Is it wrong--or weird--that I'm sad the Wii eShop is about to go kaput?
I mean, the thing has been chugging along since late 2006. A part of me honestly (if also deludedly) thought Nintendo would never shut it down--or at least it wouldn't shut it down for many years to come.
And yet here we are, just a few days away from Nintendo basically pulling the plug on it, once and for all.
I say "basically" because the Wii eShop (or the Wii Shop Channel, if you're a stickler for using official terms) will still function--partially--after March 26. You'll still be able to re-download WiiWare and Virtual Console titles you previously bought. You'll still be able to use Wii Points purchased before March 26 to pick up WiiWare and Virtual Console titles, too.
You won't, however, be able to buy (or otherwise add) Wii Points to your system after that date, which means for most folks the Wii eShop will soon be as dead as the DSi Shop.
With that in mind, I dumped a last chunk of dough into the aforementioned Wii Points over the past couple of weekends. And then I promptly used them to purchase a handful of old games I've long wanted to play.
The games in question:
Kirby 64 (Nintendo 64)--It shouldn't be too much of a surprise to hear I've never played this platformer. I pretty much ignored the Kirby series until Canvas Curse was released in 2005, and since then I've jumped all over the place--from Epic Yarn, to Adventure, to Dream Land, to Planet Robobot. To be honest, I never even considered trying Kirby 64 before a friend brought it up on Twitter. His recommendation was so heartfelt that I decided to get off my butt and give it a go. More than four hours later, I've got to say I'm enjoying the hell out of it. It's one of the slowest side-scrollers I've ever played, but every other component is so pleasing that its lack of pace isn't bothering me at all.
Military Madness (TurboGrafx-16)--I've known since this game was first released in 1989 that it was a turn-based strategy game of the highest order. The thing is, I've only ever liked strategy games that are at least a little bit cute--with Nintendo's Advance Wars series being a good example. For whatever reason, the impending closure of the Wii eShop prompted me to rethink that practice. Now I've just got to get myself to not only start it, but hopefully finish it as well. Here's hoping I do just that--and soon.
Phantasy Star (Sega Master System)--Although I was a huge NES fanboy during the 8-bit era, that didn't keep me from desperately wanting to play Phantasy Star. Unfortunately, it was one of the only Master System games I wanted to play at the time. As such, I never got around to buying a Master System or a copy of Phantasy Star. Thanks to the Virtual Console, I didn't need to waste my money on either. Instead, all I had to do was buy 500 points on the Wii eShop and then download a digital version of the game. I've already put about five hours into that ROM, by the way, and so far I'm loving almost every aspect of it. The only thing that bugs me about Phantasy Star at the moment: there are times when battles pop up so frequently (every step or two) that I want to pull out my hair.
Princess Tomato in Salad Kingdom (NES)--Of all the old games discussed here, this is the only one I've previously played. Even then, though, I only barely played it. In fact, if memory serves, I rented it just once, from a grocery store my parents frequented at the time. (Actually, it's still their go-to grocer, though it not longer rents out video games.) Despite that, I remember liking the little I experienced of Princess Tomato. So why did I wait until Nintendo's announcement that it's pulling the plug on the Wii Shop Channel to return to it? I honestly have no idea. Better late than never, though, wouldn't you agree?
Shining in the Darkness (Genesis)--It's hard for me to believe I've never even booted up this game before now given my love of the Shining Force series. I guess I just wasn't that into dungeon-crawlers until fairly recently; and even after I turned that corner, I wasn't in the mood to give this particular example of the genre a try. Speaking of which, I kind of think I should start Shining in the Darkness as soon as I wrap up my Phantasy Star playthrough. The latter title's first-person dungeons have so enthralled me thus far that I wouldn't be surprised if I continue to be hungry for more after I reach its ending.
Super Mario RPG (SNES)--How many of you gasped or frowned or opened your eyes as wide as possible when you realized I've never played this classic? I can't believe it myself, to tell you the truth. One of the only reasons I can offer up as to why I've ignored it for so long is that it must have come out at a time when my attention was elsewhere. As for all the years that have passed since then, well, would you believe me if I said its visuals haven't aged well in my eyes? That's rarely kept me from spending time with other, lesser games, though, so I'm no longer going to let it keep me from spending time with Super Mario RPG.
See also: 'What kind of idiot buys Final Fantasy IV: The After Years WiiWare episodes in 2018? This kind!'
Friday, March 23, 2018
Saturday, March 17, 2018
A few thoughts on Doki Doki Literature Club
If you want to get me excited about a game, tell me it's short.
It has to be "good," too, of course. But short is right up there in terms of importance when I'm considering which games to play these days.
That's not to say I decided to download and play Doki Doki Literature Club solely because someone told me it's short. I also liked that it's a visual novel--a gaming genre I've enjoyed quite a bit over the last few years. (See my write-ups on 999, Hakuoki, Hotel Dusk, Sweet Fuse, and VA-11 HALL-A for proof.)
What intrigued me most about this free PC game, though, was that it's known for being weird--even a bit (or a lot) freaky.
Imagine my surprise, then, when I played through the first hour or so of Doki Doki Literature Club and found it to be fairly typical, if a bit cheap in terms of production values, as far as visual novels are concerned.
OK, so maybe "typical" isn't the right word to use here. After all, a couple of the protagonist's handful of apparent love interests definitely made me a bit uncomfortable--and not in the comparably wholesome way most potential paramours do in these kinds of games.
Following a rather by-the-numbers opening salvo, during which one of the above-mentioned ladies (a neighbor and friend) twists your arm into joining the eponymous literature club, the atmosphere of this game slowly veers toward the sinister.
Even then, though, it never goes far beyond feeling "off," which makes the shocking twist that pops up almost out of nowhere all the more dramatic.
And after that? Woof. Buckle up, kids; the remainder of Doki Doki Literature Club is a bumpy ride of eye-opening situations and conversations.
To be honest, I didn't find the overall experience as enthralling as many others have, but it certainly didn't bore me. Actually, I take that back; it did bore me for a while. The first half drags on a little too long, if you ask me. Still, I couldn't help but appreciate how that imbued the game with a sort of mounting tension that otherwise might not exist.
Specifically, although Doki Doki Literature Club makes it clear right from the start that you're going to encounter some crazy shit at one point or another (hence the regular warnings that the game is "not suitable for children or those who are easily disturbed"), it keeps the "when" a mystery right until the end.
Does this "twist" and all that comes after it make up for the game's less than thrilling first few hours? Not entirely, in my opinion. Thankfully, that doesn't really matter. Doki Doki Literature Club is free, after all, which makes it hard to complain about such things. Plus, the overall experience is enjoyable enough that it's easy to overlook the title's handful of missteps and shortcomings.
Have any of you completed Doki Doki Literature Club? If so, what are your thoughts on it?
Download: Doki Doki Literature Club
It has to be "good," too, of course. But short is right up there in terms of importance when I'm considering which games to play these days.
That's not to say I decided to download and play Doki Doki Literature Club solely because someone told me it's short. I also liked that it's a visual novel--a gaming genre I've enjoyed quite a bit over the last few years. (See my write-ups on 999, Hakuoki, Hotel Dusk, Sweet Fuse, and VA-11 HALL-A for proof.)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiBxQ3Y6IA82V-nXncMj6fc66ptbcyG2vd6wyw4DFeYmBr8xm8fJXfkz-m8jf60BhkFHuVWY8NDKpq_UiVEKKeUsmOhytpCCZJmfxaym44HuQK1rUCoehn5D2va9Mu5rkaqSyLKQ/s400/Doki-Doki-Literature-Club-screen-1.jpg)
What intrigued me most about this free PC game, though, was that it's known for being weird--even a bit (or a lot) freaky.
Imagine my surprise, then, when I played through the first hour or so of Doki Doki Literature Club and found it to be fairly typical, if a bit cheap in terms of production values, as far as visual novels are concerned.
OK, so maybe "typical" isn't the right word to use here. After all, a couple of the protagonist's handful of apparent love interests definitely made me a bit uncomfortable--and not in the comparably wholesome way most potential paramours do in these kinds of games.
Following a rather by-the-numbers opening salvo, during which one of the above-mentioned ladies (a neighbor and friend) twists your arm into joining the eponymous literature club, the atmosphere of this game slowly veers toward the sinister.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBKKWewXzh5wgWAr-48ql8orHtzXC-8AfJ90nKXuZFaK0Ocp0EiLWv1Pvp3GqW7-vEEnbmoyHaetvCoSEt4GMes86zdnL-LBJ_p-Hbsc0dvyeGzImRwCDg52PywyK2EtCULeg8Fg/s400/Doki-Doki-Literature-Club-screen-2.jpg)
Even then, though, it never goes far beyond feeling "off," which makes the shocking twist that pops up almost out of nowhere all the more dramatic.
And after that? Woof. Buckle up, kids; the remainder of Doki Doki Literature Club is a bumpy ride of eye-opening situations and conversations.
To be honest, I didn't find the overall experience as enthralling as many others have, but it certainly didn't bore me. Actually, I take that back; it did bore me for a while. The first half drags on a little too long, if you ask me. Still, I couldn't help but appreciate how that imbued the game with a sort of mounting tension that otherwise might not exist.
Specifically, although Doki Doki Literature Club makes it clear right from the start that you're going to encounter some crazy shit at one point or another (hence the regular warnings that the game is "not suitable for children or those who are easily disturbed"), it keeps the "when" a mystery right until the end.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlC3eWGdu1R7D1wObcYdLMNoGscyFxzhmHs38ssidHqHygn_beCuikHuscR7efQ_FdSBYLuzz6UtqvvUylAwp8Fi-UkVJuIWBdLfeGDqfxHNwHvmU5txXEczwiBt23DcXbzf7wZg/s400/Doki-Doki-Literature-Club-screen-3.jpg)
Does this "twist" and all that comes after it make up for the game's less than thrilling first few hours? Not entirely, in my opinion. Thankfully, that doesn't really matter. Doki Doki Literature Club is free, after all, which makes it hard to complain about such things. Plus, the overall experience is enjoyable enough that it's easy to overlook the title's handful of missteps and shortcomings.
Have any of you completed Doki Doki Literature Club? If so, what are your thoughts on it?
Download: Doki Doki Literature Club
Tuesday, March 06, 2018
Five more overlooked Famicom games you need to play as soon as possible
I've published a bunch of "overlooked games you need to play as soon as possible" posts over the last year and a half.
One focused on oft-ignored PC Engine games. Later write-ups focused on Japanese PlayStation, Game Gear, GameBoy, GameBoy Advance, DS, and 3DS eShop games.
And of course another, which first went live all the way back in November of 2016, focused on overlooked Famicom games.
A recent Twitter conversation prompted me to take another look at that last post. Afterward, I thought of a few more great Famicom games people tend to pass on and so decided to chat about them here.
Don Doko Don 2--I know the Famicom is home to a ton of wonderful platformers, many of which do more to impress than this 1992 release. Still, I've long had a soft spot for it due to its adorable cast of characters, candy-coated visuals, and surprisingly appealing backing tunes. OK, so Don Doko Don 2's gameplay isn't as unique as it probably should be considering its protagonist wields a variety of hammers as weapons. It's loads of fun regardless, and for me that's more important than--or at least as important as--all of the above-mentioned bells and whistles when it comes to side-scrolling platformers.
Flying Hero--I've never been much of a fan of Arkanoid, Breakout, or any of the copycats and pretenders that have followed in their wake over the last four or so decades. The lone exception to that rule is this Aicom-developed title. It switches things up just enough for the bat-and-ball gameplay at its core to feel refreshing. Usually, you control some sort of oval or rectangular "ship." Here, that's replaced by a pair of firefighters holding a net. With most Breakout clones, a ball bounces around the screen and destroys blocks or bricks. In Flying Hero, a third fireman ricochets across each stage in an attempt to rescue people from burning buildings. Combine those aesthetic updates with settings that include castles, forests, and even outer space, and you've got a great way to spend a chunk of your free time.
Hello Kitty World--A lot of people probably turn up their noses at this game because of its Sanrio connection and its childish, saccharine graphics. Well, those folks are missing out, as Hello Kitty World's basically a re-skinned remake of Nintendo's magical Balloon Kid. I hold that GameBoy side-scroller in high regard despite its disappointing brevity. Although I don't consider Hello Kitty World to be quite the gem that Balloon Kid is, I still think it's well worth checking out if you've got a Famicom (or some way of playing Famicom carts). This title's graphics and music are a step or two down from those showcased in Balloon Kid, but the gameplay's almost exactly the same. Still not convinced? Maybe my Hello Kitty World review can sway you to give it a chance.
Kiki Kaikai: Dotou Hen--I'm guessing a lot of people ignore Dotou Hen because they assume it's yet another home port of Taito's original KiKi KaiKai quarter-muncher. In fact, it's a completely unique offering despite its familiar visuals. The biggest difference here: the o-fuda scrolls Sayo-chan sends at oncoming enemies are no longer unlimited. So, unlike every other KiKi KaiKai (or Pocky & Rocky) game in existence, you can't just spam the shoot button while playing this Famicom Disk System release. That adds a welcome layer of tension and even strategy to what can otherwise seem like a brainless overhead shmup.
Onyanko Town--Truth be told, Onyanko Town has its issues. Its protagonist, the apron-wearing mama cat showcased in the screenshot above, often moves like her paws have been slathered in molasses. Its soundtrack is grating and shrill. And its visuals, well, the best you can say about them is they get the job done. Still, the overall experience is intriguing enough that I return to it rather frequently. I guess it's because Onyanko Town, which tasks players with tracking down a delinquent kitten while avoiding prowling dogs and fishmongers, tweaks the formula made famous by Namco's Pac-Man just enough to feel enjoyably unique.
See also: all previous blog posts about overlooked games you should play as soon as possible
One focused on oft-ignored PC Engine games. Later write-ups focused on Japanese PlayStation, Game Gear, GameBoy, GameBoy Advance, DS, and 3DS eShop games.
And of course another, which first went live all the way back in November of 2016, focused on overlooked Famicom games.
A recent Twitter conversation prompted me to take another look at that last post. Afterward, I thought of a few more great Famicom games people tend to pass on and so decided to chat about them here.
Don Doko Don 2--I know the Famicom is home to a ton of wonderful platformers, many of which do more to impress than this 1992 release. Still, I've long had a soft spot for it due to its adorable cast of characters, candy-coated visuals, and surprisingly appealing backing tunes. OK, so Don Doko Don 2's gameplay isn't as unique as it probably should be considering its protagonist wields a variety of hammers as weapons. It's loads of fun regardless, and for me that's more important than--or at least as important as--all of the above-mentioned bells and whistles when it comes to side-scrolling platformers.
Flying Hero--I've never been much of a fan of Arkanoid, Breakout, or any of the copycats and pretenders that have followed in their wake over the last four or so decades. The lone exception to that rule is this Aicom-developed title. It switches things up just enough for the bat-and-ball gameplay at its core to feel refreshing. Usually, you control some sort of oval or rectangular "ship." Here, that's replaced by a pair of firefighters holding a net. With most Breakout clones, a ball bounces around the screen and destroys blocks or bricks. In Flying Hero, a third fireman ricochets across each stage in an attempt to rescue people from burning buildings. Combine those aesthetic updates with settings that include castles, forests, and even outer space, and you've got a great way to spend a chunk of your free time.
Hello Kitty World--A lot of people probably turn up their noses at this game because of its Sanrio connection and its childish, saccharine graphics. Well, those folks are missing out, as Hello Kitty World's basically a re-skinned remake of Nintendo's magical Balloon Kid. I hold that GameBoy side-scroller in high regard despite its disappointing brevity. Although I don't consider Hello Kitty World to be quite the gem that Balloon Kid is, I still think it's well worth checking out if you've got a Famicom (or some way of playing Famicom carts). This title's graphics and music are a step or two down from those showcased in Balloon Kid, but the gameplay's almost exactly the same. Still not convinced? Maybe my Hello Kitty World review can sway you to give it a chance.
Kiki Kaikai: Dotou Hen--I'm guessing a lot of people ignore Dotou Hen because they assume it's yet another home port of Taito's original KiKi KaiKai quarter-muncher. In fact, it's a completely unique offering despite its familiar visuals. The biggest difference here: the o-fuda scrolls Sayo-chan sends at oncoming enemies are no longer unlimited. So, unlike every other KiKi KaiKai (or Pocky & Rocky) game in existence, you can't just spam the shoot button while playing this Famicom Disk System release. That adds a welcome layer of tension and even strategy to what can otherwise seem like a brainless overhead shmup.
Onyanko Town--Truth be told, Onyanko Town has its issues. Its protagonist, the apron-wearing mama cat showcased in the screenshot above, often moves like her paws have been slathered in molasses. Its soundtrack is grating and shrill. And its visuals, well, the best you can say about them is they get the job done. Still, the overall experience is intriguing enough that I return to it rather frequently. I guess it's because Onyanko Town, which tasks players with tracking down a delinquent kitten while avoiding prowling dogs and fishmongers, tweaks the formula made famous by Namco's Pac-Man just enough to feel enjoyably unique.
See also: all previous blog posts about overlooked games you should play as soon as possible
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?
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.
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.
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 Bobble, Burning Paper, Ghostbusters 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
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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgw6pqx4q8fjjxdbA9exM6Y_Z5GKe7Dsgb4wwJhiSW35uVX0wahWQ8ih8RfFrlPwoB0pfyGaA1AMyFp_EaQbQdrkAZvoemeeU2H2-KKMsMuRPw8snpGb8e4GWn437LMOgE1Itdkhg/s400/fullsizeoutput_b88.jpeg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJwHUFBgxg70w68DA9_QDr-IXrHOHMtfFeoPPebqkl8d7VWWu8HFIHJIvH9otiXQphvqbpZqbpjlbFv-rsWRDuwrrY0tO1BXm88FfF4lb6RcSCBVTjget0IPomyKC5r32We_6sag/s400/fullsizeoutput_b8b.jpeg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixB-nEuTFC-1n1IYn-z5c_tmWIycSAhSBbizPSsKQE0DickHIhEGXLc3VX1Rf7XfIlLzSWLhbu8LDhDtjlq6BJkVkTPVYMjVSyNIPIm2MZh5-u9dsAkbRsc8mmvGdGwwZ9FyNvMw/s400/fullsizeoutput_b8d.jpeg)
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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4WayrSiQqs1bTuriyGVn_NYG8xB3ijWrOS5qcxmNtjRtm6AwF1-QUYsmmTLNRHxpWloqDSupuHO4FZcB38TiQOCnCYm6EQmiEwmxWjBC84Th0A1J0nz8fOFjKUCWl6mpa_HK8Gg/s400/fullsizeoutput_b8f.jpeg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVXoS5VXzl6WcpxxF5SzlXnlbKFVTBcgEgUuGXVDSGMLQ5p-GIQfspaVnGsclx0byXpU_Cj_9QHJjXUdQomxLHJCbCgnhVROXtXb4t-pMWGEmBVJA2Y4aVfjWab7_R2eEWbN0F2A/s400/fullsizeoutput_b91.jpeg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNlIYFve1rER2D0VHLfBlTSXck6aC66Bfkepf6WKN-p42Z2BpEC7YAU4TxNoVcadKwKCdkW0rMYkoRbrc3oUu7byAol8rpZD4oMicFIG1vOlrBpt28fkuPNqoGJzOwUXQeux0B5Q/s400/fullsizeoutput_b93.jpeg)
Like, it's hard for me to go from the Bubble Bobble, Burning Paper, Ghostbusters 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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUCVixmb0wK84LDGxVY5GMNbBv2XBRlzhHj4uX30XEU5G4VeyYfXfeSM1RtjnLFXfqZRkmgL743ShSNZ9TAtHmIXRCrFTtzcmrh1FI3CA20VLS1KOMetbtlQQfc3gbyOKW9VeQHw/s400/fullsizeoutput_b95.jpeg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiedDdSuCeDk33mPBDXqS9AJ3Uva4wG4p5EMoqqozqhTgk_98yKrgz2vOMHVsyWhAIc5r0teilNz_ulMmzB0EoLZx6orI0U4w5s42RFFkRMgov3w3gX1_XjDTnyF9c1382lhyphenhyphen2gWQ/s400/fullsizeoutput_b97.jpeg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBziXdLAC86Wko8l0MeWTx1Xftopu5-itNDczdS9DDqIGPH0iFoffY6hv9rEGVw1plAcJdsc-TPCFHx_mWkS2kDbVmuF0lMaH3ZE-g1ZuiuUvPwc3STM0-sD364mxOIxtdC8q8qA/s400/fullsizeoutput_b99.jpeg)
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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPqufPTNyWPp9DQV4FpY9Eq-pzEEEaWcBlF98SxMLnwZTv5XD5OElR8L01Ov5p6C_YGdnX_77RmLr2ulnwaDYmSjf1qxsvAdaWpJiCUoJ7CJWqPdTUtw8VAMP6ZJKoP871RaCDUA/s400/fullsizeoutput_b9b.jpeg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoMzKOMD34brzk-wjObHGDX73pZocUfsqjhaVjJFTIcl51FxhKbeRET83w9ZIgZZOKOMVJ6hdN564BOFjEpReNaiHmmntE7GXqwfMCHM5Q1_pD6q1p5oS16o6rEi8ftyGXb8rwkQ/s400/fullsizeoutput_b9d.jpeg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikE2m22SJy2JbyGC7TmZr3sqiszQ9lTgnwKIohhxh9TU_FcP7T_GbwwGXgat0J1lMFtZatRE6M3DwAbHqdDSSVgI7emEVWnRsfkT1K_VHtoEUvB5cXDfbJ9fMHjlYd_Qhx6lo3UQ/s400/fullsizeoutput_b9f.jpeg)
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
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