Showing posts with label gba. Show all posts
Showing posts with label gba. Show all posts

16/11/2012

PIPPA FUNNELL: STABLE ADVENTURE (GBA)

It doesn't always have to be violence and death here at VGJunk, you know. There are some videogames that don't revolve around giving anonymous thugs a variety of interesting new holes, and after rat-a-tat-tatting my way through nihilistic vengeance simulator The Punisher the other day, what could be nicer than a pastoral break in the nature-filled world of equestrianism? So let's relax with Ubisoft's 2005 Game Boy Advance title Pippa Funnell: Stable Adventure, also know as Why VGJunk Should Never, Ever be Left in Charge of a Living Creature.


Pippa Funnell is a woman who is good at doing things on horseback - you know, like making them dance and jump over horizontally balanced poles. Look, I'm a working-class city boy; I'm out of my depth here. Suffice to say, Pippa Funnell is a very horse-y lady, which is unsurprising given that she's called Pippa, possibly the single most horse-obsessed, jolly-hockey-sticks name a woman can have.
In Pippa Funnell: Stable Adventure, you'll be transported into the magical world of horse ownership and you can love them and pet them and play with them every day, but first you've got to create a character. Well, choose a gender at least.


I'm honestly shocked that you're given the option to play as a boy. Does that make me a bad person? Am I really so narrow-minded that the very notion of controlling a young boy in the every-girl's-fantasy world of horse-looking-after-hood surprised me? Well, no, it was less about perceived gender roles and more that I was surprised that Ubisoft even bothered to include the option. I can't imagine Timmy Trott here got chosen much, and he's not getting picked today as I decided to play as the young girl.


Gah! Not sure why the developers felt that selecting a character should be accompanied by an animation of their disturbingly slack-jawed features flashing right before your eyes and then slowly fading to black, but hey: what do I know about style and aesthetics and not having the creepy faces of lobotomised cartoon children flashed against my retinas?
Once you've named your child, you can get straight on with the game - no customisation here, no different outfits to choose from, just issue them with a name and then prepare for the wildest, wettest, most equestrian rollercoaster adventure of your goddamn life!


A farm of my very own! With paddocks and stables and a sizable area that could easily be converted to car parking facilities! It's every horse lover's dream come true, and it's all yours to manage as you see fit.


Pippa Funnell: Stable Adventure is, as you have probably guessed, a business management simulator with a horse-farm theme. SimNag, if you will. Your goals are simple: to have a wonderful and rewarding relationship with your horses, and to accrue as much cash as possible by providing bed-and-breakfast facilities and horse-riding lessons. You pay to upgrade the various parts of your farm, like building new guesthouses, improving your stable facilities and - most thrillingly of all - transforming that barren patch of dirt on the left of the map into a car park that will be the envy of every small-scale horse-rearing business in the Home Counties!


It's an obvious point to make, but I feel I must make it still - this game is called Stable Adventure. Link has adventures. Samus has adventures. The Final Fantasy games? An adventure, every one. But running a small-time horse-wrangling operation? That's not a videogame adventure. It might be in the dismal confines of "real life," where your happiness, lifestyle and future prospects are inexorably linked to how well you do at persuading people to come and look at your horses, but for a videogame? Nah, I'm not buying it. Not until my horse saves a kingdom from an evil overlord or something.
Oh yeah, I have a horse! I should probably go and meet my horse!


Damn, that's one miserable-looking horse. I've only owned her for a day and already I've broken her heart, but she's bravely trying to smile through the pain. She's probably just distressed that I bought her, took her away from her old home and dumped her in this barely-functional fly-by-night operation that doesn't even have a proper car park yet.


So, this is my horse. Her name is Zora, she's twenty years old and her square, lidless eyes speak of hard life filled with sights better left unseen. She'll fit right in on the VGJunk Ranch!
Oddly, you don't get to name your horse. Surely that's the first thing you'd want to do with your new horse? How can I bond with the horse if I don't get to name it? What if you received your new horse and it had the same name as the kid who bullied you mercilessly at school or that slapper your dad left your mum for? What then, huh? Straight down the knacker's yard, that's what. Luckily for Zora, it's a name I can live with and she gets to stay. But she's sad, so what can I do to cheer her up?


Well, I can rub her. Success? She's smiling, at least, but then she was smiling when she had the giant "I HAVE A BROKEN HEART!" icon over her head so I guess that doesn't count for much. I think she's just humouring me as we both stand here, the awkward silence broken only by the swishing of the brush, both parties desperate to get away from each other. Forget that, though - I'm playing a game about horses and I want to go for a ride, dammit!


Beg pardon? I have to "absolve a training unit"? Slow down, I'm not hip to all this horsey lingo. A lot of the text in Pippa Funnell: Stable Adventure is like this, as though it was translated from a non-English language by someone who wasn't really that enamoured with the job. What this means, though, is that before I take Zora out on the road, I have to pass a test to make sure I can trot from left to right and hop over the occasional barrier.


Oh yeah, now we're gettin' to the good stuff. For a game promoted by a famous horse rider, the actual riding of horses seems to make up a very small percentage of this game, but it is there and before you can explore it further you have to pass this test and make it to the end of the course without touching any of the fences.
This was harder than it sounds, for several reasons. Firstly, I was marvelling at sub-1998 Flash animation graphics. Poor Zora moves like a blob of Marmite forlornly dripping down a concrete wall. Secondly, it took me a long time to figure out that you can make your horse run faster by pressing the R button. Until then I'd been trying to clear the hurdles at a walking pace, which was not going well. Zora certainly seemed to be having a rough time of it, a suspicion that was confirmed when I got back to the stable and discovered she'd sprained her ankle.


One ride we went on. One ride! Zora is far too delicate a creature for my ruthless brand of horse management. Well, there's nothing for it but to call the vet.


He's listed as a doctor. He's not a doctor, he's a veterinarian. He needs to learn his place, but first I'll let him diagnose Zora's problem, despite the game already telling me she has a sprained ankle.


Good work there, Doc. Really appreciate your input. You're truly a luminary in your field.
Poor old Zora is out of commission for a few days, and as I don't have any other horses I suppose I'll have to do some of the tedious office-based tasks that'll help me expand my empire. Let's have a look who else we can call on the office phone besides the not-Doctor, shall we?


First is the breeder, and I gotta say he really does look like the kind of man who knows a lot about horse sex. I say "man", I think he's some kind of horse-breeding Nosferatu who has descended from his mountaintop castle to help these horses get it on.
I should point out that the second icon isn't "inject adrenaline into your horse's heart like that scene from Pulp Fiction," that's the button you press when you want to breed two horses. They use a syringe, you see. I personally would refer to it as a "Love Syringe," but that's why I'm not a horse breeder.


You can also call the blacksmith to re-shoe your horses. Does he look Welsh to you? He looks Welsh to me. Not in a derogatory way, he just looks like a Welsh guy who enjoys rugby and is a dab hand at nailing things to horse's feet. Sadly, he suffers from the same deformity of the forearms as Popeye. There is no known cure.


Oh, and there's this woman who sells you things, like nicer brushes for brushing your horse with. I'm not sure why the character designs suddenly went from "sort of cartoony" to full-on purple anime hair, black lipstick and huge boobs, but there you are. Maybe they let the work experience kid design this one and he plucked her straight from his DeviantArt account.
After messing around for a few days, talking to the various people you can call, upgrading some buildings, buying some advertising and breaking ground on the car park project, Zora was finally well enough to ride again and I even managed to pass the test. Your reward?


The ability to take your horse out for a ride in a variety of scenic locations!


You could visit the countryside, where even the cows in the background are too bored to pay attention. Actually, I think they're looking at that faintly phallic cluster of trees in the background, which makes sense because it's by far the most interesting thing in this game so far.


You can go to the beach. There's, um, sand? And the occasional lighthouse.


Or maybe the forest is more your thing? Pick whichever one you like, there's no difference between any of them and every ride is the same as the test - trot from left to right, jumping over fences, trying not to die of boredom. If you came into Pippa Funnell: Stable Adventure expecting a game about horse-riding then you'll be disappointed, because that aspect is a barely-functional waste of time that you'd have been embarrassed to play in the days of the ZX Spectrum, never mind in 2005. No, the game is really all about the business management side of things, and in that regard I think it does okay. It's obviously not the deepest business simulation out there, but for a handheld game aimed at a younger audience I think it holds up okay, even if it is a bit too easy.
Too easy, he says. Ha ha. Now watch in horror as the wheels come right off.


As soon as I managed one full ride, Zora came down with the 'flu. Brilliant, that means I've got to call the doctor out and have him tell me that she's got the 'flu and then give me, I dunno, a trough full of Beechams or something. Fine, let's call him up... hang on, what's that icon on the right?


Oh. Oh, I see. Castration, sure, cool. Pippa Funnell: Stable Adventure is a videogame where you can pay a small, bearded man to castrate something. This process is called "gelding," apparently. Here's a tip: if you're squeamish, and especially if you're squeamish and male, do not visit the Wikipedia page on gelding. There are... photos. Brutal photos. Did you know that when castrating livestock, a device called an Emasculator is often used? It does exactly what you think it does. It also sounds like the name of a villain from a fetish comic, (or the hero, if that's your bag,) which is not something you can often say about veterinary tools.


I know I'm joking about this - and if I can't joke about castration, then what else is there? - but it's also kinda cool. Videogames have a wide reach. A huge, expansive reach. Sure, a lot of them are about killing things with guns or recreating sports, but whatever your interests are there will probably be some video or computer game that accommodates them if you look hard enough. Wanna drive a bus? You can do that. Go scuba diving? That too. Run a horse business and do all the things that a horse business entails? Well here you go, kid, just don't blow all your money on upgrading the car park. I don't have a deeper insight here, I just think it's cool.


Not so cool is the news that the RSPCA is onto me for not looking after my horse properly. I was hurt, scared, confused - I thought I'd been doing an okay job! I cleaned Zora's stable out, I let her recover from her many and various illnesses before forcing out on rides, I even bought a new brush to rub her with at huge personal expense, but nothing seemed to work. Desperate, I started looking at replacement horses, suspicious that Zora was trying to undermine the business.


You can buy horses whenever you like as long as you have the room for them, and they come in three genders - male, female and males that have known the remorseless embrace of The Emasculator. I wanted to buy Alejandro the Stallion because, c'mon, he's a stallion called Alejandro! Sure he's the colour of beetroot and his flowing mane is cast in pure and shining yellow, but he's much better than Aiden. Who calls a horse Aiden? In the end it was a moot point, because in my relentless quest to create Europe's most advanced car park I had spent all the money and I couldn't afford a new horse.


Then came the fateful day that Zora was taken away from me due to my neglect. To be honest, I wasn't sad to see her go. I'm not a horse person, and Zora was more trouble than she was worth. However, without any horses to bring in the customers the VGJunk Ranch quickly began losing money at an alarming rate.


Still, the new office looks nice. It'll be a pleasant place to hang myself after failing to recoup my crippling debts.
And that's pretty much all I got out of Pippa Funnell: Stable Adventure, and while I'm obviously well outside the key demo for this one I can at least that that it didn't seem so bad. The core of the game, the business management side, felt relatively competent and just about right for the kind of age range it was targeting. The horse riding sections, however, are pretty abysmal - enjoyment-free fun-vacuums that feel less bolted on and more hastily applied with magic marker seconds before release. If you're really desperate for a stable simulation, there are probably better examples out there, but for a GBA game this isn't quite as horrible as it could have been.


Oh, and I eventually figured out what I was doing wrong. I forgot to feed my goddamn horse. I was not kidding when I said I should never be left in charge of a living creature. In my defence, the "feed horse" option was hidden deep within three layers of menus, there doesn't appear to be any indication of your horse's hunger and at no point did I receive a warning saying "I dunno man, maybe you should give that horse some food or something?" or anything of the sort. Well, I did get that warning from the animal home, but they didn't tell me what I was doing wrong - they just sat, and watched, and whispered "okay, if he doesn't give that horse some food in the next four or five days, we'll swoop in and get her" between themselves, and I'm the villain here? No way, man. I'm out of the horse game for good. Next time, it's back to shooting things with guns.

24/03/2011

PYUU TO FUKU! JAGUAR: BYUU TO DERU! MEGANE-KUN

Before I start, I just want to say that, yes, there are mushrooms in this game. Mushrooms that look like penises. See?

Okay, now we've hard a good laugh at that, let's get into Konami's 2004 everything-'em-up Gameboy Advance title Pyuu to Fuku! Jaguar: Byuu to Deru! Megane-kun. Enjoy that title while you can, because I sure as hell won't be writing it out in full again.

Pyuu to Fuku Jaguar is based on a manga called, well, Pyuu to Fuku Jaguar. The manga revolves around the titular Jaguar, a musician so talented he can play any instrument to perfection. Sadly, he only wants to play the recorder.

As to the plot of the game, I couldn't tell you. Obviously it's all in Japanese, but as is so often the case with Japanese games being able to read Japanese probably wouldn't make the plot any less baffling. So, I decided to just dive in and start a new game.
It's a street! In Japan! and there's Jaguar, running back and forth, jumping occasionally and attacking with his recorder. It plays like a standard side-scrolling platformer... for now. Soon enough, an enemy hoves into view. It's a sumo wrestler!

Or maybe not. What, just because he's a fat Japanese man in his pants, he has to be a sumo wrestler? You racist. Maybe he has a glandular problem, and someone just mugged him and stole his clothes. I hope that's not the case, because I just battered him to death with a flute. Seems like it's be adding insult (and injury) to injury. The stage is over very quickly, and that's PtF's modus operandi: themed worlds broken into four or five very small stages, perfect for portable gameplay.

After the intro stage, it's onto the first world proper, which is an ancient Japanese temple-slash-floating walkway storage area. There are ninjas and angry-looking dogs to fight, if you're into that kind of thing. The gameplay changes here from being a side-scroller to free-roaming, the first of PtF's many gameplay shifts. The gameplay's nice, with smooth movement and combat, even if it is a little simplistic, and I'm having a jolly old time until I get to area two and encounter these... things.

It's a duck with arms and a cat's head, holding a sword. Not much you can say about that, really. Not much you can say that won't get you locked in a rubber room, anyway. Just beat it with your recorder and move on, don't question it and whatever you do don't look into its beady little eyes.
In addition to your flute, you can also use one of the penis-mushrooms you have so lovingly collected to summon a helper. There's a girl in pink who you can see in the picture above; she helps you out by clobbering enemies, and you can call a guy who throws rocks. You can also summon a disturbingly underdressed Astroboy homage, complete with this rather odd cutscene:

The reasons for PtF not receiving a Western release are becoming clearer.
The next area sees you traversing a maze of floating platforms while being attacked by what I think are evil dolls. Mind you, I think all dolls are evil. When you wake up one morning with your mouth sewn shut and buttons delicately stitched into place where your eyes used to be, a rag-doll whispering "our revenge beginsssss" into your ear, don't say I didn't warn you.
There's a boss fight: it's against one of those duck-cat things. Except he's, y'know, bigger. I accidentally killed him before I could get a picture, but if you're really desperate to see it, just take that picture of the catduck above and zoom in 200%. Lazy, Konami. Anyway, world two!

Underground caverns! Adorable fish-men! Goddamn woodlice falling on your head! After dashing through this short side-scrolling section, it's on to a spooky pirate ship.

There's a widdle skweton with a widdle sword. Dark magic may animate his decaying bones into a blasphemous mockery of life, but that doesn't stop me wanting to give him a hug (the same thing is true of Sir Patrick Moore). The ghost ship has more of an exploration element that previous stages, with lots of little rooms that you can enter to get treasure and to try and escape this cursed ship of death! If you're looking at it and thinking "well golly gee that sure looks a lot like Castlevania", then yes, yes it does.

The next stage is decidedly un-Castlevania­-like, because it's an underwater swimming stage. Ugh. I hate swimming stages. They're slow and boring and exist only as an excuse to make the game more difficult by making your character respond to your commands as though they've just swallowed a wheelbarrow full of temazepam. However, PtF redeems itself somewhat by having obstacles that aren't anything as boring as a sea-mine or a jellyfish: oh no, they have cartoon giraffes breathing the pocket of air trapped in an upturned drinking glass. Of course! It's so obvious. Now my plan for an all-giraffe sea invasion of France can begin! I can tell you this much - they'll never be expecting it.
After the swimming, PtF gives up any pretence of not being Castlevania.

I'm not sure how I feel about this. One the one hand, it smacks of Konami lazily retrofitting the GBA Castlevanias to make up a large portion of some licensed game they probably don't care about.

On the other hand, I love Castlevania.

I think my love for Castlevania wins through in the end, mostly because the fishmen have an animation where they fall on their sides and flap around like a freshly beached trout.

The boss is a huge yellow demon wearing a Klan-style pointy hat and his y-fronts. It has to be said that this is not the most menacing combination in the world. He fights a lot like the Balore bosses from, you guessed it, Castlevania. Except in his pants. And in the Klan.

The next world, and it's back to the top-down free-roaming stuff in a jungle environment that sort of reminds me of Secret of Mana. Obviously it's not as good as Secret of Mana, but it does have evil totem poles. What is it with fucking totem poles? Every time they appear in a game, they're always there to screw you over. They're never helpful or friendly, and they frequently have access to advanced laser weaponry. I guess the native Americans got the last laugh over the White Man after all.

Then you're in an Egyptian temple. If videogames have taught me anything, it's that the ancient Egyptian civilisation was entirely based around filling all their buildings with deadly traps, usually involving timed jets of fire and falling masonry. So it proves in PtF, the same as it ever was and forever shall be. Still, it could be worse: it could be a minecart level.

After a quick dash around a treetop maze, Jaguar finds himself heading through a bazaar. This bazaar in noteworthy for two reasons. First of all, look at the enemies in the picture above. If you're looking for an enemy that makes a swimming giraffe in an upside-down cup look normal, a depressed-looking pig wearing shorts and boxing gloves who sits dejectedly in your path and attacks by firing snot at you will do it.
Secondly, the music. It's a homage to The A-Team!



Which is odd, because there's literally nothing in this stage that would remind you of The A-Team. If you were riding around in a black van and maybe getting hired if people could find you I'd understand it, but you do nothing of the sort. Unless there was an episode I missed where Hannibal and the team fight an army of mournful boxing pigs, I'll just have to chalk it up to whimsy.

Oh, and the boss is a giant enemy crab. I don't think I need to add anything more.
On to the next world, and I hope you all have your nostalgia goggles firmly affixed, because this is NES World!

Aww, isn't that nice. Yes, Konami went the whole hog in giving PtF an eight-bit makeover, even giving this stage a rather jolly chiptune soundtrack:



And it's always nice to see the Moai heads make a return. The first stage has Jaguar travelling through a series of doors that warp him around the stage. Sadly, a shift to NES aesthetics also means a regression back to eight-bit gameplay mechanics, and the whole stage is a tedious slog, culminating in a decision to hide the final door in a hole that would normally kill you if you fell into it. So, if you fancy giving PtF a try, that's my one piece of advice to save you from getting caught in a long, dull loop: jump down a bloody hole.

The next area is a maze full of locked doors, and you have to collect the keys to progress. That's all well and good, but rather frustratingly you spend 90% of the stage waiting for elevators. Just standing there, waiting for a slow-moving pink block to come close enough for you to jump on before it begins its inexorable upward climb. Except, you mistimed your jump, and now you have to wait for the elevator to come back around and you realise that you're distractedly trying to slit your wrists with the GBA's (sadly) rounded edges.
Then there's a box-puzzle section that repeats the same puzzles several times but with more boxes and is pretty dull, but then it gets a bit better with the next stage...

...because it's just Zelda. There's not much more I can add to that, except to say that it's a fun section of the game, even if the disturbing catducks have made a return.

The final stage of the NES World is a rather accurate recreation of an 80's one-on-one fighter, specifically Konami's own Yie Ar Kung Fu, in which Jaguar has to battle several opponents to proceed. Now, I have no idea if they're characters from the manga, but I'm going to go on record as saying that this "Blee" fellow is obviously the coolest because he has a "regent" style hairdo. The most impressive thing about this stage is that it really does feel like you're playing a forgotten arcade game; the only difference is that it's possible to complete this one.

The NES World is complete, and the graphics go back to the way they were, and suddenly you're in space! Luckily, Jaguar came prepared with a jetpack, and that's a problem. PtF has been straddling a line for the whole game, with my opinion of it balanced between "good fun with nice parodies" and "lazy and frustrating", but this stage is tipping it towards the latter. You see, this stage has you floating in space, using a jetpack to get around. Okay, that's fine. However, Konami simply took the (already shonky) underwater mechanics and simply changed to graphics from underwater theme to space theme. This means you can't control Jaguar properly and you're constantly being dragged downwards, which sort of defeats the purpose of a jetpack in the first place. Why don't you just walk!? There's a perfectly serviceable floor right there. It would have been quicker that trying to navigate the stage using a jetpack that appears to consist of a random assortment of fireworks crammed into a duffelbag.
On the plus side, the background looks like Cybertron. Hey, I'll take my comforts wherever I can find them.

There are a couple more standard platforming stages, including the one above with what looks like a Metroid in it. Hey, Mr. Metroid. I still remember Metroid II, and as revenge I'm going to beat you to death with this flute.
You know what I said about the jetpack stage? Forget it, PtF is redeemed by the next stage.

It's a remake of Gradius' first stage, further establishing that all things are improved with a liberal sprinkling (or wholesale recreation) of Gradius; see also this. Jaguar rides around on... something and attacks by firing energy out of his flute, hurr hurr. There are volcanoes and Moais with ripple lasers, and at the end you have to face...

Big Core: Giant Ninja Head Edition! Well, it had to be a Big Core of some description, right? You know what to do. Sadly, once the boss is destroyed it's back to regular ol' non-Gradius reality and a battle with a robot head with legs coming out of its ears.

I'd like to point out the placement and shape of his gun. That is all.

Once he's dead, the final final boss arrives. I think it's a ninja in a Victorian bathing suit riding the head of the previous boss, although I will admit that is open to other interpretations. He fights be extending tentacles of deadly light and spinning around like some demented disco octopus. The way to beat him, and in fact the way to beat every boss in this game, is to stand right next to him and mash attack. It's no Demon's Souls, that's for sure, and almost as quickly as the fight starts, it's over and Jaguar is victorious.

Pyuu to Fuku is an odd game, and not just because of its bizarre source material. At times it feels shallow and rushed, which is par for the course for a licensed game for a handheld console based on an obscure manga. But then, surprisingly, it's still good fun. the graphics are solid and the music is often very nice. Lazy, sure; copying Castlevania feels like an easy way out, but luckily my huge stockpiles of affection for Castlevania saw me through. In the end though, I think the Gradius stage swung it for me. Conclusion: time spent playing PtF was not time wasted. Just.

VGJUNK Archive

Search This Blog

Followers