Wednesday, February 26, 2014

Impressions: Ys V Expert (SFC)

Received: December 25th, 2013 / Written: February 19th-26th, 2014
Year: 1995, 1996 | Developed by: Nihon Falcom | Published by: Koei | [|O|]
 
Adol's back with more power than before!
Here's a game that I've been curious about and have been wanting to play for a while (long before I had access to a Retro Duo).  But first a little bit of background in the series.  In the wake of the adventure genre that was revitalized in the mid-80's came the Ys adventure games from a little company by the name of Nihon Falcom, starting with Ys I: Anicent Ys Vanished for the NEC PC-8801 in 1987, followed the next year with Ys II: Ancient Ys Vanished - The Final Chapter also for the same system.  These two games were at one point meant to be combined into one big adventure, until it was decided by some people involved to split the two entries; which wouldn't be the case for very long as they got combined into the ultimate version Ys (Book) I & II for the PC-Engine in 1989/1990 with a little help by Hudson Soft.  Many concur that this was for the best, considering that the first game ended on a sheer cliffhanger, with the second game immediately taking place after the fact (sort of like the way Insidious: Chapter 2 followed shortly after the end of the first movie, except once you see it you'll wish they just stuck with the original; but that's irrelevant).
 
Jump your way through
The first two games were a massive hit with critics and gamers, being praised for the great storyline, good-looking anime cutscenes, astounding rock soundtrack, and the funny yet simplistic method of attacking enemies by shoving them.  One of the reasons the Ys series is lauded so is because of the storyline, and Adol Christin is such an ambitious and fun to control character.  It was clear that united these two games stood strong (and got many rereleases and ports as a result), and what was also clear was that a franchise had been born.  So Nihon Falcom decided to create a third entry in the series for the NEC PC-8801 in 1989; enter Ys III: Wanderers from Ys, which took the series in a very different direction and has since left many that played it divided.  It shifted from a top-down perspective to a sidescrolling RPG in the vein of Zelda II: The Adventure of Link.  Some didn't mind and found it refreshing while others were turned off by this big shift in theme and the fact that it was linear and short.  It got a few ports (SNES, MegaDrive/Genesis, PC-Engine) and eventually got remade as an in-depth and challenging top-down adventure Ys: The Oath in Felghana on the PC and later for the PlayStation Portable, which was more favorably received.  Sensing the disappointment fans of the previous two titles expressed, Falcom figured it was time to bounce back.
 
Well, if it ain't another fiery salamander
In late 1993, a fourth Ys was being worked on and got released, but since Nihon Falcom was busy making Brandish 2: The Planet Buster at the time, they had to appoint different companies to make different variations of their game.  Tonkin House, responsible for the Nintendo 16-bit adaptation of the third game, crafted Ys IV: Mask of the Sun for the Super Famicom, while Hudson Soft handled their PC-Engine variant Ys IV: The Dawn of Ys a month later; Sega was slated to make their own take for the MegaDrive/Genesis, but it ultimately was canned halfway in development.  The fourth game went back to its roots by bringing back the top-down viewpoint, complex dungeon designs, and the attack-shove that was sorely missed in game three.  Naturally, because of this, it did exceptionally well, and has garnered quite a following.  While the former was the canon entry in the series (until late 2012), surprisingly it was the non-canon latter version that got more recognition and fame.  Unfortunately, Ys IV remained a Japan-exclusive entry for roughly two decades, up until Nihon Falcom made their own adaptation of the game, Memories of Celceta, for the PlayStation Vita which actually got a release in the West and replaced Mask of the Sun as the official Ys IV of the series canon; which I'm still bummed out about since the Super Famicom entry is fantastic and now I have to buy a Vita, but I don't wish to do it for just that game alone.  >=(

Now at this point it was clear that the series had reached its peak and that the title that would follow it would be nowhere near as good as Ys IV.  Feeling that the Super Famicom could handle just one more Ys game, work on the fifth iteration was being done.  Unlike the Nintendo 16-bit adaptations of the third and fourth games which were done by Tonkin House, the fifth installment was made by Nihon Falcom themselves, which was quite a shock to many as they never developed a Nintendo 16-bit (let alone a TV console, unless you count their 16-bit port of Popful Mail) game before as much of their library before and after consisted of titles made for home computers (with a few exceptions in recent years with select titles for the PSP and the PS Vita).  So this was quite a risk that they were making, and for their most highly celebrated series as well no less.  But, they pulled it off somehow.  So in December of 1995, gamers were given Ys V: Ushinawareta Suna no Miyako Kefin, an SFC exclusive in the series.
Both images from MobyGames
But if you've read my thoughts on Ys IV: Mask of the Sun, then you would know that it wasn't the only version of the game that was made.  Since it was criticized for its low difficulty, Nihon Falcom decided to make a slightly more challenging version in Ys V Expert, which was released less than three months later for the same console, but this time by Koei of all companies, in March of 1996.  Aside from the change in difficulty I'm not certain what else was altered if anything.  Being conflicted by this, since I knew that I only had a chance with one of these two versions and not both, I had to make a choice.  I did eventually, but I literally flipped a coin just in case, and it landed on the side that I wanted (tails), which meant that I chose the Expert version (which I got this Christmas in '13).  Alas, Ys V never received a Western release, like the fourth game before it, and since the latter got a localized release on the Vita, that makes this fifth volume the only game in the series that's stayed exclusively in Japan, and until 2003 it seemed like it would be the last installation for Ys=(  But why was that?  What was it about Adol's fifth adventure that has caused such a long hiatus?

Legends tell that in the continent of Afroka there was a big desert city by the name of Kefin.  It's been said that there is a great treasure in that place, but there are some that don't believe that is the case.  The thing about Kefin?  It's floating up in the sky, just like the land of Ys did in Ys II, however the outcome will be much different by the end.  So reaching the desert city will require certain assistance, items, and magic.  To travel there and discover its secrets will require that the traveler have courage, great strength, and a strong will.
As this is going on, a man on a mission/expedition discovers a small unconscious girl on the ground of a big desert with an ocarina clutched in her hand.  Not knowing where she came from, he decides to raise her as his own child and take her to his homeland.  Several years have passed for the girl, named Nina, is all grown up as her father takes off for another trip, not to return,  Things have started to happen along the way, and that's when Adol Christin shows up.
The neat thing about the first part of the intro is how the words scroll in English as there is Japanese subtitles at the bottom.  It's cool, though it almost makes me wish that the whole game did that.  Every other dialogue is in Japanese kanji; still, it's nice to have that one event.  =)

Battling in the dry lands
If you thought that Ys III: Wanderers from Ys strayed far from the series' formula (as far as the pre-2000 Ys titles are concerned), then you haven't played this game.  Like the first, second, and fourth installments, Ys V is viewed from a bird's eye perspective, but that's where the similarities end.  Adol no longer shoves enemies and bosses to kill them; rather, he attacks them with his sword this time.  Also, he can walk around in eight directions as opposed to the square-pattern of four like the old adventures, and he can jump too.  Adol even positions his shield ahead of him by holding the Y button, and later on once you collect enough elemental stones and convert them to magic, you charge up the magic with the R shoulder button (or tap it if you want to go faster until it reaches 100; the third set of numbers in your HUD), plus you can shift up to three of your selection with the L shoulder button.

"Uh, wrong way, Bub, you're supposed to
attack me head on!"
And all the while I'm playing this, I couldn't help but be reminded of Brain Lord with this control scheme.  Brain Lord of all games!  Yeah, I know, it's too obscure a comparison to make, but a part of me thinks this just cannot be coincidence.  The jumping and attacking controls have been switched of course (in that game, it's A to jump and B to attack; vice versa for Ys V), in both games you can place your shield ahead of you with the Y button (only your shield is more sturdier here than it is there), you can charge your magic (albeit with different buttons), and you can cycle through your magic spells in both games.  The things that make Ys V different than Brain Lord is that in here you cannot jump diagonally (only straight up or ahead of you), the menu interface is diverse, the distinct lack of puzzle plaques, and the fact that there are more towns and pathways to explore and traverse.  The controls are slightly polished (though Adol still has that trait of walking fast), and if you've been used to the attack methods in the past games (in particular Ys IV) then it may take some time for you to adjust to the controls; but once you do you'll have no problem with it.  =)

Oh, bull!
If you have a map on you, you can have a look at which portion of Afroka you're in via the Select button, and the menu interface is rather intriguing.  To access the menu you press the X button, and what makes it cool are how five small icons appear around Adol which you can cycle through (sometimes in a cross-pattern and other times in a linear pattern depending on which side of the screen you're at).  The five icons consist of equipment (stickman with sword and shield), inventory (brush-like icon), game settings (Super Famicom controller), magic settings (gemstone with starburst), and finally the save icon (small rectangular shape with shades inbetween).  It's intuitive in its own right, and for the first time in the series you do not collect your armor and weaponry as you did in the last games, for this time you actually not only buy (or find) them but you sell them to vendors too!  That's quite a drastic departure in the series.  You will also find specific elemental stones throughout the course of the game, and once you've got enough then you hand them to the necromancer to hand the magic technique over to you (how it works depends on which combination you chose, since there are several to pick).
 
Battling a sea demon in blue
But the gameplay is far from the only aspect that's changed for this entry, as lots of elements have changed too: like the soundtrack.  In the previous four Ys games there was a rock-style soundtrack which helped differentiate itself from other adventure series and made it unique.  For Ys V Nihon Falcom opted for a more symphonic style.  Uh, what?  I know Ys IV: Mask of the Sun had some symphonic melodies (and that a couple merged with the rock genre) but for the most part it stayed true to series' formula of music.  To listen to an Ys soundtrack that is exclusively symphonic and lacking any rock tunes at all feels very weird.  {=|  Anyway, how is the soundtrack?  Well, it's good.  The choice of instrumentation I feel was solid and a lot of them blend in so well with their respective environments.  The intro theme sounds slow and brooding, the theme for when you see the demo showcasing Adol's abilities sounds triumphant, and some of the town themes sound pleasant for the ears.  =)  Several other songs are good too, like the mysterious cave theme, a few of the triumphant overworld themes, an epic track taking place near the canyons, a slow and foreboding desert theme, and variously great-sounding dungeon themes.  The boss themes sound dark and ominous with the unsettling compositions.  The sound effects are decent, with different sounds for each magic conjured up and the sound each enemies and bosses make; though it might just be me but I could swear that a few of them sounded like they were lifted from some 16-bit SquareSoft games.  =|
 
Another departure for the Ys games for this installment were the visuals.  The past games were more about story than they were the visuals, with the standout pieces being the anime cutscenes and more detail focused on the areas, backgrounds, and bosses as opposed to the characters and enemies themselves, which were tiny by comparison; also, what made these A-RPGs unique were the fact that all the action was being surveyed inside a pretty-looking frame with the HUD below it.  Nihon Falcom decided to give Ys V more breathing room by excising the frame and filling up the whole screen, with a different-looking HUD as a whole.  And because there was more breathing room, the character and enemy sprites got bigger and a little more detailed in the process.  I'm sorry, I don't mean for this to be a comparison review, but it's hard not to notice (particularly for the time it came out), but the visuals are good to say the least.  Each area is designed with a slightly different design that for the most part they stand out; and they were done in such detail that wasn't seen in previous Ys outings before.  A few areas incorporate a style that involves grain and some indoor areas have a distinct look where details are so similar that navigation requires being careful.  The villages, forests, battlefields, deserts, falls, caves, bridges, ports, and dungeons all look good; and some have a nifty effect going for them from time to time (such as shading effects during the forests for a clever shadow effect, dark rain in this port-ridden area, and a wavy effect in the desert portion where sand is also flowing in the air).  Some of the more powerful magic elements look wonderful when seen in motion; like the heavy boulder or the fire burning around.
 
Lunge
The character designs are decent, as are the animations; even though I admit that some of them look rather cookie-cutter.  Adol's walking and fighting animations are smooth (though I'm still baffled that his posture and various animations are eerily similar to those of Remeer's from Brain Lord; man, I need to review that one day), as are the NPCs' design and animations as a whole (some even have personality, and the good news is: the left and right sprites are different instead of copy-paste).    =)  The myriad of enemies you face have good designs and animation, such as a wasp that disguises itself as a flower until you approach it, flaming heads, evil gnomes, headless warriors, skeletal warriors, Treebeard's spawn, and more.  The boss designs are big and towering, for they're very menacing in look and style.  Now if there's one downside to the visuals it's this: the clipping is atrocious.  It makes me wonder if it was looked at before release; there are moments when if you're near (or rather, in front of) a pillar or a set of stairs and use your sword near there, the front fourth or third of it pops up when it should be obscured.  The water effects are nice, but they don't really look all that polished (in fact, it appears a bit choppy).  A few areas look surprisingly rigid, and sometimes the rigidness tends to make things look equal so you have to pay attention in order to locate stairs or doors.  But aside from these blemishes, there's nothing all that wrong with the visuals.

Such a deadly adversary
I've only experienced Ys V Expert (so I can't make a comparison) of the two, but the main thing I looked up about it was that the original pre-Expert version did not supply enough challenge to satisfy gamers (almost makes me wonder how easy it was exactly).  Ys V Expert has got a decent amount of challenge, but it's not a hard game per se.  It does start out hard, but it gets easier as you find better equipment and level up.  Aside from adjusting to the sword-attack techniques early on, there are elements that will keep you on your toes.  You'll notice that whenever you kill a certain enemy they'll leave behind special gems and jewels which you can trade to merchants for money.  Yes, you do not earn money by killing monsters (but you do still get experience points)!  Man, this fifth Ys venture sure likes to be different from the rest.  It took me awhile to realize that, but once I did I became accustomed to it just fine; trading's especially useful as they go for quite a bargain and there will be equipment that is costly near the end.  What I find neat is how you can level up not just your sword but your magic as well (if you do the latter, your health will be completely refilled, and if you do the latter your magic will completely refill itself; a little similar to how it occurred in Secret of Mana).  In the inventory you can store up to ten of each helpful item, whether it be herbs, remedies, and magic restorations, so it's a little helpful and convenient that way.

Even though it's not a sidescroller like the third Ys, Ys V is surprisingly linear for the most part (though up until you go to Kefin, you can backtrack to your heart's content).  Of course, there are forking paths in certain dungeons, but a lot of the time it's apparent where you have to go next.  A lot of the safe areas are easy to explore, and there are some dungeons where navigation is a requirement.  There is this underground dungeon later on which is designed like a maze so different stairs will lead you to different parts of the area, and while it's not necessarily unnavigable, it is a bit frustrating in terms of design and size (or at least, until you have the paths memorized).  The bosses cannot be fought with offensive magic, so you'll have to dish out the physical attacks yourself (a la Equinox).  The bosses offer a decent challenge (some are easier than others), and many require a good strategy to take them down (even though the core spot is the same).  But with all these changes that were made, can you still save in any part of the game (save for boss battles)?  Yes,... and no.  You do restart at the last portion you saved in if you lost a life, however if you wanted to continue your progress after a prolonged wait you'll have to save your game at an inn.  That is just something that keeps you on your toes.  This isn't anything major, but there are a couple moments with slowdown.

I liked the first four Ys games a lot (even the third, despite some of its issues; the fourth game I believe is the pinnacle of the series) and consider them to be fun adventure games.  So what does that make Ys V?  Well, that really depends on your perspective on this game.  For me personally, I view it in two categories: as an A-RPG, it's good; as an Ys title, it's a mixed bag.  While it's nice for the series to go in a different direction straying far from the predecessors' formula trying something new, it ultimately becomes its own undoing as it ends up feeling just like any A-RPG in the genre (I know that it's a bad thing to say, but that's just my observation for today's game), which may probably have turned off loyalists of the previous four Ys outings at the time.  I haven't seen many reviews of this game beforehand (which gives me the impression that this fifth iteration wasn't that well received), which made me feel a little apprehensive of it even though I really wanted to play it (ever since I saw a YouTube video of it back in '08 or '09 I think showcasing the intro and its demo sequence with Adol).  Despite the plethora of changes however, there are elements from past titles which were retained: Adol still walks fast and has his health fully refilled as soon as he defeats a boss, the boss disintegrates in a rainbow-like fashion, chests have to be opened while you're in front of them, the Metroid-like "found item" tune plays when you open a chest with a vital item, some items can be found by walking in certain gaps, Adol's health gradually fills up as he holds still in specific areas, a few sounds sound fairly Ys-like, there are still some anime cutscenes, and one of the ending songs is a remix from a previous installment; so really, it's not entirely devoid of these elements.

"Hey, you look like that guy from those Xak
games, do you know that?"
The dialogue box is different but it's not too bad a thing really (even though I miss the dialogue boxes overlapping each other like in the last games), for you have a choice of up to four different skintones to apply to it.  =)  The visuals are good (even though some models are cookie-cutter and the clipping issues are bothersome), the music is good (even if there's no rock present in it), the gameplay is good (even though it's a bit reminiscent of Brain Lord but with more polish to me), and the boss fights are good (even though they have the same weak spot despite differing strategies).  I finished Ys V Expert in about ten non-consecutive hours in roughly under two months' time (with some breaks here and there; I did look up a guide just a few times) at (sword) Level 19 and (magic) Level 15.  I liked this installment enough, and thinking about it now it was significantly better than I expected to be beforehand... buuuuuut out of the five Ys games that I played, this one was the weakest entry for me (not because it's bad, but because it tried to be different from the series' formula even if it meant that it played like any other A-RPG, and that's a shame because there's so much good going for it).  Still, for what it is, it's a fun solid adventure game; I thought it was interesting that depending on the sword you used Adol could either lunge at, swing at, or swipe at enemies (that I find a bit clever).  There's a fun Time Attack mode if you beat the game the first time where you must battle a series of bosses back to back, each with a predetermined level (and equipment); and it makes for a good replay value.  Another element I thought was nice was the fact that during any time of the game you could change the color of Adol's shirt, armor, and later on his hair; it adds some fun to the package, though that's not to say that there weren't any fun moments during the story, there were.
 
So, who would like this game?  That's a tough call to make.  If you want to play an adventure game that offers a lot of entertainment even if it has some issues, it's not bad.  If you're attached to the structure that was set from the last four games but expect it to be here, you may not like this game so much.  If you liked any of Adol's adventures but could care less if it was set up differently or not, then this adventure will be right up your alley.  It may have some issues, but the good outweighs the bad as far as I'm concerned (at least give the developers some credit for trying).  If you can, import it; you may find Ys' Super Famicom swansong to be an interesting experience regardless of whether you end up liking it or not.  After it came out it was the last game in the series until 2003 when Nihon Falcom surprised everyone by making Ys VI: The Ark of Napishtim (too bad I don't have a backwards compatible PC; good thing I own a PSP, so I can't wait to try that one some day).  If it took the fourth Ys (of any kind) two decades to be officially released in the West, chances are the same may apply for Ys V=(
 
 
My Impressions: 8.0/10
( >'.')>TO EACH THEIR OWN<('.'< )
P.S.: Adol sure has got a nice, long green cape on him that you only see in the cover and the cutscenes.
 
P.S. 2: The reason I don't feel so highly about Insidious: Chapter 2 is because of many reasons.  I didn't mind the first half of it, but once it got to the second half the movie started to lose its effect on me (not to mention there are moments that completely ruin the first movie for me) so it was no longer frightening at that point (a couple moments made it enter self-parody).  I think it was a mistake for James Wan to direct this after having done the superb The Conjuring months prior, and the fact that this is the last horror endeavor he'll ever be involved in makes me feel a bit sad because he's obviously a talented director but this movie was just mediocre and disappointing to me.  =(
 
P.S. 3: Speaking of Xak, I heard it's a cross between Zelda and Ys so I'm very curious about playing Xak: The Art of Visual Stage for the Super Famicom some time this year (plus, I saw a gameplay video which immediately had me sold).  =)  I also wouldn't mind giving the Ys clone Lagoon for the SNES a go one of these days, despite its less than rave reputation among gamers.
 
P.S. 4: I've always loved the "fin" message at the end of most games.  =)
 
P.S. 5: Because of how this game was structured, I'm more than inclined to christen it Brain Lord 2.0=}
 
P.S. 6: I found out about Popful Mail by accident (as I was trying to remember what the ending song sounded like through YouTube while making my review), and I'd like to play it one day.  I liked Ys III: Wanderers from Ys, so I can't imagine myself not liking that one (as it turns out that it's a sidescroller).
 
P.S. 7: Years ago when I heard that Adol wasn't going to shove enemies in the DS remake of Ys I & II, I wasn't certain how it was going to work.  Having played Ys V, my doubts have been put to rest.  =)
 
P.S. 8: Go see The Lego Movie!  'cause "everything was awesome!!!"  =D
 
Thank you for reading, please leave a comment and let me know what you think.  Take care!  =)

Monday, December 16, 2013

Wagyan Paradise (SFC) Review

Received: May 16th, 2013 / Written: December 15th-16th, 2013
Year: 1994 | Developed and Published by: Namco | [|O|]

Some of the most beautiful underwater-
looking effects you'll see in Nintendo's 16-bit
power machine  =)
There's a funny story as to how I came to be acquainted with these three games.  Sometime shortly before the Summer of '13 started, I was browsing on eBay for the Super Famicom version of Super Adventure Island II (since usually the Japanese copies of it are less expensive than the localized versions), so I entered in the search bar "SFC Adventure Island".  When the results turned up, I was like, "Oh, that's right, it goes by a different name in Japan, I forgot!"  In the Land of the Rising Sun Adventure Island is known as Takahashi Meijin no Bōken Jima.  But there was a Japanese copy of the first Super Adventure Island, which I already had for the SNES; but I had noticed it was bundled with a couple extra games I never heard of before then.  They were Super Wagyan Land and Wagyan Paradise, and being the curious gamer that I am I looked up some gameplay footage on YouTube; and a few minutes of footage were enough to convince me to try them.  I was sold!
So I looked for a bundled order exclusively Wagyan-related, which included the two games I brought up as well as Super Wagyan Land 2.  Mostly I order one Super Famicom game at a time (which I'm thinking is a big mistake), but for this case I wanted to make an exception.  I thought it would be great to try them all at once, so I bought the 3-in-1 bundle in a heartbeat.  Basically, I bought these games on a whim, which actually turned out to be one of the best whim-based decisions I've made in a long time, for they quickly became some of my favorites... errrrm, two of them, but I'll get to that shortly.  =)  Definitely worth the wait!  So what is Wagyan, you may ask?
 
Flying beside a gorgeous sunset
A Wagyan is a kind of mecha-dino creature that resides on an island comprised of other Wagyans, who have the ability to stun enemies with their loud "Wah" and "Gah" sounds (which is part of the reasons they're named what they are when you think about it).  Wagyan began life in 1987 as an attraction character for a Japanese-exclusive amusement game by Namco, but the first video game based on that would appear on the Famicom under the name Wagyan Land in 1989 (which surprisingly got a Game Gear treatment two years later, making it the only game in the series that ever got released on a Sega platform).  The action/puzzler hybrid did really well enough that it got a sequel in the form of Wagyan Land 2 for the Famicom in 1990, which implemented the power-ups for the action portions of the game and was the final game in the two that had alternative routes, leaving the rest of the series as a linear experience.  In 1991 the series finally graduated to the 16-bit console with Super Wagyan Land available for the Super Famicom, which I looked up was essentially a collection of the areas and boss battles from the first two games and was the first title in the series to utilize a password system.  Good thing too, because passwords are what you may need to finish the Wagyan series to begin with; save for one of course.
 
Our young hero traversing this breathtaking
forest
The following year in 1992, Wagyan continued its series in the slowly dying Famicom with Wagyan Land 3, which took place in a space-like setting (and enabled you to take control of the bosses should you have played in a 2-player versus mode) and concluded itself on a cliffhanger (just like The Hunger Games: Catching Fire and The Hobbit: The Desolation of Smaug would end up doing two-plus decades later), leading up to the first 16-bit sequel Super Wagyan Land 2 for the Super Famicom in 1993 (yeah, try making sense of that title sequence).  While it is mostly linear and it allowed you to use equipment to aid yourself in certain stages (thanks to the help of Dr. Devil, who is not the villain this time, hard to believe) there is one hidden path which must be accessed to reveal the true complete ending.  Oh, great, something else to look forward on there.  =|  Which all leads up to the final Wagyan installment available during the '90s (until the series revived itself briefly with a Japan-exclusive Nintendo DS entry Hirameki Action: Chibikko Wagyan no Ōkina Bōken in 2009); the game known as Wagyan Paradise which Namco made in 1994 as the Wagyan series' swansong for the Super Famicom, which I'll go over today!  =)  YAY!!!!!!  =D
 
Takuto shouts "Wah"
At present I've only played the three 16-bit iterations (though I do plan on importing the DS game one of these days), so I can only share how I felt about the three.  The first Super Wagyan Land I really love, I think it is a very wonderful game, and I was surprised that I loved it as much as I did considering I didn't have much expectations for it.  No lie, I was completely addicted to it the first time I played it and it gripped me to the end, and like Alcahest and DoReMi Fantasy: Milon no DokiDoki Daibōken before it, I almost beat it the day I got it (and like the other two, I was at the final boss fight)... which pretty much says how many hours I put into it (two and a half or three, if I remember correctly), as it's a very long game (I'll get to why in a second).  =O  But I beat it eventually and I can say that it was very well worth it.  =)  Super Wagyan Land 2, I didn't like as much; and at first I thought I was going to like it more than the first one, but how wrong I was.  =(  Despite the improved visuals and slightly better sound samples, it just didn't feel as gripping as the earlier game; I probably would've liked it more if not for the certain stages that had three bosses awaiting for you in three various buildings, I thought it dragged the experience a lot.  I don't hate it, but overall I think it's okay; I've still yet to beat that one, but this is my impression of that one for the time being.

Between stages you get to see this quaint
little design as to what to expect for each
area  =)
Which brings up another question: how come these games never saw the light of day in the West, as they seem like very colorful platformers?  See, here's the thing: these games are part action and part puzzler (they range from easy and simple to challengingly difficult; none can be paused).  I don't mean like The Lost Vikings where action and puzzling must be handled simultaneously, no-no,  but more along the lines of the first ActRaiser (for example purposes; I know it's simulation and not puzzling there, but bear with me), in that there are segments where action occurs as well as separate segments where puzzling occurs, and here's the thing about the puzzles: some of them involve kanji, the Japanese form of text, and some of those puzzles are relatively difficult for the inexperienced and gamers unfamiliar with the language, particularly the shiritori (the game where you must correctly guess the image of the word beginning with the last syllable that the previous word ended in; they're manageable with some notes in hand, or in my case a laptop on your lap as you play, though it does educate a little; I had done a lot of guessing the first time I played Super Wagyan Land when it came to these, and that was a while before I started taking notes).

While these puzzles would've been altered or removed altogether to have garnered a Western release, it's these puzzles themselves that make the series what they are, so eviscerating them would've been no good; which is why Westerns never got to experience these games.  And it's such a shame too, for they're definitely interesting games to play because of that.  Fortunately, Wagyan Paradise doesn't include shiritori (but it does have its own good set of challenges, and a few kanji-relevant puzzles).  =)  Let us commence at once!

Some time after the events of the previous adventures, all was fine Wagyan Land and the world itself.  As Rati, a slender bird that travels around the world, is surveying things to make sure everything is fine, he notices the unthinkable: the Wagyan tree has collapsed down on itself.  Geez, that redwood just can't catch a break, can it?  =/  It was also the subject of attack in the previous games.  So Rati decides to fly towards it to see what it wrong.  Meanwhile,
every Wagyan resident notices it, including the protagonist of the last two 16-bit games father Wagyan (who knows sports a fancy mustache and smokes a pipe... interesting turn of events), the mother Mrs. Wagyan (I guess she's enrolled herself in the Mrs. Jonathan Brisby School of women who've got no first names and take their husbands' names to support them), and their two children, who are the heroes of this installment, big brother Takuto and little sister Karin.  They insist that they all go and help out the tree, find out the source of its problems, and try to fix it all their own; but Mrs. Wagyan will have none of that and believes there are other, more professional characters that can fix it.  Yeah, as if that's ever stopped anyone before.  So what do the kids do, then?
Sneak out when everyone's asleep of course!  I mean, it's not a cute, lighthearted adventure game unless the kids help solve the problems without adult supervision.  If I'm not mistaken, that's happened in pretty much all The Land Before Time DTV sequels.  =|  So Takuto and Karin wander over yonder and meet up with Rati at the top of the recently slanted tree, who agrees to take the two should they master his challenge (which they do).  It's off to a brand new adventure and save the tree that represents all of Wagyan... again=<  I'm just kidding, their adventure will take them to various parts of the planet, and little by little they will solve the problems and rectify the wrongs that the Nummers clan have caused.  And who is the leader of Nummers clan?
This menacing figure right here!  He and the Wagyan clan go a long way back, and it was not at all a positive experience for them.  He plans to end their lifestyles and end their happiness; will Takuto and Karin succeed in taking this guy down before he gets his way?  Play and find out!

Ice, ice, baby!
Wagyan Paradise, like the other titles in the series, is divided in two genres.  The first is platforming, which you'll do for the majority of the game.  From the start you get to choose to play as either Takuto or Karin, and their characteristics vary in terms of gameplay.  They both move, jump, and stun enemies with their "Wah"s and "Gah"s, and while they're stunned you can use them as platforms.  Takuto walks at a decent pace but cannot glide farther (which is done by holding down the B button); Karin, on the other hand, has a great gliding ability but walks really slow.  Each character has got their strengths which compensate for the others' weaknesses, but I always choose to play as Takuto because he can at least go faster.  In each stage there are stars to collect, as well as power-ups, for you may need it if an enemy shoots their sound projectile at you (in which case you lose one power-up).  As is the norm for the series, your characters dies in just one hit.  For some games it breaks them while for others it makes them, and in the case of Wagyan Paradise, it definitely makes it!  =)  The gameplay, simple though they may be, is really intuitive and versatile.  There are even areas where you do things other than platforming, but more on that later.

But what really makes this game is its puzzle sequences, or "mini-games" if you prefer, and they range from easy to slightly challenging.  There are eight in total, and at the end of most stages you'll encounter one enemy who will challenge you with any one of the following:
In this challenge you must correctly guess the name of the magnified image which is consistently rotating.  You have a wide range of guesses, and getting it wrong detracts you one of five seconds each.  You must score the requisite amount to pass; oh, did I mention that you must accomplish this in four or five tries?
Oh hi, Pac-Man cameo!  =)  Also, this game gets brownie points from me for the Nummer in the penguin costume!  =3
This challenge is a fun one.  In the center is a really big image, surrounded by four other images in circular fashion.  You must match it exactly with the one that is equal to it (in direction) while the other three will face the opposite direction.  In some cases it's pretty obvious which one is the right one, but in others you'll have to really pay attention to get it right.  Get the requisite amount (or more) right in the allotted time, and you'll pass.
This one's a slightly harder one.  In the bottom you'll see an image and the kanji pertaining to it will pop up, but there's a catch: they must unscrambled (Yoshi-style) and put in the right order, each one in the allotted time that you're given.  With the shorter words it'll be easy, but with the bigger words (maximum amount of kanji six) you may be struggling a little until you got them right.  After a certain amount of time passes, you'll be given a hint, which will ease this one's difficulty a bit.  Get the requisite amount (or more) right in the time remaining, and you will pass.
This is the first challenge you'll be contending with (as Rati's test) and it will pop up once more.  In the bottom you will find a group of kanji that form up a word which you must match with any one of the images on top.  Getting one wrong will detract five seconds from you, so choose wisely.  Should you get as many blue squares as required (or most or all of them as best you can), you will pass.  It's a bit challenging, but it's worth it in the end.
Love the Super Famicom button set-up, and that female drill sergeant I always find humorous (especially the funny bit of conversation with the winner if you win), she just cracks me up!  XD
And now it's time for a fun one!  =)  This is a simple one, but a fun one at that.  You have three buttons in front of you (Y, B, A) and at the top some notes will play.  Your goal is to follow the notes in the exact right order, and the farther you go the more complicated the notes become and should you get enough sufficient squares (or manage to get as many as you can), you'll go through.  =)  Makes me think of a charming, lighthearted moment that is so endearing and appealing:
(The Button Song scene in Wander Over Yonder)
Hahaha, that's always a classic!  =D
"I am a beefy Nummerian Van Damme clone, prepare to face my pecs and abs should you be so unfortunate enough to win!"
This is one's a pretty easy one, unless you're distracted and not paying attention there's no way you could lose.  All you have to do is click on the number that the bottom says until the final turn is over; should you wait long enough the enemy will move their mouse and pick the number themselves.  While it's easy to play, I will admit some focusing will have to be done, especially since many numbers are so near each other they almost look the same.  So it's easy but not entirely.  It's fun but will require paying attention.  You know the drill, get the requisite amount of squares right, and they'll let you pass.  Next one!
This one's another easy fun one!  =)  A form of blocks will construct themselves in the center, and you must have it connected by a matching block that's its exact shape.  There are five pieces going round and round it in a circle, and once the word "Hit" is on the shape that you want, click on it and it will go down.  Mind you, they'll be rotating at a swift pace, so pay close attention.  Get the required am--, oh I think you've got it at this point.  =)
Here is the last one; on the right-hand panel will be a number concealed by six blocks.  It's your job to correctly guess the number; from time to time a couple blocks will rotate exposing a bit of the number leaving you a clue.  Should you feel confident, click on the number you think is right.  Also, in the final battle, you get to choose three of the challenges out of a possible eight.  Sweet!  Have fun!!!  =D
 
James Cameron's The Abyss is a really great
movie, but it's got nothin' on this
Now let's talk about the music, and it is good!  =)  The sound quality is really pleasant for the ears to the listen to, for a lot of the songs sound catchy, with a few that sound either ambient or soft and slow for a few.  The intro sequence sounds sweet, bouncy, and charming, and a lot of the songs sound incredibly lighthearted and enjoyable.  The sand theme is slow and ambient, the ice theme is lightheartedly chilling, the underwater themes are marvelous, the volcano theme is imposing, the flight theme sounds slightly Western, and a few of the fortress themes sound soft and mysterious.  The boss themes vary and are all good in their own right, and the final boss theme sounds really epic.  =)  The sound effects are really decent, for Takuto and Karin's sounds are different, the star sounds are cool, and as a bonus, there is even a sound effect lifted straight from Namco's Japan-exclusive arcade coin-op Libble Rabble (as a really cute nod to that game, it's played whenever you open a chest inside the sunken ship level)!  =D
 
Neon-like lights abound, and they impress
Another thing about this game, the visuals are absolutely gorgeous!  Oh, my God, this has got to be one of the best-looking Super Famicom games I've ever laid eyes on!  Yes, it's one of those visuals that are more colorful than they are detailed, but for the details that are there; good God do they count!  =)  I am in love with this game's look and feel, it's got the semblance of a really good pastel-toned anime, and here's another thing; it's also got some of the best pastel colors I've seen in 16-bit games that implemented that visual type (alongside the likes of The Legend of Zelda: A Link to the Past, Tiny Toon Adventures: Buster Busts Loose!, DoReMi Fantasy: Milon no DokiDoki Daibōken, and TwinBee: Rainbow Bell Adventure) times a hundred!  Each area has got its own distinct detail, and what's awesome about these areas is that (aside from the fact there is a huge amount of parallax scrolling, some of the best I've seen) they've also got a wide range of color schemes that match and seamlessly blend in with the surroundings (even the characters and enemies)!  Oh, I just can't get enough of these visuals!  =D
 
Would you look at those dazzling reflecting
lights!  =D
Where to start?  How about the stage with some neat lighting and shading effects on the tree as you bounce and traverse from each branch?  Or how about the first underwater stage where it's all consumed in a turquoise hue with multi-scrolling layers following and the shimmering lights shining down from time to time?  There are a couple inner volcano areas where red is abundant everywhere, and everything blends in that.  There is this base area almost full of windows by your side with reflecting lights everywhere, and it is very astonishing!  The next one that takes place at dawn is bright outside, but the characters and enemies are darker.  The ice area is serene and white, and there is one underwater area in a sunken ship where from time to time giant eel fish passes by the portholes and leaves a bright illumination.  Little attention to details here and there are what make this game.  Ohhh, it's one of those times I wish I could go over everything but I can't, you just have to see it for yourself to believe it!  =D
 
It's details like this that absolutely make
Wagyan Paradise come to life!  =)
Another neat thing about the game is how it's told in a story-like fashion, with in-between screens showing small detailed versions of what area you will be in.  The characters Takuto and Karin have got really round and adorably likable designs, and they're really charming characters (especially the victory animations).  =)  The animations are really smooth, and the enemy designs are varied, especially the bosses.  Many of the bosses are Nummers, and many of them have different roles or looks; some are soldiers, some are generals, one is a female drill sergeant, one of them is a robot, there's one who dons on a penguin suit (it's just so cute), and the final boss has got a really good enemy design, et al.  It's games like these that prove that you don't need a lot of Mode 7 to create a great-looking Nintendo 16-bit game!  =)
 
So, what is the challenge value of this game?  But first, here are some bonus games for ya:
After some stages you'll be given a chance to partake in one of three bonus games, a chance to get extra lives, and here they are right now!  =)
First bonus will have your character balance themselves riding on a ball towards the goal.  You've got three chances, but get to the goal and you'll get extra lives (including the chances you did not lose).
Second bonus is a chance to earn some lives by sliding yourself over.  At the starting line you must hold down on the gauge bar until you feel satisfied, and then your character will be sliding on over until the gauge gradually empties itself.  Don't overdo it though, otherwise you'll fall off the ice and not get any points.  Good luck getting up to 50, for its right at the edge of the ice.
Third and final bonus is pretty self-explanatory.  =)  You start out with a hundred balls, and you must try to get them inside the "In" box which moves automatically.  Once it's in it will signal the top, motioning through it like a roulette until it stops.  If it lands on the Wagyan symbol a life will pop up, but if not then you get nothing.
 
Sand, sand everywhere
And you know what the best part about these bonus games is?  They're entirely optional!  That's right, you don't even have to do them.  I mean it's not like you need all the lives, especially since you start off the adventure  with twenty, and the fact that for the most part the game is relatively easy; but I feel it's so nice that you are given a choice whether to accept the bonus or not.  =)  It's nice to do the bonus games, don't get me wrong, but a lot of the time I'll choose to just continue the adventure.  For that matter: twenty lives??  That sounds a little too generous, don't it?  I thought so too at first, but then I played Rushing Beat Shura (the Super Famicom version of *moan* The Peace Keepers, most ironic beat'em up name ever!) last month, and was surprised to find that you begin that game with thirty continues (each of which is the equivalent of one life)!  So yeah, that makes Wagyan Paradise's twenty-life starter seem reasonable by comparison.

Oh, if only you could see this tree rotate in motion  =)
In the battle events, I said before that the difficulties with each mini-game widely vary from easy to hard.  The easy ones are fun and manageable, while the slightly challenging ones take a bit of effort to do.  The ones that I personally have trouble with are the concentration event with the magnifying lens and the one where the word pops up in the bottom where you have to correctly select the image that matches it; I guess it doesn't help any that I can't read much Japanese.  =(  But even then, they're still manageable if you stick with them and persevere long enough.  The dialogue the enemy or characters say can be sped up (continuously with the Select), but be careful not to press Select at any time during the event otherwise you will forfeit and have to start over.  Unlike the last two 16-bit games where you picked up from the nearest checkpoint after you lost a life to the boss, you start exactly at the boss battle again once you lost.  I find that to be very convenient.  =)
 
Just keep swimming, just keep swimming!
Most areas you'll explore will end in a boss fight, but there are a short number that will let you off scot-free, which is a refreshing breather as it will have you take a break from boss battling until the next area.  For the most part this game is a platformer, and the platforming stages are all well-designed and fun to navigate, even though they aren't overly complex.  While the majority will have you go straight and/or go all around the area, there is a small number where your Wagyan character finds themselves in a vertical scrolling segment.  And that's another great thing too; depending on the area you'll find yourself in a different situation; most areas you'll be platforming, but there are even times when you'll be swimming around, sliding yourself down a hill from an avalanche or lava coming after you, a couple times you'll be flying on Rati, and there is a literally a stage where you submerge yourself down the abyss, among a few examples.  All that helps keep the game experience feel fresh as you progress.  =)
 
This little guy is a friend  =)
The gameplay is really fun and intuitive, simple though it may be.  Namco even threw in some special spins on it for certain areas; for example, in this one dark room save for the blue light coming from below you there are times when you have to move forward by shouting the sounds on a tube, which will encase said sound in a bubble once it comes out the other side so you can ride on it.  Another instance is during the ice stage, where your character can still make the sounds to stun enemies, however in here they will become frozen thereby becoming platforms you can jump on (I liked when that happened in Super Wagyan Land, so I was glad to see it come back here).  =)  I liked the various ways this game tried to challenge you, it's really ingenious.  Now as great as the platforming segments are, they wouldn't be complete without the mini-games themselves; which as a whole in my opinion makes Wagyan Paradise the very game that it is: a truly enjoyable experience!
 
This stage, like Wagyan Paradise, is on fire!!!  =D
This is one of those rare times when I talk about a game and have little to nothing to say as to what I didn't like about it.  It's one of those nearly flawless experiences for the Ninendo 16-bit console for me, and one of the most succinctly colorful games too.  Even though it's got a password system, it can be beaten in one sitting (and out of the three Wagyan games I've experienced, this one's the easiest and more manageable); as far as I'm concerned it's an hour and a half's worth of fun (though those that are more experienced at this game than I might be able to beat it in less time).  =)  With that said I do acknowledge that this game (and the series itself) may not exactly be import-friendly--particularly due the fact that there are some mini-games with kanji in it--nor might it be for everyone.  But if you're willing to give it a shot and decide to persevere and stick with it long enough, I promise you it is worth every penny.  If you're only going to play one Wagyan video game though, then make it be this one.  =)  In my book, this is one of my Top 5 favorite Super Famicom games of all time (it's fun, it's engaging, it's in-depth, it's lighthearted, and it's cute), and it's a really fun game to play during the Summer, and I always enjoy playing it every now and then.

 ( >'.')>TO EACH THEIR OWN<('.'<)
P.S.: Initially I was going to make a 3-in-1 special talking about all three Wagyan games during the Summer, but I'm glad I didn't go through that otherwise I don't think I would've gone into much detail for Wagyan Paradise=)
P.S. 2: Since I brought Pac-Man up, I'm sure some of you might be wondering what my thoughts were on Pac-Man and the Ghostly Adventures.  My thoughts on the show, from what little I saw of it were: ehh!  It's average kiddie fare, in my opinion; it's got good designs (especially the four classic ghosts, I mean wow) and it's colorful (with some serviceable CGI), but it doesn't take itself seriously.  That wouldn't be such a bad thing if it took the audience seriously, but it doesn't!  I mean how am I supposed to take that show seriously if it doesn't take me, the viewer, seriously?  =(  Honestly, that show is not for me, but I am aware that it's found itself an audience, so to each their own.  Also, I miss the classic Pac-Man look.
 
P.S. 3: I just had to throw in that Wander Over Yonder clip, I had to!  XD  As a devoted fan of that Craig McCracken animated show I felt obligated to sneak that clip in my review; also, it's one of my favorite moments from the show--takes me back to the days of Dexter's Laboratory=)  Best Show of 2013, hands down!
 
P.S. 4: Funny how the kin in this game are able to swim but Wagyan himself could not in the preceding titles.  As Phelous of ThatGuyWithTheGlasses.com once humorously touted and jokingly thumbed up: "Great continuity!"  That, or the children are a little more evolved than their parents were.  Hmmm...
 
P.S. 5: As far as sequels are concerned, what did I think of Thor: The Dark World, The Hunger Games: Catching Fire, and The Hobbit: The Desolation of SmaugLoved theeeeem=)
 
Thank you for reading my review, please leave a comment and let me know what you thought!  Merry Christmas, Happy New Year, and take care!  =D
 
Hey, I didn't know Spike was in this game!  =O