.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-WcIcwpMKrFFHPg1stJNTeTKpdeld4L5_64Eogl1UZP_77pcptHAosjWmQFiCdBvA9IWb6P-qyiDaqsi_i2o3TuvibxDXec_JxaqZskeqBoFDFl1XMlPKEcxoTeJYdgyHdIxxCA/s400/fullsizeoutput_a92.jpeg)
Oh, well. Not every Japanese GameBoy manual can be as eye-popping as the ones made for Bubble Bobble Junior, Pitman, Snow Bros. Jr., or Totsugeki! Ponkotsu Tank, right?
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidVVaJ8ZPmIQupOId3sR-O-z8kK-sewUeBKUg4OatACppS-mtHqKV7uCVsF6bQogEg1ddjnvlNTcNIBJAnMKOyImubzGuUsIdy_Pf1EjUmHQ5WzekxTXF5ZvEBzweSYYH96snBsg/s400/fullsizeoutput_a93.jpeg)
Plus, Peetan's booklet includes something not found in any of the just-mentioned ones: an entire page about something called an "EGG BONUS."
See also: previous 'Manual Stimulation' posts devoted to Astro Rabby, Kaeru no Tame ni Kane wa Naru, Penguin-kun Wars Vs., and Tumblepop
Sunday, November 05, 2017
A few thoughts on Super Mario Odyssey now that I've put about 10 hours into it
There's no question the Nintendo Switch has taken over my gaming life since I finally nabbed one in late September. (Read my early impressions of this hybrid console here.)
Not only has it prompted me to dump nearly 20 hours into Golf Story (for some thoughts on this intriguing indie, see this post) in the ensuing days and weeks, but it's also prompted me to dump about 10 hours into Super Mario Odyssey.
I'd say that's more than enough time to form some solid opinions of the latter game, wouldn't you?
Speaking of which, here are a few impressions of Super Mario Odyssey given what I've experienced of it so far.
The Cappy-tossing mechanic is the best thing that's happened to the Mario series in some time--As the headline of The Guardian's Super Mario Odyssey review states, "controlling a sentient hat has never been so fun." Not only is it an absolute blast to simply throw Cappy here and there (in a way that's thrillingly reminiscent of tossing water bubbles in Mizubaku Daibouken), but it's even more satisfying to chuck him at an object or being to see if Mario can "possess" and control them.
That said, I kind of wish some of Super Mario Odyssey's many costumes also acted as power-ups--There's no question Cappy is a cool addition to the long-running Mario series. Still, his presence isn't enough to keep me from missing the power-ups that populate previous games like Super Mario Galaxy and Super Mario 3D World. The same is true of Odyssey's plethora of collectible costumes. Changing Mario's look is nice and all, but it would be even nicer if at least some of them provided the mustachioed icon with a unique ability or two. Maybe that's what Nintendo will give us with Super Mario Odyssey 2?
The different art styles offer a welcome change of scenery--If you ask me, too many modern Mario games look alike. That's especially true of the two-dimensional New Super Mario Bros. titles, of course, but I'd argue it's also true of the more recent three-dimensional efforts like Super Mario Galaxy and Super Mario 3D Land. Odyssey throws a wrench into the works by providing a handful of worlds (kingdoms, actually) that veer off in different directions, aesthetically speaking. Personally, I would've preferred it if every kingdom sported a completely unique art style, but I also can understand why Nintendo's designers and developers thought that might be a bit too shocking for your average Mario fan.
I don't understand why this game includes question mark blocks--In almost every Mario game I've played before this one, smashing a question mark block often causes a power-up to pop out. In Odyssey, the same action usually nets you a coin. If you're "lucky," you get a life-enhancing heart instead. Whoopdidoo, right? Granted, I still break (nearly) every question block I encounter, but I'm not sure I'll continue to do so as I edge closer to the game's end credits.
The lack of in-game information regarding handheld-specific moves is frustrating--Even more frustrating: the lack of handheld-specific moves, period. Although you can play Super Mario Odyssey with your Switch configured as a full-on handheld (as opposed to a TV-connected or tabletop console), doing so means you won't be able to pull off a number of Mario's many moves. That's beyond disappointing, in my opinion. To be sure, it hasn't kept me from completing at of the game's worlds, but I have a feeling it'll eventually keep me from grabbing some of its moons.
Sure, many of the game's moons are basically handed to you, but that doesn't bother me--I've heard some folks say Super Mario Odyssey contains too many moons. (This title's version of Super Mario 64's and Super Mario Galaxy's stars.) I've also heard people complain that too many moons are easily acquired. I can't disagree with the latter, but I also can't say it bugs me all that much. Actually, I like that you can nab a good number of moons with very little effort. Not only does it make grabbing the tougher-to-reach moons all the more electrifying, but it allows beginners (or people who have a hard time with three-dimensional games) to feel like they're accomplishing something, too.
I can't believe I'm saying this, but I kind of miss the 3DS' 3D capabilities here--I'm one of those weirdos who rarely uses the 3DS' 3D capabilities. In fact, the only time I can remember turning it on for more than a few minutes was when I traipsed through Super Mario 3D Land. Why'd I make an exception for that game? Because it made certain platforming sections a lot less frustrating. I'm pretty sure 3D functionality would prove similarly helpful while playing Super Mario Odyssey. Oh, well, you can't have everything. And, honestly, I don't wish the Switch had a 3D screen--even if it made leaps in Odyssey a little easier.
Super Mario Odyssey's inconsistent use of music is curious--And I don't necessarily mean curious in a bad way. Sometimes ambient noise is preferable to an annoyingly catchy jingle while playing an atmospheric game such as this. That said, I'm kind of surprised so many kingdoms are music-free experiences. I would've expected those without backing tunes to be few and far between, but at the moment it seems like every other locale lacks a soundtrack. Still, I'd say the silence is better than the incessant "wah wah" effects that fill the levels of many other recent Mario titles.
Have you spent any time with Super Mario Odyssey? If so, what do you think of the opinions I've spouted off here? Share your own in the comments section below.
Not only has it prompted me to dump nearly 20 hours into Golf Story (for some thoughts on this intriguing indie, see this post) in the ensuing days and weeks, but it's also prompted me to dump about 10 hours into Super Mario Odyssey.
I'd say that's more than enough time to form some solid opinions of the latter game, wouldn't you?
Speaking of which, here are a few impressions of Super Mario Odyssey given what I've experienced of it so far.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixuXP-N0rnm-0k4_LbzMoGrggt9a_kzAomEtRp3sZLgcV67fJcEUWD4AI5pyPZSH6ry_Ggi9Esi0QoxxQOJKhKuFDz9lZnER5p8i5GfZWqpv3lyN29Dnd5TGfE1oXfxzu2b_gc0Q/s400/super-mario-odyssey-screen-3.jpg)
The Cappy-tossing mechanic is the best thing that's happened to the Mario series in some time--As the headline of The Guardian's Super Mario Odyssey review states, "controlling a sentient hat has never been so fun." Not only is it an absolute blast to simply throw Cappy here and there (in a way that's thrillingly reminiscent of tossing water bubbles in Mizubaku Daibouken), but it's even more satisfying to chuck him at an object or being to see if Mario can "possess" and control them.
That said, I kind of wish some of Super Mario Odyssey's many costumes also acted as power-ups--There's no question Cappy is a cool addition to the long-running Mario series. Still, his presence isn't enough to keep me from missing the power-ups that populate previous games like Super Mario Galaxy and Super Mario 3D World. The same is true of Odyssey's plethora of collectible costumes. Changing Mario's look is nice and all, but it would be even nicer if at least some of them provided the mustachioed icon with a unique ability or two. Maybe that's what Nintendo will give us with Super Mario Odyssey 2?
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3kv0l9dfpG8hz9DKkIAknb8IM86c6ew7XNO-w54Sgza04cmn570FFhhPtX66iB38fbmHoeAuPaSvm7n-W3TI-FbfsoDRgPYrdU5avluWs64XpNhyQeKBY0p5Zj2VgRIpqnc7fog/s400/super-mario-odyssey-screen-2.jpg)
The different art styles offer a welcome change of scenery--If you ask me, too many modern Mario games look alike. That's especially true of the two-dimensional New Super Mario Bros. titles, of course, but I'd argue it's also true of the more recent three-dimensional efforts like Super Mario Galaxy and Super Mario 3D Land. Odyssey throws a wrench into the works by providing a handful of worlds (kingdoms, actually) that veer off in different directions, aesthetically speaking. Personally, I would've preferred it if every kingdom sported a completely unique art style, but I also can understand why Nintendo's designers and developers thought that might be a bit too shocking for your average Mario fan.
I don't understand why this game includes question mark blocks--In almost every Mario game I've played before this one, smashing a question mark block often causes a power-up to pop out. In Odyssey, the same action usually nets you a coin. If you're "lucky," you get a life-enhancing heart instead. Whoopdidoo, right? Granted, I still break (nearly) every question block I encounter, but I'm not sure I'll continue to do so as I edge closer to the game's end credits.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSZ3MHPM51sV_A9P0ohPL0eMRhbCs5sqzBlmmt3_ZE0D5-Ax2eyoZinfJl4JqawlhYW1oVtdC-nscqbjNnTDL2iu0hRlOSpyZr0Awlg6eTqtHYLPn0slMR2wD3XB0Fj7TbP_gDQg/s400/super-mario-odyssey-screen-1.jpg)
The lack of in-game information regarding handheld-specific moves is frustrating--Even more frustrating: the lack of handheld-specific moves, period. Although you can play Super Mario Odyssey with your Switch configured as a full-on handheld (as opposed to a TV-connected or tabletop console), doing so means you won't be able to pull off a number of Mario's many moves. That's beyond disappointing, in my opinion. To be sure, it hasn't kept me from completing at of the game's worlds, but I have a feeling it'll eventually keep me from grabbing some of its moons.
Sure, many of the game's moons are basically handed to you, but that doesn't bother me--I've heard some folks say Super Mario Odyssey contains too many moons. (This title's version of Super Mario 64's and Super Mario Galaxy's stars.) I've also heard people complain that too many moons are easily acquired. I can't disagree with the latter, but I also can't say it bugs me all that much. Actually, I like that you can nab a good number of moons with very little effort. Not only does it make grabbing the tougher-to-reach moons all the more electrifying, but it allows beginners (or people who have a hard time with three-dimensional games) to feel like they're accomplishing something, too.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNJtHA40YBZ3cy9ndQfebT9x2r5NLMHTNKpojlbiyuS3a0dJaSHbPk8U8gFMn63aoEJvttTINwhV0aAw-xmB6RKDmb3OUDtCwbfT8Z-1hKOKQOxL5nDFpR8_mnZoI1YrLV5uIGMg/s400/super-mario-odyssey-screen-5.jpg)
I can't believe I'm saying this, but I kind of miss the 3DS' 3D capabilities here--I'm one of those weirdos who rarely uses the 3DS' 3D capabilities. In fact, the only time I can remember turning it on for more than a few minutes was when I traipsed through Super Mario 3D Land. Why'd I make an exception for that game? Because it made certain platforming sections a lot less frustrating. I'm pretty sure 3D functionality would prove similarly helpful while playing Super Mario Odyssey. Oh, well, you can't have everything. And, honestly, I don't wish the Switch had a 3D screen--even if it made leaps in Odyssey a little easier.
Super Mario Odyssey's inconsistent use of music is curious--And I don't necessarily mean curious in a bad way. Sometimes ambient noise is preferable to an annoyingly catchy jingle while playing an atmospheric game such as this. That said, I'm kind of surprised so many kingdoms are music-free experiences. I would've expected those without backing tunes to be few and far between, but at the moment it seems like every other locale lacks a soundtrack. Still, I'd say the silence is better than the incessant "wah wah" effects that fill the levels of many other recent Mario titles.
Have you spent any time with Super Mario Odyssey? If so, what do you think of the opinions I've spouted off here? Share your own in the comments section below.
Monday, October 30, 2017
Let's celebrate the 30th anniversary of the PC Engine's launch
It's almost hard for me to believe NEC Home Electronics and Hudson Soft launched the PC Engine all the way back on Oct. 30, 1987.
I say "almost" because I have fairly vivid childhood memories of ogling photos of the diminutive console that were published in North American gaming magazines around the time of its Japanese release.
Considering it's been a good, long while since anyone's mistaken me for a kid, I'd say 30 years seems about right regarding when I first became aware of--and fell in love with--the PC Engine.
Of course, you don't have to be a decades-old fan of the PC Engine celebrate the 30th anniversary of its launch. Even those of you who are just discovering the system with this post can and should join in the fun.
After all, the PC Engine was home to some of the wackiest video games ever to see the light of day--in my humble opinion, of course. Actually, it was home to a lot of games, period. Some were amazing, some were atrocious, but most continue to be worth at least a quick look if you tend to enjoy games made with pixels rather than polygons.
Hell, I'm still becoming acquainted with the PC Engine and its vast catalog myself. For proof, see this post about the 12 HuCards (that's what the system's credit card-sized game carts are called) I've picked up this year alone.
Itching to learn more about this deliciously odd little console? Read my write-up about five overlooked PC Engine games you should play as soon as possible. And when you're done with it, head over to this follow-up--which details five more overlooked HuCards I think are well worth even a few minutes of your time.
I'd also recommend taking a look at my post about the best PC Engine game manuals I've seen (so far). And if that write-up trips your trigger, you'll probably enjoy looking through all 27 PC Engine manuals I've scanned and shared to date.
Are any of you PC Engine fans, too? If so, let the love flow in the comments section that follows.
See also: 'Seven ways you can celebrate the 27th anniversary of the PC Engine's release'
I say "almost" because I have fairly vivid childhood memories of ogling photos of the diminutive console that were published in North American gaming magazines around the time of its Japanese release.
Considering it's been a good, long while since anyone's mistaken me for a kid, I'd say 30 years seems about right regarding when I first became aware of--and fell in love with--the PC Engine.
Of course, you don't have to be a decades-old fan of the PC Engine celebrate the 30th anniversary of its launch. Even those of you who are just discovering the system with this post can and should join in the fun.
After all, the PC Engine was home to some of the wackiest video games ever to see the light of day--in my humble opinion, of course. Actually, it was home to a lot of games, period. Some were amazing, some were atrocious, but most continue to be worth at least a quick look if you tend to enjoy games made with pixels rather than polygons.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhi2Fjea67Qu5ChIlSVWWQLvHP4Q156uSDytoG2FlA_T8IhxXZMdjRHrGL8CkTyaHwGWsloZ8d0qSqjRDg1az7A3lkeNGIGSGnP8uh6nl_cQhj2cmy_sjqiDOxlkAJRRCVi10GLFw/s400/white-pc-engine-system.jpg)
Hell, I'm still becoming acquainted with the PC Engine and its vast catalog myself. For proof, see this post about the 12 HuCards (that's what the system's credit card-sized game carts are called) I've picked up this year alone.
Itching to learn more about this deliciously odd little console? Read my write-up about five overlooked PC Engine games you should play as soon as possible. And when you're done with it, head over to this follow-up--which details five more overlooked HuCards I think are well worth even a few minutes of your time.
I'd also recommend taking a look at my post about the best PC Engine game manuals I've seen (so far). And if that write-up trips your trigger, you'll probably enjoy looking through all 27 PC Engine manuals I've scanned and shared to date.
Are any of you PC Engine fans, too? If so, let the love flow in the comments section that follows.
See also: 'Seven ways you can celebrate the 27th anniversary of the PC Engine's release'
Labels:
16-bit,
30th anniversary,
anniversaries,
game memories,
Hudson Soft,
Japanese games,
NEC,
old games,
PC Engine,
retro,
retrogaming
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