Comments 1,414

Re: Poll: Box Art Brawl #79 - Kuru Kuru Kururin

StarBoy91

Happy 20th Anniversary, Game Boy Advance and Game Boy Advance launch title Kuru Kuru Kururin!

Anyway my pick is for the Japanese cover (I imported the Japanese cart over six years ago), there's much more charm and character compared to the PAL cover which I personally find charmless and unappealing (I'm glad the Australian cover received the more colorful take like Japan instead albeit in square-format as opposed to rectangular)

To each their own

Re: Poll: Box Art Brawl: Duel #70 - Super Ghouls 'n Ghosts

StarBoy91

Japanese cover because Susumu Matsushita (of Hudson Soft's Takahashi Meijin/Adventure Island fame), I like the way all the ghouls and ghosts you fight in the game are outnumbering Arthur like that, and it more closely reflects the spirit and look of the game proper

To each their own

Re: Poll: Box Art Brawl #52 - Mega Man 2

StarBoy91

Japan's the obvious winner (the anime touch is more appealing) and it blows the American cover (an improvement over the first game's American cover, yes, but that wasn't hard) out of the water

To each their own

Re: Poll: Box Art Brawl #50 - ActRaiser 2

StarBoy91

Fun fact about the American cover art (which is gorgeous art in this case): the image was originally featured in the back of the Super Famicom version's box

The European cover, much like the PAL cover for Software Creations' Equinox, is simply crap in my opinion (also, the first "r" is supposed to capitalized)

To each their own

Re: Review: Pop'n TwinBee - Konami's Colourful 16-Bit Shmup Shines With Couple Mode Co-op

StarBoy91

I love this game! First played it on TwinBee Portable on the PlayStation Portable when I imported that compilation in 2011 and eventually imported the original Super Famicart in 2014.

I love pretty much everything about it, from the visuals and the soundtrack (my favorite track being the third stage one that transpires in China, PANDAVALANCHE!), to the cute lighthearted charm and personality thanks to Shuzilow.HA's design, to the gameplay (I love that you can even deflect bullets with your fist), to the different difficulty settings (and the variations they bring about). One of my top favorites from Konami, and I'm glad that almost twenty-seven years after its Super Famidebut that Pop'n TwinBee is officially being given an American release.

TwinBee-wise, it ties with TwinBee Yahho! as my go-to game of the series; while cute'em up wise it bouts with Star Parodier as my top favorite one

To each their own

Re: Review: Whirlo (SNES)

StarBoy91

@Shiryu - this has been easily glossed over and is such a miniscule detail, but I'll bring it up anyway: Xandra no Daibōken is a platformer with no score count. Of course, there's plenty of platformers that don't keep track of scores (like Magical Pop'n and DoReMi Fantasy), but you know what else is unique? This is a platformer with no power ups at all; in a genre that usually relies on power ups Xandra no Daibōken doesn't have any to speak of--and considering it's emphasis on story you don't need score or power ups here, all you need is skill and determination (the HUD only has Krino's life and Light Crystal counts, nothing else is needed). That is admirable for an early '90s platformer for that makes it stand out!

To each their own

Re: The Definitive Version Of Super Turrican Was Denied A Virtual Console Release Back In 2008

StarBoy91

Damn, I had no idea! Nintendo 16-bit Super Turrican wasn't exactly a favorite of mine on the Nintendo Wii Virtual Console back in 2008 but I did have fun playing it for what it was (also that awesome soundtrack was rockin'). Super Turrican 2 I liked as well on the Nintendo Wii VC but could not get very far in it (then again, it's been years since I last played them).

To each their own

Re: Review: Whirlo (SNES)

StarBoy91

It's amazing to think that the internet paved the way to countless amounts of resources which 1992 only wishes they had as much of; resources being relied on for translation. Had Xandra no Daibōken been made today it would probably be more well-known and had probably saw a wider release than it actually did in Europe. But honestly, I can't imagine this game feeling the same way in any other format; not the Nintendo 64, not the Game Boy Advance (definitely not this format, I just can't), and certainly not the Nintendo DS. I find the SFC/SNES to be a perfect home for Krino's standalone prequel venture

Emphasis on "perfect" because the Nintendo 16-bit console is perfection (imo)

A shame it never got an American release, but I do kinda know why we didn't get it (given NoA's policies at the time): not to spoil what it is or anything, but I got to love how Namco felt the need to include a certain substance and what happens to certain NPCs when consumed in the game (if only for a minimal segment of the game) It's funny XD

To each their own

Re: Review: Whirlo (SNES)

StarBoy91

@Shiryu - forget I said anything, then There are so many Super Famicom games I own, plenty of them kanji (or kana)-driven; I just felt that something import-friendly would've been a go. Final suggestion, I'll request nothing else: Ganpuru: Gunman's Proof

I apologize if it was wrong of me to ask

Re: Review: Whirlo (SNES)

StarBoy91

@James1993 - not many if the high cost says anything

@Shiryu - since you're on a Super Famikick, may I make a request (not right away since I know playing and reviewing games is busy work)? SD The Great Battle; I played it months ago (after being curious about it for years since I watched a gameplay video of yours from YouTube) and I found it to be a really decent early Super Famicom fare (1990 early, even though it's copyrighted 1991 but came out on December 29th, 1990; but never mind). Could've used some polish in places, but other than that not too bad, not too bad. The sequel though (which I also found out years ago via watching a YouTube gameplay video of yours), SD The Great Battle II: Last Fighter Twin (which I played first) is slightly better imo

To each their own

Re: Review: Super Boss Gaiden (SNES)

StarBoy91

And it's so nice of them to have Parappa the Rappa appear on the cover along everyone else (including what looks like the Famicom Disk System logo standing on a sofa, I guess?)

Re: Review: Super Boss Gaiden (SNES)

StarBoy91

Good review, Shiryu. Honestly I'm more comfortable talking about games I have played than ones I haven't, so I'm sorry if I don't contribute much to the comments section on the latter.

That said, what an interesting sounding game. Not only do the characters and enemies look like they've sprung from a Kunio title, but it looks like the font choice from The Legend of Zelda: A Link to the Past has been used as well (that is a good font choice, which would be used albeit with a red outline on each letter for the fan translation of Lenar's Ganpuru: Gunman's Proof, my first NTSC SNES repro cart). Does look funny, though.

After looking at all the screenshots, oh the self-awareness! XD

Re: Review: Whirlo (SNES)

StarBoy91

@ogo79 - and hang out with angry eyed "Whirlo"? No thanks, I'll stick with wide-eyed, friendly, approachable Krino Xandra, thank you very much! And while repro carts of it (if there are any) would cost far less than thousands of dollars (!!!!!!) than the PAL cart, the original Super Famicart would cost the least of them all (provided you own a Super Famiconsole or Super Famiclone). The only time I'd rather see Krino use his angry eyes is when he attacks baddies with his pitchfork:
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Friendly, approachable, wide-eyed Krino is the way to go. Far better than sporting angry eyes all the way, and much better than what happens when--
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I apologize to everyone for the nightmare fuel you just received

OH GOD, NOT AGAIN!!!!!!!!!! D=

cowers in fear


For those who have not played it and are curious about the jumping controls, here they are:
B -> normal jump
A (lightly tapped when moving left or right) -> sprint jump
A (hold down until you let go) -> super jump
X (hold down until you let go) -> Whirlowind attack

May feel awkward at first, and at times is the case even when you're not new to this, but should you memorize and master these controls (as best you can anyway) you shall succeed and get places in this game Perseverance is key! If you stick with it things do get better, I promise

To each their own

Re: Review: Whirlo (SNES)

StarBoy91

@Shiryu - I concur, ActRaiser 2 is totally underrated. Not pure ActRaiser fare (due the obvious: no town simulation) but viewed on its own terms it's a good platformer. On an objective standpoint it's not the first game, but on a personal subjective viewpoint I kinda like it more than the original 1990 title (both original Super Famicom edition and easy-fied American SNES conversion)... if only for its sense of atmosphere, challenge, and risks that Quintet took with the "heaven versus hell" theme (it is thematically dark which I appreciate). And yes, it is beautiful to look at also.

Some games are just doomed to get a lot of (undue) hate: ActRaiser 2, Lagoon, Drakkhen, Brandish, Arcana, Final Fantasy Mystic Quest, et al. I find it sad that people will find an excuse to hate something as harmless and good-intentioned (given the fact that the West shied away from turn-based RPGs in the early '90s because of difficulty, which SquareSoft noticed when it came to their 1992 title) as Final Fantasy Mystic Quest and view it as something harmful, it's a pity, really. But hey, what can you do? shrugs

To each their own

Re: Review: Whirlo (SNES)

StarBoy91

@Shiryu - truth be told there was a moment when I considered giving this game a 7.5 out of 10 on my StarBlog, but then I beat it and saw the ending that was so rewarding so I decided to up it up to an 8

I think as far as difficulty is concerned Xandra no Daibōken is likely to be compared by many to ActRaiser 2; I mean on one hand it is sort of understandable I mean they're not exactly easy games (but they are rewarding in their own right when given a chance), but on the other hand it's like comparing apples to oranges--one password-driven platformer takes just one hit until you die while another password-driven platformer has three difficulty settings and takes more than one hit to take you down.

A lot of people from what I gathered experienced the Fox and the Grapes syndrome when it came to Quintet's platformer, and not once did I succumb to that the first time I played ActRaiser 2 on all three difficulty settings. Which makes it all the more ironic that back when I played Xandra no Daibōken in 2014 and failed numerous times at that upward scaling waterfall segment in the third stage (and took the story much to heart) I did just that: after failing numerous tries to get far and failing to reach the ending (the grapes) I (the fox) just up and gave up on it and became bitter towards it. Which is not fair because it's not the game's fault, only mine. I stuck with ActRaiser 2 all the way but not this game, how sad is that?

Thank God for second genuine chances and I got to see Xandra no Daibōken for what it really is this year: a charming, beautifully well-crafted, amazing sounding, challenging venture with a great lead whose resolve lent so much depth to the proceedings that, while not flawless, became a lot of engaging fun (with some frustrating moments here and there, but mostly it was fun). I would play this game again.

To each their own

Re: Review: Whirlo (SNES)

StarBoy91

@Shiryu - yeah. Really keeps you on your toes, this game does: whether it be running away from a giant snowball as you jump over these obstacles, staying above the constantly rising and lowering lava, doing the super jump on two wooden Pinocchio platforms back to back which gradually rise up faster the more you jump on them (I gave up on that at first because I thought it was impossible; it only took me a few tries to make it through when I gave it chance this year much to my surprise and relief), running away from a wall of flooding water and escaping through a small hole via Whirlowind attack, jumping from raft to raft on the water, et al. Poor Krino just can't catch a break, but with a little perseverance (and pattern memorization) it's all manageable in the end. I liked the last set of challenges in particular before you face Zouna in the end on a thematic level (I'll leave it a total surprise for those who have not played it)

On my StarBlog this is actually the fourth-best reviewed game this year (thus far); my current Top 7 of 2016:
7. Bugs Bunny Rabbit Rampage (SNES) 7.5/10
6. Xak: The Art of Visual Stage (SFC) 8.0/10
5. The Twisted Tales of Spike McFang (SNES) 8.0/10
4. Xandra no Daibōken: Valkyrie to no Deai (SFC) 8.0/10
3. Wild Guns (SNES) 8.5/10
2. Breath of Fire (SNES) 8.5/10
1. Equinox (SNES) - a rereview technically, but still! 9.0/10

To each their own

Re: Review: Whirlo (SNES)

StarBoy91

@Shiryu - yeah, I hear you, considering those stalactites (-gmites, whatever they are) that you must jump over which used to be in the ceiling as you have to evade said snowball on the way back. Good thing that platform lowers you down to safety when you get to it though, huh?

Also, it culminates into bubble territory (and the second stage up in the surface):
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Re: Review: Whirlo (SNES)

StarBoy91

If it's all right, I'll share a couple images I took of my own from my StarBlog review of it:

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All things considered this game would be perfect to play on a Winter day (at least, to me anyway)... not that it would be a problem to play it during any other time of the year

Re: Review: Whirlo (SNES)

StarBoy91

I like Xandra no Daibōken: Valkyrie to no Deai, it's a really good game =) I confess though that back when I first tried it I wasn't exactly in the most positive of moods (in fact I began to experience depression) and that intro did not help; and back in 2014 I gave up at that upward-scaling waterfall segment after numerous tries and fails. The Fox and the Grapes syndrome had overcome me to the point that I got bitter towards it, something I openly regret.

When 2016 started I decided to give this game another chance and I'm glad I did because I began to recognize that there were so many good qualities about it (with some shortcomings). I liked its strong story on focus as it branched out from the rest of the platformers at the time, Namco's storytelling prowess was well-done, Krino Xandra is a very likable protagonist for he is so brave and selfless to venture out into the unknown despite his lack of experience outside his home (and the different emotions and poses he uses during conversations give the game an endearing feel about it) and you want to succeed (and not see what he becomes if he loses all his lives; it is creepy as all hell), its pastel-toned visuals are striking (especially the in-between cutscenes that gorgeously drawn), and its soundtrack is so great (especially the theme that permeates throughout from the first stage onward, so supercharged and epic in composition).

That said though this game is not for everyone. It is super challenging but not impossible; part of it is due to the precarious area layouts, part of it is due the one hit and you die trope, and another is due the mastering of four different jumping controls (the normal jump being the only one that can be controlled while the other three cannot). Four different jumping controls. Yep! But on the bright side these eight stages allow for lots of trial and error and when you beat the stage in question it can feel rather rewarding and satisfying. But it's even moreso after you defeat the main boss in the end and see the good ending

Hearing what happened in the European conversion (having had the privilege to play the Super Famicom edition) admittedly makes me sad though (aside from its translation apparently not being up to snuff with the Japanese original from what I looked up). That box cover that they received is a lie: it is not a swashbuckler (in fact, the pirate ship doesn't appear until the fifth stage, more than halfway through the game) and "Whirlo" is not in it for the gold (which he's carrying in his arm); the Japanese cover is superior and does a good job at setting the tone for the game for Krino Xandra is doing it for his village and his son. Also, Namco of Europe gave him angry eyes in-game a la American post-2002 Kirby cover; why would you do that? Did they not think that PAL would take the game seriously enough if they left Krino Xandra's eyes as wide-eyed and open? Who wants to hang out with someone angry all the time?

Can it be frustrating sometimes, oh yeah, most definitely! But if given a true chance then the game is a lot of (challenging) fun and more Maybe not Wagyan Paradise (also Namco) great but still good on its own terms

To each their own

Re: Review: Alcahest (SNES)

StarBoy91

@ogo79 - gee, thanks!

Ah, ActRaiser 2; so underappreciated, so underrated, so underexposed, so possible and manageable to play with tons of perseverance and a slow and steady pace. Over the years I found myself liking it more than the original; okay, objectively the first game has the edge but on a subjective level I found myself more satisfied with the ill-titled follow up for various reasons (visually it's amazing, the tone is lot serious and darker, and challenge-wise it pulls no punches, even though it lacks the town simulation moments of the first game which alone turned people away). I find that the first ActRaiser gets way too much overexposure and credit for its own good (and I know it's one of the earliest SFC/SNES games and that it's left the longest impact, but even so), to which I find myself thinking "YES! I GET IT! 'ACTRAISER. IS. AWESOME!' Can we discuss another Quintet title, please?" The original is good, don't get me wrong, but imo it's been talked about to death (no offense to those who love it, but that's my personal feeling about its popularity). I'd gladly get in a conversation about ActRaiser 2 (I know it's not for everyone, but I can't help but enjoy it), or Robotrek, or the Gaia trilogy even.

Alcahest is better than the ActRaiser diptych for me

To each their own

Re: Review: Alcahest (SNES)

StarBoy91

@ogo79 - you read my review of it? That's cool! Um,... I hope you found it to be a good read? Alcahest was just as fun to talk about as it was to play, and as glad as I am to have covered it on my StarBlog sometimes I wish I could find an excuse to talk about it exclusively again (as opposed to being referenced on certain reviews for the sake of comparison and/or context).

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Also, you don't see many A-RPGs on the Nintendo 16-bit with actual horses on them, that's a plus!

Re: Review: Alcahest (SNES)

StarBoy91

@ogo79 - one sitting is normally how I tackle Alcahest (on any of the four difficulties), which is no problem since it's only roughly 90-120 minutes long. Then again, Wagyan Paradise (another SFC exclusive with a password system, one of my top favorite Nintendo 16-bit games ) I always beat in one go whenever I go back and play it, and that game's slightly less import-friendly than HAL's A-RPG, but nowhere near as import-unfriendly as the Super Wagyan Land diptych (where I rely on notes for most of their puzzles [namely shiritori] and use passwords if I'm taking a break from them). Namco's 16-bit library is very fascinating, especially the obscure Xandra no Daibōken: Valkyrie to no Deai (which is technically the most import-friendly game of the ones I referenced), and-- I just realized I'm rambling, sorry about that. I'm such a 16-bit retrophile.

To each their own

Re: Review: Alcahest (SNES)

StarBoy91

@Shiryu - I never really compared anything about Alcahest to all things Zelda, but you do make a point there

If I were to be stranded on a deserted island and only had thirteen (I don't care what people say, to me it's a lucky number) SFC games to play, this would be one of them for it's got a special place in my heart as the first physical SFC cart I imported from Japan.

Re: Review: Alcahest (SNES)

StarBoy91

@Shiryu - yeah, I think it's more of an 8.5 too (which is the score I gave Alcahest when I reviewed it on my StarBlog in late 2013); too bad NintendoLife doesn't do decimals with their ratings system (but only if it ends with a ".5", nothing more complicated than that). Still, fitting score.

Something I've always found peculiar about this game was how all the vital characters have got profiles when they speak their dialogue but the main character Alen does not. =/ Huh! I guess the cover art is enough to show us what his profile is like...?

Oh, fun fact for those who are not "in the know": a lot of Kirby Super Star's sound effects were lifted directly from this game

Re: Review: Alcahest (SNES)

StarBoy91

Dude, I freaking LOVE Alcahest!

It was the first Super Famicart I ever imported from Japan in May 2012 (almost four years ago, back when I used a Retro Duo; long before I got a Super Famicom console this Christmas). Its music by Jun Ishikawa is some of the best in the Nintendo 16-bit library, the arcade-like gameplay with the different partners and guardians was very intuitive and largely responsive, I love the setup for each stage and area layouts (the maze-like sewers, the dungeons, the airship, and space), it's amazing visually, and what I loved the most was that it had four difficulty settings! It's too bad that it's short and that the titular boss is longwinded, but everything else about is great (RIP Producer Satoru Iwata).

I actually almost beat this game the day I got to play it (on Easy), but couldn't because Alcahest himself was hard. Personally I've always found it to be easy to follow (even if it is in all kanji), though that one room during the fifth stage did stump me the first time around before I eventually looked at the inventory (you know which one I'm talking about, I tried using the spoiler tags but they did not work).

As much as I love Kirby's games (the majority of them anyway), a part of me wishes HAL Laboratory created more A-RPGs like these 'cause this game is a testament that they really knew their craft. It's definitely a step up from their turn-based RPG Arcana the year prior, although I do still have a soft spot for that one I'm not coy to admit that it's not without its flaws.

To each their own

Re: The Super Famicom is 25 Years Old

StarBoy91

@mystman12 Technically, Donkey Kong Country 2: Diddy's Kong Quest's 20th was yesterday (November 20th)

But yeah, I guess the Super Famicom's 25th anniversary today (November 21st) took precedence and was more important to celebrate and report on--and actually, yeah it is, because where else would the second Donkey Kong Country game debuted on if not for that?

Re: The Super Famicom is 25 Years Old

StarBoy91

Happy 25th Birthday to the greatest (and my most played) video game console ever made! Long live the Nintendo 16-bit console!!!

......oh, and Super Mario World and F-Zero, too!

Re: Review: Pocky & Rocky with Becky (Wii U eShop / GBA)

StarBoy91

@StarDust4Ever It's really for the best that you do

To anyone who's never had the opportunity to play any of the Pocky & Rocky games, if comparisons in quality to movies had to be made: if the original Pocky & Rocky was Jaws, and Pocky & Rocky 2 was a combination of Jaws 2 and Jaws 3 (but in a legitimately great, non-guilty pleasure way), then let's just say that Pocky & Rocky with Becky is Jaws the Revenge... ergo, unworthy follow-up to the original that should never have been made >=(

Re: Review: Pocky & Rocky with Becky (Wii U eShop / GBA)

StarBoy91

I remember when I reviewed Pocky & Rocky with Becky on my blog last September (for which link I can't provide because it would be against the rules) I went all-out when I compared its overall quality, structure, and gameplay to its SNES predecessors and explained in thoroughly extensive detail why the GBA installment did not work (as a part of a series or as its own thing), and how it made me feel betrayed. I provided context and insight.

Mr. Bee only talked about Pocky & Rocky with Becky; which would be one thing if it was a solo game, but it's another to talk about a game from a series without referencing said series in the first place. If you played the SNES games, then it baffles me how it slipped your mind and you did not make an effort to even reference them; if you didn't, that's no excuse--the least you could've said was something along the lines of "Pocky & Rocky with Becky is the 2001 handheld follow-up to Pocky & Rocky and Pocky & Rocky 2," or something like that. I just tried reading your review from the start (since I skimmed it before), and I just could not even finish it... due my negative feelings for the game, and due to how you made it sound as if it was a solo game (don't take this personally, Mr. Bee, but I seriously think you need to re-review this game so as to be well-informed; I'm sorry).

To each their own

Re: Review: Pocky & Rocky with Becky (Wii U eShop / GBA)

StarBoy91

Funny how there's a lack of mention to the fact that Becky, clearly a one-off character in this Pocky & Rocky iteration, is nothing more than a palette swap of Pocky; not just in-game, mind you, but during the beginning and ending cutscene and the character select screen.

"Oh, crap, we don't have designs for the new character yet! Quick: change Pocky's dark hair to blue, and change the red bottom part of her outfit to green, oh, and change the first two letters of her name so that now 'Pocky' is 'Becky'! Change nothing else! Whew, disaster averted; no one will ever think of calling us lazy after this!"

... In 2001, no less! >.<

Re: Review: Pocky & Rocky with Becky (Wii U eShop / GBA)

StarBoy91

You seriously used the NTSC cover of the first SNES Pocky & Rocky as a banner to represent this GBA follow-up? Gee, that's not going to be misleading or anything. =|

On that note, I'm glad this review agrees that Pocky & Rocky with Becky is boring and repetitive, because it simply was not that well-designed structure-wise and is unfairly cheap (though personally I would've given it a 3 given my strong affinity for the SNES games and how betrayed this game made me feel as a fan of the two SNES cult classics because as a follow-up the GBA iteration--not to mention official bookend of the Kiki Kaikai canon--it did most everything wrong; but hey, a 5 is quite close to what this game truly deserves if you find a 3 is too harsh). If this was seriously the best Altron could do with Pocky & Rocky, then they fouled up real bad.

Bottom line: avoid like the plague!

@RupeeClock - own original title

Re: Nintendo Download: 8th October (Europe)

StarBoy91

My deepest condolences to Europe for having received Pocky & Rocky with Becky; even more condolences to the poor souls that actually decide to play it You have my sympathies

Also, Pac-Man 2: The New Adventures? Wow, didn't see that one coming.

Re: Natsume’s Pocky & Rocky With Becky Arrives On The Wii U Virtual Console Next Month

StarBoy91

I'll just make this post brief to let gamers unfamiliar with the Pocky & Rocky series know in advance what to expect when to these games:

  • Natsume's Pocky & Rocky (SNES) - Awesome!!!
  • Natsume's Pocky & Rocky 2 (SNES) - Almost as awesome, but still awesome!!
  • Altron's Pocky & Rocky with Becky published by Natsume (GBA) - Crap, crap, crap, crap, crap, crap, crap, crap, crappity crap, crap, crap, crappity crap CRAP!

Avoid the GBA game, but play the SNES games instead (and if you own an SNES console, start saving money for them, unless you've already played them). You're welcome.

To each their own

Re: Natsume Has Eight Game Boy Advance Titles Prepped For The Wii U Virtual Console

StarBoy91

Medabots I might have a look at if it's made available to download (currently have no GBA games on the Nintendo Wii U Virtual Console, due to being uncertain as to how they would feel like in that format), but I already own Altron's so-called "sequel" Pocky & Rocky with Becky in physical format--that game's crap (in comparison to its highly polished and enjoyable Nintendo 16-bit predecessors and out), for imo it plays poorly, is structured poorly, it sounds poor (thanks a lot, tinny GBA sound samples), looks decent but doesn't mean it's pleasant to look at, Becky is a palette-swap of Pocky, after dying you start over from a nearby checkpoint instead of being revived at the exact spot you died like in previous ventures, there's no story progression between stages, it's tedious and mundane, the screen is not square, it lacks the charm and likability of previous installments, and the second much "harder" quest's much more poorly structured setup doesn't make the game any better. Altron had zero understanding of what made the two Pocky & Rocky games (made by Natsume) on the SNES fun and engaging, and the fact that it's the least expensive and more accessible of the three is truly sad.

And now Natsume (the publisher) is planning on releasing this over the games that they actually made and published in the '90s (licensed by Taito) on a downloadable service for current-gen gamers, which only adds more salt in the wound. Fan-freakin'-tastic!

What's next? Quintet license holders releasing ActRaiser on the Nintendo Wii U Virtual Console and then follow by not rereleasing Nintendo 16-bit exclusive classics SoulBlazer, ActRaiser 2, Illusion of Gaia, Robotrek, and Terranigma so that gamers who cannot afford to have the luxury of owning an SFC or SNES console will never be able to experience them? AGAIN?!? Screw. That. Noise.

To each their own