22 June, 2009
Shin Megami Tensei 4-Panel Gag Battle Part 1
08 June, 2009
Black Frost x1 appears!
01 June, 2009
Trio the Punch - Never Forget Me...

Released: 1989
Published by: Data East
Genre: Beat-em-up
Platform: Arcade, ported to PS2


Wait no Weebles wobble but they DON'T fall down ugh this is all wrong :(


Michelangelo's Dying Slave is really delighted that you have so many continues. Just look at that happy smile!

Trio the Punch really is a great game for fans of the weird. It requires zero attention span, but a lot of patience--it should be mentioned that the collision detection in this game is utterly wonky; you'll often hit when it looks like you should miss and vice-versa, and hitting the top of an enemy or projectile won't hurt you, but send you bouncing away until you're on solid ground again. For all the ridiculous fun this game has to offer, it gets 4.5/5 cursed sheep on the GTPU weird-o-meter.
25 May, 2009
GTPU 2009 Cosplay Special











19 May, 2009
Pu-Li-Ru-La

Released: 1991
Published by: Taito
Genre: Beat-'em-up
Platforms: Arcade, ported to FM Towns Marty, Sega Saturn, PlayStation, PS2
[Note: Sorry for the late update. It was a holiday weekend up here in the frozen tundras.] Well, looks like it's the second week in a row of Taito-developed games! But they do deserve to be in the spotlight, as this week's game Pu-Li-Ru-La is a short but sweet classic weird game. What starts out as a seemingly saccharine fairy tale story turns into a surreal mess (though still admittedly saccharine) in which the two heroes Zac and Mel fight robots, clowns, and angry bamboo shoots to save their homeland of Radishland.
The basic premise behind the game is that each town in Radishland has a key that controls the flow of time, and these keys have been stolen by an evil mastermind, subsequently stopping time. For some reason all sorts of bizarre baddies are roaming around in the frozen towns, and when you kill them they turn into ADORABLE little fuzzy animals that you can, uh, run into to collect points. The combat is pretty simple, Zac and Mel have only one attack (club dudes over the head with a Magic Stick) and can use up to three magic spells per life, which are randomly selected and usually pretty awesome—at one point Mel used a spell that one-hit KO'ed the stage boss and moved us right along to the next level.
If I could have only posted one screenshot to sum up the magic of Pu-Li-Ru-La, this would be it.
While it might sound like a pretty run-of-the-mill sidescrolling beat-'em-up so far, the fun of the game starts in around level three when the world takes a sharp twist for the strange and surreal. Levels are littered with photos of real people blocking the screen or interacting with the characters (for example, a room in which a sideways face on the wall licks your heroes with a giant cartoon tongue). Demonic mosaics replace the storybook towns of the beginning of the game. The game explains in broken English that Radishland is being twisted by a megalomaniac's dreams, and while it's allegedly referring to the final boss, we can probably safely assume it applies to the game designers themselves. It's amazingly fun wondering what sort of monstrosity the next level will hold.
Wait, wait, wait... I don't think this is quite what I signed up for when I started playing this game.
Pu-Li-Ru-La's certainly a bit of an anomaly in the gaming world. It seems, for all intents and purposes, to have been targeted at a pretty young audience, judging from the pastel colours, cutesy characters, and difficulty level—it only takes a handful of credits to beat. And yet, there's something so off about it. It was obviously a pretty successful venture for Taito, as it was ported to four different consoles (!) between 1991 and 1997. It's extremely short, taking probably less than fifteen minutes to beat, but there's just so much to take in that you'll probably find yourself coming back to it. It's a shining example of the really weird arcade games that were coming out in the '90s, perhaps because it's something pretty much anyone with a taste for the offbeat can pick up and enjoy.
Pu-Li-Ru-La gets 4.5/5 nightmare fantasy worlds on the GTPU weird-o-meter. Give it a try, I promise you won't be disappointed. Now if only Taito would get around to making a sequel...
11 May, 2009
Takeshi no Chousenjou

Released: 1986
Published by: Taito
Genre: Action/Life Sim (?)
Platforms: Famicom


If you can't read Japanese, you might not be able to tell, but I'm about to divorce my wife, and she's about to try to beat me to death.


Hey, it's the main character's funeral. Hopefully you can enjoy this austere scene, because you'll be seeing it a whole lot over the course of playing this game.

You might be wondering by now why anyone would want to play this game, but trust me, there's something irresistable about it to a fan of unusual games. I heartily recommend that everyone give it a try, just to soak in the sheer absurdity of it. Takeshi managed to play a joke on the gaming community--and judging from the fact that people are still talking about it more than 20 years later, it was a pretty awesome joke. Takeshi no Chousenjou gets 4/5 henpecked salarymen on the GTPU weird-o-meter.
04 May, 2009
Zunzunkyou no Yabou
Released: 1994
Published by: SEGA
Genre: Shooter
Platforms: Arcade
How many times have you mused to yourself, "Boy, I wish there was a game out there where I could play as a Buddha on a religious crusade throughout the world--no, the universe"? Well, thanks to this bizarre mid-90s SEGA release, your wish has come true! Zunzunkyou no Yabou can be summed up in that one sentence, for better or worse.


Think of India as the birthplace of Buddhism and a rich cultural history? Sorry, Zunzunkyou no Yabou is here to show us it's actually just a big desert full of buxom naked ladies and dancing skeletons.


Ah, France. Home to circus animals, Egyptian tilework, and of course, Pierrot the Clown. Where else could you find all these things in one place?

Despite all this, Zunzunkyou has found a permanent home with me, and for some unknown reason I find myself coming back to it now and then. It gets 3.5/5 racist stereotypes on the GTPU weird-o-meter, mostly because if nothing else it'll make you smile, and you can beat it in about fifteen minutes.
28 April, 2009
It's coming...
In the meantime, make game suggestions! We wanna hear what strange games you want us to suffer through. See you soon.