Saturday, February 24, 2018

What kind of idiot buys Final Fantasy IV: The After Years WiiWare episodes in 2018? This kind!

I nearly did something really dumb earlier this week. Yes, even dumber than buying Final Fantasy: The After Years WiiWare episodes in 2018.

The dumb thing in question: I got this close to ordering a Japanese Wii just so I could buy a bunch of that region's Virtual Console releases before Nintendo stops letting people buy Wii Points on March 26.

Actually, the first part of that plan wouldn't have been the dumbest decision in the world. Used Japanese Wiis aren't too expensive at the moment, after all. What would have been pretty dumb, though: dropping a load of cash on a ton of games I already own in physical form.

In the end, I decided picking up a used Japanese Wii wouldn't be the best use of my hard-earned cash.

I still had the Wii eShop on the brain, though, and that prompted me to start thinking about the North American Virtual Console and WiiWare titles I could purchase with some of the money I previously planned to plop down on the aforementioned imports.

My first thought was to grab some of the old games I've stupidly overlooked since they first hit the Wii eShop--like Phantasy Star for the Sega Master System, Monster Lair for the TurboGrafx-16, and Kirby 64 for the Nintendo 64.

I actually bought two of those games--Monster Lair and Kirby 64--yesterday. Along with those titles, I bought all of the Final Fantasy IV: The After Years WiiWare episodes I'd previously passed on.

Thankfully, I only had to buy three of them--for a total of 1,400 Wii Points ($14). I went in thinking I'd have to pay for all but the initial three episodes and maybe Rydia's, so discovering I'd nabbed three others at some point was quite a thrill.

Why did I waste $14 on all this, especially considering I own Final Fantasy IV: The Complete Collection for the PSP, which includes the entirety of The After Years?

The only explanation I can offer up is it didn't feel right to me that my "copy" of the WiiWare version of The After Years would forever be incomplete if I failed to pay for the rest of its optional content.

Also, I'm more likely to boot up my Wii than my PSP at this point in time, strangely enough. And then there's the fact that I've already completed the game's first three chapters (the prologue as well as Ceodore's and Kain's "tales")--not that I can remember anything about them now.

The question is: will I ever work my way through all of these colorfully titled episodes ("The Eidolons Shackled" and "The Vanished Lunar Whale" among them) I just picked up, or will they forever remain unplayed?

Your guess is as good as mine. I'm certainly going to give it my best shot, though. Final Fantasy IV is one of my all-time favorite games, so I'd really like to experience this direct follow-up--and sooner rather than later.

Have any of you played the WiiWare version of Final Fantasy IV: The After Years, or even one of the versions released for the PSP, PC, or mobile? If so, what did you think of it? And based on that experience, do you think I've made a wise move or gone off the deep end?

Sunday, February 18, 2018

Manual Stimulation: Moguranya (aka Mole Mania, GameBoy)

As you may have guessed from my many "Year of the GameBoy" posts, as well as a good number of my "Nice Package!" write-ups, I now own a lot of Japanese GameBoy games.

For me, a big part of the joy of owning Japanese GameBoy games--complete ones, especially--is being able to flip through their instruction manuals.







Something I've learned while paging through my many Japanese GameBoy game manuals is that the ones Nintendo packed inside its own "silver box" releases are a bit disappointing.

Moguranya's manual, highlighted here, is one example. A few others (which have yet to be featured in "Manual Stimulation" posts but will be soon enough) are GameBoy Donkey Kong and Hoshi no Kirby.

None of these GameBoy manuals are terrible, or even close to it. They're all colorful and feature some nice screenshots and illustrations. Still, they feel ... lacking.







Like, it's hard for me to go from the Bubble BobbleBurning PaperGhostbusters 2, and Snow Bros. Jr. manuals to the ones I just mentioned and think, "yeah, these are an improvement."

The only "silver box" Japanese GameBoy manual I can think of that impresses me the way the above-mentioned booklets do is the one Nintendo produced for Kaeru no Tame ni Kane wa Naru (aka For the Frog the Bell Tolls).

Even it could be better, though--in my opinion, of course.







As for the Moguranya (aka Mole Mania) instruction booklet showcased here, like I said, it's very nice overall. I like the pops of color and cute little design elements (especially the paw-print stamps that accompany each page's header).

The illustrations that are found here and there are lovely, too, of course. Unfortunately, there are only a handful, and a couple of them are re-used.

Taken as a whole, though, it's hard to label Moguranya's manual a dud. I'd find it a lot more impressive, though, if Nintendo's artists and designers had seen fit to fill it with even a few more adorable illustrations.







Thankfully, Moguranya's gameplay more than makes up for its somewhat meh-tastic instruction manual, so I'm not going to beat myself up for buying a complete copy of it anytime soon.

If you'd like to see what this game's outer box and cartridge look like, by the way, you can do so in this post of mine. It also includes a couple of photos of GameBoy Donkey Kong's box and manual.

See also: previous 'Manual Stimulation' posts

Wednesday, February 14, 2018

A few thoughts on Space Dave! now that I've put nearly 10 hours into it

I've got to be honest: my initial impressions of Space Dave weren't great.

You see, one of the things I liked most about this game's predecessor, Woah Dave, was its simplicity--and I mean that in terms of its graphics as well as its gameplay.

That's not how I would've described Space Dave's graphics and gameplay after booting it up for the first time a few weeks back. Actually, I'm not sure I'd describe them that way now.

After all, this Switch eShop game's visuals are a strange, and often kind of off-putting, mix of really blocky and somewhat less blocky backdrops and sprites. (Think Atari 2600 on the one end, and NES on the other.) Also, there's a lot more going on with Space Dave's gameplay than what was offered up in the relatively straightforward Woah Dave. (This is despite the fact you can boil Space Dave's premise down to "use whatever means necessary to clear each screen of enemies.")



Although it took me a while to develop an appreciation for Space Dave's looks, I came around to its deeper-and-more-strategic-than-it-first-appears alien-shooting action pretty darn quickly. In fact, just a handful of 15- or 20-minute stints was all I needed to realize it's not only a worthy successor to Woah Dave, but to the games--like Space Invaders and Galaga--that inspired it as well.

Here are a few reasons why I've since become so smitten with Space Dave that I've dumped just under 10 hours into it:

It's the perfect Switch game for when you've only got five or 10 minutes of free time--Sure, there have been times when I've spent 30 minutes or even an hour with Space Dave. Usually, though, I play it for 10 minutes here, 15 minutes there. If that doesn't sound like much, consider that you can make a good number--five? maybe 10?--of high-score runs in those scant few minutes. Or you can if you're like me and you abort a run if you die or stupidly allow a descending alien (à la Galaga) to crash into the ground and create a lava pit before you reach a certain point.



Space Dave also is a great game if you want to forget about time completely--That's because it's one of those "just one more level" kind of games. Or maybe I should say "just one more run" kind of games--as in, just one more run at a high score. I don't know how other people are playing Space Dave, but for me, every time I hit "start" I do so either to move up one of its online leaderboards or to top my previous best effort. It's possible to "beat" or finish the game--at least I think it is; I've yet to conquer it myself--but seeing its credit roll isn't my main goal. And yet I continue to plug away at it, day after day. In other words, prepare to become blissfully addicted if you decide to plunk down some of your hard-earned cash on Space Dave.

Its soundtrack is sublime--And not only that, but it perfectly complements the game's frenetic on-screen action. Admittedly, Space Dave's soundtrack is so similar to Woah Dave's that I had to ask creator Jason Cirillo if the two were one and the same when I interviewed him a couple of weeks ago (related aside: they're different), but don't take that to be a criticism. For me, Space Dave's music is one of its many highlights. It (and its accompanying audio) makes me feel like I'm playing the game in a packed arcade during the 1980s--and that's only ever a good thing.



I've had a blast trying to discover all of its secrets--At first, Space Dave's gameplay can seem pretty basic. (Not as basic as Woah Dave, mind you, but still basic enough.) You can move Dave left and right, you can make him jump and even hover, and you can shoot at the aliens that flit and twirl overhead. Give it a bit of time, though, or "cheat" and do a little Internet sleuthing, and you're sure to discover some of the secrets that make playing Space Dave even more thrilling--and strategic--than it was initially. One example: if you leap into the wave that erupts from one of the game's POW-like "SPACE" blocks, it'll temporarily make you invincible as well as boost the power of your weapon.

If you'd like to know about more of Space Dave's secrets, tricks, tips, and advice, by the way, stay tuned. I'm prepping a blog post that'll cover all four.

In the meantime, I'd highly recommend buying Space Dave if you've got the dough ($9.99) and if you've got room on your Switch. It's a wonderful evolution of single-screen arcade shoot 'em ups like Galaga and Space Invaders. Plus, if you're like me, you'll probably still be playing it this time next year. How many games can that be said about these days?

Note: both Woah Dave's and Space Dave's names actually end in an exclamation point, like this--Space Dave! That can make writing about either game a bit of a nightmare, though, so in an attempt to make my life (and yours) a little easier, I axed the exclamation point throughout this post.

Saturday, February 10, 2018

Haggar the whore-ible (or, enjoying the carnal pleasures of the sexy, gay, Final Fight-esque brawler, Strange Flesh)

I don't often write about "adult" games here.

Of course, I don't often play such games, either, and that's not because I'm a prude or because I otherwise turn my nose up at them.

Actually, I love playing games that titillate--especially if that titillation is aimed at the LGBT community.



Unfortunately, few games featuring content that's both adult and gay ever ping my radar. Besides the one discussed here, the only others that have done so in recent years are the steamy visual novel, Coming Out on Top, and the surprisingly sexy bullet-hell shmup, Sugar Shooter. (I've also written about the beef-tastic JRPG called Ana Holic!, but I've yet to play it.)

Given all of the above, it shouldn't be surprising to hear I was more than a bit excited when I first became aware of Strange Flesh (via this eye-opening--not to mention NSFW--teaser image) just before its release in late October.

At least, I was excited until I discovered the game was an old-school beat 'em up in the same vein as Double Dragon, Final Fight, Golden Axe, River City Ransom--you know the drill.

You see, although I've long been intrigued by side-scrolling brawlers like the ones I just named, I've rarely enjoyed playing them. Or maybe I should say I've only enjoyed playing them to a point. A few stages in, I'm bored to tears and ready to tackle something--anything--else.



Still, I decided to give Strange Flesh a chance. An hour or so later, I walked away. Not because I'd grown tired of it, as I seemingly always do with these kinds of games, but because I'd beaten it.

Granted, Strange Flesh only offers up four stages, so finishing it isn't the most noteworthy of accomplishments. I actually appreciated its brevity, though. Far too many games these days--free or otherwise--require you to dedicate hours upon hours to them. Encountering one that asks for about 45 minutes of your time is refreshing.

You know what else I found refreshing about Strange Flesh? Its graphics, soundtrack, and gameplay. All three components are so convincingly "late 1980s beat 'em up" it's hard not to be astounded by them.

Actually, that statement needs to be amended just a bit. After all, while the bulk of Strange Flesh acts, looks, and sounds like a game that came out alongside Golden Axe and Final Fight, neither of those quarter-munchers (nor any of their counterparts, as far as I'm aware) feature gameplay, graphics, or music that could be considered "adult."



Strange Flesh, on the other hand, is full of such content. Hell, you'll see something eyebrow-raising every few steps as you play through this PC game. (Download it or launch its browser version at greatestbear.com.)

After you punch, kick, and tackle the game's "figments" and "projections" (all of the action here takes place in the player's mind), you, uh, "finish them off," too--and you do so in various ways that would make most moms blush, or worse.

Speaking of which, a little disclaimer: if regularly witnessing pixelated depictions of gay sex (some of which are kinkier than others) turns you off, you should stay far away from Strange Flesh.

Which isn't to say that's all there is to this title. The core gameplay is both smooth and satisfying, even when controlled via keyboard-button presses. (Note: this is how I played through Strange Flesh. Three times.) In fact, I'd go so far as to say that if Strange Flesh were fornication-free, it would be well worth a look by all fans of the genre.



As things stand, though, it's hard to give it a blanket recommendation. Although I'm sure some straight folks will get a kick out of it, many more likely will find it disgusting or distasteful. I have the feeling the same could be said of a sizable portion of the LGBT community.

Still, I can't be the only person in the world who finds the idea of playing a pervy, gay Double Dragon clone thrilling. To anyone who feels similarly, I say: give Strange Flesh a try.

See also: Strange Flesh's spot-on instruction manual

Tuesday, February 06, 2018

Nice Package! (Nangoku Shounen Papuwa-kun, GameBoy)

No one's ever going to accuse Dragon Quest publisher, Enix, of jumping on the GameBoy bandwagon.

After all, it took the company over three years to release its first GameBoy title--and even then it was a game, Dungeon Land, someone else developed.


It took another year-plus for the game highlighted in this post to see the light of day. Admittedly, Enix didn't make it either. (Bizarre factoid: Enix only ever published the two titles named here for the original GameBoy.)

So, who is responsible for the development of this appealingly unique puzzler? That would be Daft.

Don't feel bad if this is the first you're hearing of Daft. I was completely in the dark about the company before I started researching this write-up. (I always assumed Enix both developed and published this version of Nangoku Shounen Papuwa-kun.)



If you're any kind of "retro gamer," though, you've probably at least heard of one of Daft's other products, though--that being the quirky Super Famicom platformer, Hameln no Violin Hiki (aka Violinist of Hameln).

As for Nangoku Shounen Papuwa-kun, it's based on Ami Shibata's 1991 manga series of the same name. To be frank, I know nothing about said series and, as such, have no idea as to why the powers that be at Daft or Enix decided to translate the IP into a puzzle game for Nintendo's first portable game system.


What I do know: Nangoku Shounen Papuwa-kun is a fun little brain-teaser.

This is no Tetris or Puyo Puyo clone, however. In fact, I can't think of another puzzle game that plays anything like Nangoku Shounen Papuwa-kun.

Explaining how it works through words isn't an easy task, so check out this gameplay footage--or this footage--if you're curious to know more.


The good news: it only takes a few minutes of puttering around to figure out what you're supposed to do. After that, it's smooth sailing.

Another piece of good news: even people who don't know a lick of Japanese should find Nangoku Shounen Papuwa-kun both accessible and enjoyable.

With all of that out of the way, what do you think about the game's outer box, cartridge, and instruction manual, all of which are showcased throughout this post?


I especially like its colorful cover art. In fact, that's what initially drew me to the game--well, that and the Enix logo printed along its lower edge.

Have any of you played Nangoku Shounen Papuwa-kun? If so, what do you think of it? Even if you haven't played it, though, what do you think of the game's packaging?

See also: previous 'Nice Package!' posts about Bubble Ghost, Burning Paper, Noobow, Peetan, Penguin-kun Wars Vs., and Shippo de Bun