Regardless, my Switch obsession currently has me looking left and right for both existing and upcoming games to play on the console.
Two examples of in-the-works titles I'm planning to buy for my Switch: The Longest Five Minutes and Penny-Punching Princess.
I'm also hoping to play the game discussed here--Order Land!--sometime next year. That'll only be possible if this just-launched Kickstarter ends in success, however.
Basically, developer and publisher Poisoft wants to release an English version of Order Land! for Steam, Switch and Xbox One in early 2018, but knows that doing so wouldn't be an easy endeavor. So, it launched a Kickstarter to help cover the costs of the localization.
The Order Land! campaign seems pretty modest as far as Kickstarters are concerned. Poisoft's goal is to raise just under $45,000 for the project, and a pledge of about $9 or more nets supporters a digital download code for the English version of the game. (Larger pledges offer rewards like posters, mugs, t-shirts and even 3DS and New 3DS systems.)
If you need to hear a little more about Order Land! before handing over hard-earned cash to aid its localization, the gist is it's a simulation RPG that offers players three intriguing modes.
One puts you on a throne and has you rule the game's world as its king. Another allows you to create and train heroes who protect the land.
The third option seems to be as close to a traditional role-playing experience as you're going to get in Order Land!, as it plops you into the boots and armor of a hero and sets you loose to explore your surroundings.
A few of the stretch goals associated with the Order Land! campaign would add even more modes to the game, which began life as a Japan-only 3DS eShop release.
One would let you play as a devil, while another would shine a light on the "back side of this world"--whatever that's supposed to mean. Sadly, I don't understand what a third, called "Ikusa no Kuni," would offer.
Should all of the above sound interesting enough to you that you want to take part, keep in mind the Order Land! Kickstarter ends on Nov. 11.
Thank you very much!
Here is a Million Onion Hotel Impression Movie Part 1
Messages from Onion Games’s indie game friend!
Creators of the internationally famous indie game “Tengami”,Ryo agarie talk his impression about this game
Let’s see what he thinks about the game…
Given the success the company found with those miniaturized systems, a similarly compact re-envisioning of its first handheld wouldn't exactly be a surprise.
What would be a surprise (or at least it would be to me): if Nintendo filled the memory of this as-of-now-imaginary GameBoy Classic Edition with worthwhile games.
After all, while the NES-inspired product featured a number of veritable classics, it also included some head-scratchers like Pac-Man. More surprising were the titles its omitted, like the first Dragon Quest (or Dragon Warrior, for old folks like me), Duck Tales and Bionic Commando.
Would I do a better job of cramming a GameBoy Classic Edition or GameBoy mini full of must-play games? I'd like to think so.
Admittedly, the brass at Nintendo probably would put the kibosh on a number of the carts I'd push for, but I won't let that keep me from discussing them in this post.
Alleyway--Most people pooh-pooh this "launch window" release as an antiquated bore, but I've always enjoyed it. Plus, even with its issues, I think it would be a perfect pick-up-and-play-when-you-only-have-a-
Amazing Penguin--I have to imagine a lot of folks who owned a GameBoy in the late 1980s and early 1990s aren't aware of this game's existence. That's too bad, as Amazing Penguin's gameplay--equal portions Pac-Man, Pengo and Qix--sets it apart from all the humdrum puzzlers and platformers that flooded store shelves during the system's reign.
Balloon Kid--This Balloon Fight spinoff is a tough cookie and a painfully short experience, but it deserves a spot here due to its unique gameplay (it's a side-scrolling platformer in which its main character is nearly always floating beneath a balloon) and its female protagonist.
Bubble Bobble Part 2--None of Taito's handheld Bubble Bobble titles hold a candle to the arcade original, but that doesn't mean they're all stinkers. Part 2 (Bubble Bobble Junior in Japan) is the best of the bunch by far, with adorable sprites and sprawling stages.
Catrap--Yet another often-overlooked game that really should be played by everyone who comes within a foot of a GameBoy system. Not only are its cat-eared protagonists (you can switch between the girl or boy at the beginning of every stage) cute as can be, but the time-bending, brain-melting, puzzler-platformer action at its core is completely brilliant, too.
Dig Dug--You just know that should a GameBoy Classic Edition ever be made, Nintendo's more likely to include Namco's portable, black-and-white Pac-Man port instead of this one. Which would be a shame, as the puzzle-heavy "New Dig Dug" mode included here (and not found anywhere else) is a breath of fresh air.
Donkey Kong--This may well be the best game ever made for Nintendo's first portable console. If you've never played it, it takes the arcade original's straightforward barrel-jumping action and transforms it into the puzzler-platformer to beat all puzzler-platformers--and that includes the many Mario vs. Donkey Kong titles that followed in this 1994 release's footsteps.
Dr. Mario--Truth be told, I've never been a huge Dr. Mario fan. I know a lot of folks like it, though, so that's why I'm including it here. I also think it's a good counterpoint to the far less flashy Tetris.
Final Fantasy Adventure--It would be easy to give this game's slot to another thanks to the presence of Link's Awakening (see below), but I'd campaign against that tactic for a couple of reasons. For starters, not everyone loves Link or Zelda. Also, Final Fantasy Adventure's ARPG gameplay is different enough from its aforementioned competitor's to be worth a go even if you're a Zelda veteran.
Final Fantasy Legend II--Purists probably would prefer to include the first Final Fantasy Legend title here, but I think its sequel is the better, more interesting, game. Either title should be seen as a welcome addition to this line-up, though, as it's decidedly lacking in traditional RPGs.
Gargoyle's Quest--This was one of my most-cherished cartridges back when I first owned a GameBoy thanks to how it combines exploring an RPG-ish overworld with conquering side-scrolling action stages. And it was among the hardest to let go of when I stupidly sold my system and collection of GameBoy cartridges a number of years after I bought them.
Golf--Of the three Nintendo-pubished sports titles that hit store shelves right around the GameBoy's launch, this is the most impressive and the most full-featured. (Don't even talk to me about Baseball.) It's also the most enjoyable, although I wouldn't argue with anyone who says they're just as fond of Tennis.
Great Greed--I have a feeling most GameBoy Classic Edition buyers would find this Namco-made RPG a bit rough around the edges, but it's such a weirdly wonderful offering that I feel it would be a shame to ignore it in a situation like this. (For more on why I like this game as much as I do, read these posts I've published about Great Greed.)
Kaeru no Tame ni Kane wa Naru--OK, so Nintendo would have to localize this curious (what with its hands-free battles) RPG before it could be pre-loaded on this product's Western iterations, but let's assume that's a possibility. In such a case, I can't think of a better "lost gem" to offer to the millions of people outside of Japan who'd pick up a GameBoy mini.
Kirby's Dream Land--This is another GameBoy gem I ignored until recently. I have to imagine I'm in the minority this time around, though, as many consider Kirby's Dream Land an unquestionable classic. Now that I've played through it--and enjoyed its pleasantly meandering gameplay--a few times, I have to agree.
The Legend of Zelda: Link's Awakening--Considering many see Link's Awakening as one of the best Zelda games ever made, it's as deserving as any GameBoy cart of being one of the 30 games that would be pre-installed on a so-called GameBoy mini.
Mario's Picross--To be completely honest, I've never played Mario's Picross. Everybody seems to love Picross, though, and this one stars everyone's favorite (former) plumber, so it should be a shoo-in here--even if I have to imagine playing this version is a bit more aggravating than playing later nonogram titles released for, say, the Nintendo DS or 3DS.
Metroid II: Return of Samus--I could see the powers that be at Nintendo taking a pass on this game since a remake of it just hit the 3DS, but I think it should be included here anyway. Plus, I'm guessing a good chunk of Metroid fans prefer the aesthetics and even gameplay of the original version of Return of Samus to those of its more modern counterpart.
Mole Mania--Like many GameBoy owners, this Nintendo-published cart (called Mogurānya in Japan) completely bypassed my radar when it hit store shelves back in 1997. Don't worry, I'm still beating myself up over it, as the action-puzzle gameplay on offer here is beyond charming. Even better: it holds up well today--to the point that I almost can't believe Nintendo failed to produce a sequel for the DS or 3DS.
Pokémon Red (or Blue)--As was the case with Tetris, this world-conquering RPG has to be included on any kind of GameBoy re-release. The question is: should both Red and Blue be playable via this particular product, or would just a single version suffice? I'd be fine with one or the other myself, but I'm far from a Pokémon lifer.
Revenge of the 'Gator--Of all the third-party GameBoy releases mentioned so far, this one that excites me the least. Still, it's a fun little pinball game and it was developed by the folks at HAL Laboratory (of Kirby fame), so I doubt many would complain if Nintendo made room for it in the GameBoy mini's memory.
Super Mario Land--Can Super Mario Land be enjoyed if it isn't accompanied by a substantial dose of nostalgia? I'm not sure--and this is taking into consideration its deliciously odd locales and shoot 'em up levels. Even if it can't, though, I think some who've never experienced it may want to give it a try thanks to its pedigree alone.
Super Mario Land 2--It feels kind of strange to offer up two Mario games with a product such as this, but it would feel similarly strange to ignore this one, which is by nearly all accounts (mine included) a preferable platforming experience to its predecessor. All that said, part of me would like to include the first Wario Land here instead. But it would be weird to offer Super Mario Land 3 and not 2, right?
Tetris--If Nintendo isn't willing to pay to make this iteration of Tetris available to people who buy a GameBoy Classic Edition, it shouldn't even bother with the device. Pretty much everyone who purchases one will want to play this game above all others--and with good reason.
Top Rank Tennis--The Nintendo-made tennis game that launched alongside the GameBoy is merely OK. It certainly looks nice, and it controls well, too. There isn't much to it, though--something that can't be said about this Pax Softonica-developed follow-up.
Trip World--One reason to put this Sunsoft title onto this as-of-now-imaginary product: it's a beautiful, Kirby-esque side-scroller. Another reason: besides its recent-ish 3DS Virtual Console release, physical copies of the game (even loose cartridges) command ridiculously high prices these days.
Trax--Another HAL Laboratory product, this action game that stars a cartoonish tank would pleasantly surprise a lot of GameBoy mini buyers, I think. It's a bit short, but it's also so breezy and fun that its brevity shouldn't bother many who give it a chance. (Learn more about the Japanese version of this game, Totsugeki! Ponkotsu Tank.)
X--If Nintendo wants to impress people who pick up a GameBoy Classic Edition (should one be produced, of course), the best way to accomplish that, in my mind, would be to present them with this three-dimensional, mission-based shooter, which was made with the assistance of Argonaut Software (of Star Fox fame).
I know what some of you are thinking after reading through this post: how could you leave out Castlevania: The Adventure or Castlevania II? And where are the Mega Man games? Or Operation C and Contra: The Alien Wars? What about the GameBoy ports of Gradius, Parodius Da! and TwinBee Da!!? Believe me, I considering naming all of them here. In the end, though, I went with the games discussed above for a whole host of reasons.
As always, feel free to tell me (in the comments section below) which games you'd toss onto a GameBoy Classic Edition or GameBoy mini if given the chance.
See also: 'In honor of the 28th anniversary of GameBoy's Japanese release, here are a handful of my all-time favorite GB games'
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 Peetan, Painter 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 Rabby, Burning 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