Here’s something I didn’t know about Wonder Boy III: Monster Lair before my copy of the game arrived a few days ago: In lieu of a traditional instructional manual, it comes with a 10-inch-by-14-inch piece of paper that’s been folded into a square.
The front side of said piece of paper is a poster:
The back side, on the other hand, contains all of the instructional stuff:
Click on either of the images above to get a better look at them.
My recent purchase of Wonder Boy III: Monster Lair prompted me to recall my fondness for the art that graced the cover of the North American version of the game. (Honestly, it was one of the few pieces of TurboGrafx-16 box art that I liked.)
Here’s a scan of the game’s North American cover art, in case it’s been a while since you’ve seen it:
And here’s the Japanese version’s cover art:
I have to say, I think I prefer the art used for the North American release. Which one do you prefer?
See also: ‘Which box art is better? (Exile 2 edition)‘
I recently ordered–though online import game shop wolfgames.com, which is having a going-out-of-business sale–a heavily discounted copy of Wonder Boy III: Monster Lair (aka Monster Lair in the States).
While flipping through the game’s manual a few minutes ago (it arrived earlier today), a small piece of paper slipped out of it and fell onto the floor.
This is what I found when I unfolded it:
I can’t read a word of Japanese, so I have no idea what the note says. That hasn’t stopped me from obsessing about it, of course.
Was the author of this note a previous owner of the game? Did he or she like it, or hate it? Is he or she warning me that this copy of Wonder Boy III is cursed?
Those are the kinds of questions that are going through my head at the moment.
OK, so I was a bit disingenuous in that last post when I implied that I checked just one game off my to-buy list recently. In fact, I checked two games off said list: the aforementioned Rainbow Islands and the game you see sticking out of the PC Engine CoreGrafx II below, Gekisha Boy.
Although I’m often frustrated by this Tomcat System-developed, Irem-published game, I still like playing it from time to time. Specifically, I like its sense of humor and its spritework. Its take-photos-of-crazy-stuff hook is pretty cool, too. If only I could make it past the third stage…
Two months ago, I typed up a post (this one) in which I mentioned the four games at the top of my to-buy list: Gekisha Boy, Mizubaku Daibouken (aka Liquid Kids), Parasol Stars and Rainbow Islands.
Actually, the point of that post was to declare that I had acquired Mizubaku Daibouken, so I guess I should have said that it mentioned the three games at the top of my to-buy list.
Whatever. The point of this post: To gush about the fact that I’ve finally picked up a copy of Rainbow Islands.
Of all the games on the above-mentioned to-buy list, Rainbow Islands is, by far, my favorite. In fact, it’s probably one of my favorite games of all time–regardless of platform.
Unfortunately, my love for the game has yet to translate into anything approaching mastery of it. (Sad-but-true story: I can’t seem to get past the fifth stage.)
I’ll do my best to improve between now and when I (finally) buy the last two games on my famed to-buy list: Gekisha Boy and Parasol Stars.
While doing a bit of research for a post on my other gaming blog (yes, I have more than one), I discovered that the folks at Atlus–responsible for the Etrian Odyssey, Persona and Shin Megami Tensei series–developed, along with the able crew at Red Company, the original PC Genjin (aka Bonk’s Adventure).
I knew they were responsible for Dungeon Explorer and Mesopotamia (aka Somer Assault), but I had no clue until today that they had a hand in developing PC Genjin too. (They had nothing to do with the game’s arguably superior sequel, though; that was all Red Company.)
Issue three of PC Engine Gamer magazine is now on line. (Actually, it’s been on line since Dec. 2, but that’s neither here nor there.)
As you can probably tell by looking at its cover (below), this issue features an in-depth review of NEC Avenue’s port of Sega’s popular quarter-muncher, Out Run.
It also includes, among other articles, a review of Data East’s Override (a vertical shoot ’em up I’ve never heard of before now), an interview with homebrewer Aetherbyte and a hilarious “Final Countdown” column that discusses the 10 best shopkeepers in all of PC Engine-dom.
If all or even some of that sounds interesting to you, check out–at your leisure, of course–the latest issue of PC Engine Gamer here.