April’s box art thread begins here with Jaleco and UPL’s Ninja-Kun: Majou no Bouken. While this game never made its way to the U.S., the arcade sequel was released here as Ninja-Kid. So this one’s title, I guess, could be translated as “Ninja-Kid: Adventure of the Devil Castle.”
If the “Majou/Devil Castle” part of the name calls to mind Castlevania, well, don’t get your hopes up. This is a simpler, less interesting game—not quite a single-screen arcade title, but close. You play as a little ninja who has to leap up and down a mountainside.
As you ascend and descend, you fling shuriken at enemy ninja until you defeat them all, then move along to the next stage. And that’s basically it. This game would eventually mutate through its sequels into Ninja Jajamaru-kun, for whatever that’s worth.
The box art is sort of charming, in a dumpy kind of way, but any of appeal is instantly lost the moment you flip it over and find that, like all Jaleco Famicom game boxes, the back side was printed upside-down.
Taito’s second release for Famicom was Chack’n Pop, which neatly bridges the distance between their original arcade hit conversion (Space Invaders) and the NES game that would prove to be their most enduring legacy on the platform (Bubble Bobble).
Chack’n Pop isn’t well known in the U.S., but you could honestly think of it as “Bubble Bobble Zero.” It has the same general vibe and style of that entire corner of Taito’s catalogue, with single-screen layouts and even enemies that would carry over directly into Bubble Bobble.
And, clearly, it has a generally cute vibe (as you can see from the box art). At the same time, Taito was still kinda figuring things out here; Chack’n Pop can be a little fussy and over-complicated. It’s nowhere near as streamlined or intuitive as Bubble Bobble!
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New month, new box art thread. I'm gonna kick off this month with that Pac-Man box again, because it's so good. Look how happy he is. How can you not love this. How?? Are you made of stone? My god.
Namco’s third Famicom release (you can tell by the number in the corner) was Xevious, a shooter that never picked up much traction in the U.S. Players loved it in Japan, though; it would be one of the single most widely imitated game concepts of the mid ‘80s over there.
It would only be supplanted once blockbusters like Super Mario Bros. and Dragon Quest came along. An evolution of the Space Invaders model, Xevious added to the mix a scrolling environment (no more drifting aimlessly through space) and a dual-targeting system.
I love Sega Flipper’s box art. It’s so vivid, spicing up a staid genre with visuals that capture the energetic flash of a real pinball table via crisp comic book-style art enhanced by some spot airbrushing for the reflective chrome of the ball.
Just a stunning illustration. As for the game itself? Well, it’s OK. This was one of the earliest proper interpretations of pinball in video game form; before this, they tended to be more like shooters or Breakout clones (see: Namco’s Gee Bee). Sega Flipper is actual pinball.
It even contains a decent simulation of ball physics. It’s fast paced and ruthless, and the graphical limitations of the system make for less precision than you'd hope for in a pinball sim. But I’ve played pinball sims from years later that were less convincing than Sega Flipper.
Instagram's Twitter integration has become terrible (no doubt by design), so I guess I need to handle crossposts for my little 2021 project manually.
But anyway: I’m going to try posting the classic game sets I've photographed for Video Works daily here throughout the year.
My project goes back to July 15, 1983 with the launch of Nintendo’s Famicom and Sega’s SG-1000 in Japan—the birth of the present-day games medium, for most intents and purposes. And what more appropriate lead off here than THE big game release that day: Nintendo’s Donkey Kong
The arcade game was two years old, but this was easily the most faithful home port that released to that point; the Famicom hardware was purpose-built to recreate this specific game. It wasn’t 100% accurate (it was missing an entire stage), but it still made a great impression.
I've continued my least-beloved Works project of all this week, with another episode looking at Sega's Game Gear. Now with 100% more bizarrely mis-marketed Wonder Boy games!
The replies to this episode are making me feel a lot better about myself for not realizing the secret truth of Revenge of Drancon's actual identity until recently. Clearly I am not alone.
Man, people REALLY don't want to hear about Game Gear, huh
Looks like it’s time to resume... GUNDAUTUMN. Might rewatch the movies as a refresher before taking another crack at Zeta.
Also: Should I bother with ZZ/V/Unicorn?
So, I’ve determined that Zeta Gundam is cursed. My Gundautumn effort last year stalled out midway through Zeta when I contracted a severe case of shingles, which got into my eye and would have blinded me if we hadn’t caught it in time. Once I recovered, I decided to switch tracks
I returned to Gundam a few weeks ago and have been working my way back up to where I left off. I’m now midway through Zeta, right about where I quit previously, and... woke up yesterday with some sort of eye issue (maybe an infection) that has persisted into today.