Monday Morning Box Art: Tare Panda Gunpey

Monday mornings suck. Here’s some box art to make it better.

The flagship game for Bandai’s Wonderswan was Gunpey, a puzzle game named after Gunpei Yokoi, who led the development of the Game Boy, Virtual Boy, and Wonderswan. The player has to swap tiles containing lines and connect them to make one big line.

Tare Panda Gunpey is basically the same, except there are pandas. In other words, it’s way better.


X play review gunpey


Alternate poster design for Fangamer’s Beginnings art show, inspired by Nintendo’s Donkey Kong.

Donkey Kong is, in my mind, the first real Nintendo game, marking the first appearances of Donkey Kong & Mario, produced by Gunpei Yokoi, and with the direction, design & art of Shigeru Miyamoto. This alternate version is meant to focus on the development team & statistics as much as the game itself.


I just purchased a brand new boxed Wonderswan Gunpey Ex box set

A Wonderswan is a Japanese handheld created by Gunpei Yokoi

Who is that you ask? well was the mastermind behind the early Game & Watch games, the original Gameboy and the infamous Virtual Boy.

The Virtual Boy failure caused him to resign from Nintendo in ignominy and create his own company which created the Wonderswan.

There were three models.

Wonderswan (Monochrome Screen)

Wonderswan Color (Color Screen)

Wonderswan Crystal (Better Color Screen)

Sometimes it’s a good idea to take a break from the action/adventure, shooters, and sports games that dominate the gaming market. Sometimes it’s fun to challenge your mind with an enriching puzzle game. But, sometimes puzzle games have horrible, repetitive music, awful replay value, or just don’t make a very good video game. This month, Michael Gray asks What is your least favorite puzzle game?

What puzzle game do YOU like the least? The GameCola staff responds on this month’s Q&AmeCola!


New Post has been published on Game Reviews

Gunpey - Sony PSP

External image

SONY PSP Puzzle Games | Gunpey – Sony PSP Gunpey is a new kind of musical puzzle game where you flip lines and flip the music. In this one-of-a-kind puzzle experience, your objective is to flip the lines, located in squares, to connect them over five columns. Connecting lines from left to…

El gran mentor de Nintendo.
CREADORES: Gunpei Yokoi

Nuestros amigos de Low Definition continúan produciendo material de excelente calidad sobre las grandes figuras de la industria de los videojuegos en su excelente serie CREADORES. En este capítulo que les comparto hoy hablaremos de una de las mentes más brillantes de la compañía Nintendo, padre del Game & Watch y del Game Boy, el gran Gunpei Yokoi.

Este capítulo es algo especial, ya que soy yo mismo quien esta de invitado y les hablaré sobre esta figura. Espero que lo disfruten y no dejen de ver el resto de los capítulos de esta serie en el canal de Youtube de Low Definition.

Otros posts de Low Definition, Game Boy, Game & Watch

anonymous asked:

Read the Iwata obituary. It really got to me, his death combined with how things are going with Nintendo. Underpowered esoteric hardware. Software that doesn't understand what made it's franchises work, or is otherwise far up its own ass. It hurts because I had the cliche Nintendo childhood but objectively, they were always doing something weird in an industry that seemed content with blindly regurgitating the same homogenized pretentious concepts, even if what they did wasnt necessarily better

Their hardware is under-powered because that’s cost-effective. Jeremy Parish had a really great video about this recently, about Gunpei Yokoi’s contributions to Nintendo, and the joy he apparently took in whittling hardware down to its absolute barest essentials.

This often resulted in hardware that was missing features compared to their competition. For example, in the days where Nintendo made toys, Yokoi designed a remote controlled car that could only turn left. This cut manufacturing costs extensively, but also allowed Nintendo to sell to a wider range of consumers, and it ended up being very profitable for them as a result.

That should sound familiar.

Even after Yokoi left Nintendo, even after he was tragically killed in a car accident, even after Nintendo itself changed presidents, this was a philosophy Nintendo valued seemingly above all others: strip everything else away and leave only the bare heart and soul of what really matters.

In that regard, it’s no wonder we all view Nintendo as being so far “behind the times.”

They aren’t. They’re just really, really, really shrewd when it comes to identifying what is part of an experience’s “soul.” And even now that Iwata is gone, I don’t expect that will change.

(If you missed it, the Iwata obituary this anon speaks of was written by me over here)

We got ourselves some fuel and now we’re back on our way toward the southeast! That wizard told us she’d cook up some shil so long as Cram helped her with the magic. She thought he needs to be more wizardy. Tomka wasn’t fond of the idea, but Gunpei was like- 

 Yeah- I know right? That’s what I’ve been saying. 

 Eventually Tomka let Cram do it, and after a crazy magic light storm, we had ourselves some fuel. As we left, the wizard shouted to Cram

Keep on with that magic. If you end up hurting the people around you, it’s probably their fault or something.

Yeah, not the best advice- but hey, we got fuel!

Game Appraisal 2

Student Name: Gunnar Dykstra Erickson
Today’s Date: 8.21.15
Game Title Examined: Gunpey
Year of Publication: 1999
Game Publisher: Bandai Namco
Game Developer: Koto Laboratory
Game Genre: puzzle
Type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?): flat game board with background pictures

Perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character: top down looking onto the game board

Gameplay – what does the player have to do?

The player has to move their cursor around the board in order to arrange line segments which are constantly pushing up from the bottom of the screen, once the player aligns the segments into a line crossing from one side of the board to the other, it disappears and the player receives points, this continues eternally until a piece goes past the top of the screen
Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.

its not so easy to understand right away what to do, you’ll have to fuss with it a bit before you completely understand.
Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)

the gameplay is patterned in that there will always be pieces pushing up on the same board, but the pieces that appear are chosen completely randomly.
What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published?

the game is simple but not too simple, the platform it was on was 16 bit i believe so it could handle many colors and moderately advanced audio. 

Describe your views about the game from the point of view of
a) ease of play
takes time to understand, but is easy to play

b) enjoyability
very fun to play, easy to get lost in like tetris

c) level of engagement/immersion

somewhat. its a puzzle game so theres not much ‘immersion’