Difference between revisions of "Osomatsu-kun Hachamecha Gekijou"
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{{Bob | {{Bob | ||
| bobscreen=Osomatsukun_MDTitleScreen.png | | bobscreen=Osomatsukun_MDTitleScreen.png | ||
− | | publisher=[[Sega]] | + | | publisher=[[Sega Enterprises, Ltd.]] |
| developer=[[Sega R&D 2]] | | developer=[[Sega R&D 2]] | ||
| licensor=[http://www.fujio-pro.co.jp/english/ Fujio Pro], [[Kodansha]], [[Studio Pierrot]] | | licensor=[http://www.fujio-pro.co.jp/english/ Fujio Pro], [[Kodansha]], [[Studio Pierrot]] | ||
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| sounddriver= | | sounddriver= | ||
| peripherals= | | peripherals= | ||
+ | | languages={{LanguageList|jp}} | ||
| players=1 | | players=1 | ||
| genre=Action{{fileref|OsomatsuKun MD JP Box.jpg}}{{ref|https://web.archive.org/web/20200720095133/https://sega.jp/history/hard/megadrive/software.html}} | | genre=Action{{fileref|OsomatsuKun MD JP Box.jpg}}{{ref|https://web.archive.org/web/20200720095133/https://sega.jp/history/hard/megadrive/software.html}} | ||
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− | {{stub}}'''''{{PAGENAME}}''''' (おそ松くん はちゃめちゃ劇場) is a [[Sega Mega Drive]] action game developed by [[Sega R&D 2]] and published by [[Sega]]. Based on the Japanese media franchise ''[[wikipedia:Osomatsu-kun|Osomatsu-kun]]'', it was released exclusively in Japan in December 1988, and alongside arcade ports like ''[[Super Thunder Blade]]'' and ''[[Altered Beast]]'', was the first original game developed for Sega's new 16-bit platform. Notable for its overwhelmingly poor critical reception, the game | + | {{stub}}'''''{{PAGENAME}}''''' (おそ松くん はちゃめちゃ劇場) is a [[Sega Mega Drive]] action game developed by [[Sega R&D 2]] and published by [[Sega]]. Based on the Japanese media franchise ''[[wikipedia:Osomatsu-kun|Osomatsu-kun]]'', it was released exclusively in Japan in December 1988, and alongside arcade ports like ''[[Super Thunder Blade]]'' and ''[[Altered Beast]]'', was the first original game developed for Sega's new 16-bit platform. Notable for its overwhelmingly poor critical reception{{ref|https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/}}{{ref|http://shmuplations.com/segahistory/}}, the game gained a cult reputation as one of the worst games on the [[Sega Mega Drive]].{{ref|https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/}} |
− | As ''Osomatsu-kun'' predates the development of the [[TradeMark Security System]], it will only function properly with Japanese or Asian [[Mega Drive]] consoles, or model 1 Mega Drive consoles which lack TMSS (revisions | + | As ''Osomatsu-kun'' predates the development of the [[TradeMark Security System]], it will only function properly with Japanese or Asian [[Mega Drive]] consoles, or model 1 Mega Drive consoles which lack TMSS and does not have a defective RAM (revisions VA1 through VA5.) or with the [[Game Genie (Mega Drive)|Game Genie]]. |
==Story== | ==Story== | ||
− | Osomatsu-kun's five brothers Karamatsu, Choromatsu, Ichimatsu, Jyushimatsu, and Todomatsu have been kidnapped by | + | Osomatsu-kun's five brothers Karamatsu, Choromatsu, Ichimatsu, Jyushimatsu, and Todomatsu have been kidnapped by rivals Iyami and Chibita. Armed with only his slingshot and pachinko balls, Osomatsu-kun sets out to rescue his brothers. |
==Gameplay== | ==Gameplay== | ||
− | The game plays as an action platformer with frequent maze elements, featuring controls that have been unanimously described as "floaty". Osomatsu-kun can jump with {{C}}, fire projectiles from his slingshot with {{B}}, and has access to various items acquired throughout the game by pressing {{Start}}. | + | The game plays as an action platformer with frequent maze elements, featuring controls that have been unanimously described as "floaty". Osomatsu-kun can jump with {{C}}, fire projectiles from his slingshot with {{B}}, and has access to various items acquired throughout the game by pressing {{Start}} and using them with {{A}}. |
===Stages=== | ===Stages=== | ||
Each of the game's three stages is further divided into four segments: the main area, sky area, water area, and underground area. | Each of the game's three stages is further divided into four segments: the main area, sky area, water area, and underground area. | ||
− | {{ | + | {{InfoTable|imagewidths=200| |
− | {{ | + | {{InfoRow |
− | | | + | | title=Round 1: Momotarou no Sekai (Legend of Peachboy) |
− | | | + | | screenshot=OKHG MD Stage1A.jng |
− | | | + | | info1name=Sub Boss |
+ | | info1=Momotarou Chibita | ||
+ | | info2name=Boss | ||
+ | | info2=Enma Iyami | ||
+ | | desc= | ||
}} | }} | ||
− | {{ | + | {{InfoRow |
− | | | + | | title=Round 2: Shirayukihime no Sekai (Snow White) |
− | | | + | | screenshot=Notavailable.svg |
− | | | + | | info1name=Sub Boss |
+ | | info1=Witch Dekapan | ||
+ | | info2name=Boss | ||
+ | | info2=Snow White Iyami | ||
+ | | desc= | ||
+ | }} | ||
+ | {{InfoRow | ||
+ | | title=Round 3: Kyouryuu no Sekai (Prehistory) | ||
+ | | screenshot=Notavailable.svg | ||
+ | | info1name=Sub Boss | ||
+ | | info1=Smilodon Iyami | ||
+ | | info2name=Boss | ||
+ | | info2=Dinosaur Iyami | ||
+ | | desc= | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
}} | }} | ||
− | |||
− | ==Development== | + | ==History== |
− | ''Osomatsu-kun Hachamecha Gekijou'' was originally developed for a | + | ===Development=== |
+ | ''Osomatsu-kun Hachamecha Gekijou'' was originally developed for a 4-Megabit cartridge, but due to chip shortages being experienced by Japan, the game was notably reduced to a 2-Megabit cartridge. To accommodate this, [[Sega R&D 2]] removed the second half of the game entirely, from the levels to the end-game credits.{{ref|https://web.archive.org/web/20180917164355/https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/}} | ||
− | Fujio Akatsuka, author of the original manga, was outspokenly critical about video games and considered them to be a problem plaguing Japanese youth. After the release of ''Osomatsu-kun Hachamecha Gekijou'', the author was so offended by its poor quality that during a meeting with [[Sega R&D 2]], Akatsuka became enraged and threw an ashtray at one of the developers. Confirmed by multiple employees of both [[Sega]] and [[SIMS]] (which many ''Osomatsu-kun'' staff later migrated to), the story of Akatsuka's thrown ashtray spread to other employees within the company, and eventually to the gaming public.{{ref|https://web.archive.org/web/20180917164355/https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/}} | + | [[wikipedia:Fujio Akatsuka|Fujio Akatsuka]], author of the original manga, was outspokenly critical about video games and considered them to be a problem plaguing Japanese youth. After the release of ''Osomatsu-kun Hachamecha Gekijou'', the author was so offended by its poor quality that during a meeting with [[Sega R&D 2]], Akatsuka became enraged and threw an ashtray at one of the developers. Confirmed by multiple employees of both [[Sega]] and [[SIMS]] (which many ''Osomatsu-kun'' staff later migrated to), the story of Akatsuka's thrown ashtray spread to other employees within the company, and eventually to the gaming public.{{ref|https://web.archive.org/web/20180917164355/https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/}} |
− | ==Quotes== | + | ===Quotes=== |
{{quote|[[Sega]] was thinking about what titles to release with its new [[Mega Drive|16-bit platform]]. They ended up losing [[Tetris]], and the titles they did release were just no good. [[Altered Beast]] and Osomatsu-kun… the quality of that one was really “shoddy.” They were worthless titles. For Altered Beast, I wanted to use the same large amount of memory as the [[Altered Beast|System 16 arcade version]]. In that case, it would have been much better. However, when you significantly reduce the memory, the end result is not good. This happened with three or four titles. | {{quote|[[Sega]] was thinking about what titles to release with its new [[Mega Drive|16-bit platform]]. They ended up losing [[Tetris]], and the titles they did release were just no good. [[Altered Beast]] and Osomatsu-kun… the quality of that one was really “shoddy.” They were worthless titles. For Altered Beast, I wanted to use the same large amount of memory as the [[Altered Beast|System 16 arcade version]]. In that case, it would have been much better. However, when you significantly reduce the memory, the end result is not good. This happened with three or four titles. | ||
+ | <br> | ||
At the time, we held this huge promotional event. We had [https://www.wikidata.org/wiki/Q11259796 Seikō Itō] [a Japanese celebrity] there. We announced that the 16-bit era had arrived, and we showed off several games. Everybody there was dumbfounded at how bad the games were. | At the time, we held this huge promotional event. We had [https://www.wikidata.org/wiki/Q11259796 Seikō Itō] [a Japanese celebrity] there. We announced that the 16-bit era had arrived, and we showed off several games. Everybody there was dumbfounded at how bad the games were. | ||
− | When I saw this, I thought that I had made a huge mistake in the design of the [[Mega Drive]]’s architecture. I thought that the hardware was only capable of putting out games like that. A bit later, I saw the shooting game [[Thunder Force II]], which made great use of the specific functions of the 16-bit platform, such as line scrolling. And this was from a third party developer. When I saw that game, I finally felt relieved that I hadn’t been so wrong in the design of the architecture. Up to that point, the titles Sega had put out were worthless.|''Sega R&D Head and [[Mega Drive]] designer [[Hideki Sato]]''|ref={{ref|https://web.archive.org/web/20180917164355/https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/}}}} | + | <br> |
+ | When I saw this, I thought that I had made a huge mistake in the design of the [[Mega Drive]]’s architecture. I thought that the hardware was only capable of putting out games like that. A bit later, I saw the shooting game [[Thunder Force II]], which made great use of the specific functions of the 16-bit platform, such as line scrolling. And this was from a third party developer. When I saw that game, I finally felt relieved that I hadn’t been so wrong in the design of the architecture. Up to that point, the titles Sega had put out were worthless.|''Sega R&D Head and [[Mega Drive]] designer [[Hideki Sato]]''|ref={{ref|https://web.archive.org/web/20240222162610/https://pubs.iir.hit-u.ac.jp/admin/ja/pdfs/show/2155}}{{ref|https://web.archive.org/web/20180917164355/https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/}}}} | ||
+ | |||
+ | ===Reception=== | ||
+ | The game was universally panned for its short length, maze-like gameplay, frustrating controls, abrasive soundtrack, and frequent crashes (only on Mega Drives with the VA0 revision), and has gained a reputation as one of the worst games on the [[Sega Mega Drive]]{{ref|https://web.archive.org/web/20180917164355/https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/}} as well as a cult following as a classic kusoge (shit game). | ||
− | == | + | ==Production credits== |
− | + | {{creditstable| | |
+ | *[[Naoki Aoki]]{{magref|mdfan|20|69}} | ||
+ | *'''Designer:''' [[Yasushi Takeuchi]]{{ref|https://web.archive.org/web/20230714164306/https://twitter.com/okunari/status/1413375677525499904}} | ||
+ | | source=Developer mentions | ||
+ | | console=MD | ||
+ | }} | ||
==Magazine articles== | ==Magazine articles== | ||
Line 81: | Line 105: | ||
==Technical information== | ==Technical information== | ||
− | + | {{mainArticle|{{PAGENAME}}/Technical information}} | |
− | {{ | ||
− | {{ | ||
− | }} | ||
==External links== | ==External links== |
Latest revision as of 11:16, 18 November 2024
Osomatsu-kun Hachamecha Gekijou | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
System(s): Sega Mega Drive | ||||||||||
Publisher: Sega Enterprises, Ltd. | ||||||||||
Developer: Sega R&D 2 | ||||||||||
Licensor: Fujio Pro, Kodansha, Studio Pierrot | ||||||||||
Genre: Action[1][2] | ||||||||||
Number of players: 1 | ||||||||||
Official in-game languages: | ||||||||||
|
This short article is in need of work. You can help Sega Retro by adding to it.
Osomatsu-kun Hachamecha Gekijou (おそ松くん はちゃめちゃ劇場) is a Sega Mega Drive action game developed by Sega R&D 2 and published by Sega. Based on the Japanese media franchise Osomatsu-kun, it was released exclusively in Japan in December 1988, and alongside arcade ports like Super Thunder Blade and Altered Beast, was the first original game developed for Sega's new 16-bit platform. Notable for its overwhelmingly poor critical reception[3][4], the game gained a cult reputation as one of the worst games on the Sega Mega Drive.[3]
As Osomatsu-kun predates the development of the TradeMark Security System, it will only function properly with Japanese or Asian Mega Drive consoles, or model 1 Mega Drive consoles which lack TMSS and does not have a defective RAM (revisions VA1 through VA5.) or with the Game Genie.
Contents
Story
Osomatsu-kun's five brothers Karamatsu, Choromatsu, Ichimatsu, Jyushimatsu, and Todomatsu have been kidnapped by rivals Iyami and Chibita. Armed with only his slingshot and pachinko balls, Osomatsu-kun sets out to rescue his brothers.
Gameplay
The game plays as an action platformer with frequent maze elements, featuring controls that have been unanimously described as "floaty". Osomatsu-kun can jump with , fire projectiles from his slingshot with , and has access to various items acquired throughout the game by pressing START and using them with .
Stages
Each of the game's three stages is further divided into four segments: the main area, sky area, water area, and underground area.
Round 1: Momotarou no Sekai (Legend of Peachboy) | |
---|---|
Sub Boss: Momotarou Chibita Boss: Enma Iyami | |
Round 2: Shirayukihime no Sekai (Snow White) | |
Sub Boss: Witch Dekapan Boss: Snow White Iyami | |
Round 3: Kyouryuu no Sekai (Prehistory) | |
Sub Boss: Smilodon Iyami Boss: Dinosaur Iyami | |
History
Development
Osomatsu-kun Hachamecha Gekijou was originally developed for a 4-Megabit cartridge, but due to chip shortages being experienced by Japan, the game was notably reduced to a 2-Megabit cartridge. To accommodate this, Sega R&D 2 removed the second half of the game entirely, from the levels to the end-game credits.[5]
Fujio Akatsuka, author of the original manga, was outspokenly critical about video games and considered them to be a problem plaguing Japanese youth. After the release of Osomatsu-kun Hachamecha Gekijou, the author was so offended by its poor quality that during a meeting with Sega R&D 2, Akatsuka became enraged and threw an ashtray at one of the developers. Confirmed by multiple employees of both Sega and SIMS (which many Osomatsu-kun staff later migrated to), the story of Akatsuka's thrown ashtray spread to other employees within the company, and eventually to the gaming public.[5]
Quotes
“ | Sega was thinking about what titles to release with its new 16-bit platform. They ended up losing Tetris, and the titles they did release were just no good. Altered Beast and Osomatsu-kun… the quality of that one was really “shoddy.” They were worthless titles. For Altered Beast, I wanted to use the same large amount of memory as the System 16 arcade version. In that case, it would have been much better. However, when you significantly reduce the memory, the end result is not good. This happened with three or four titles.
|
„ |
— Sega R&D Head and Mega Drive designer Hideki Sato[6][5] |
Reception
The game was universally panned for its short length, maze-like gameplay, frustrating controls, abrasive soundtrack, and frequent crashes (only on Mega Drives with the VA0 revision), and has gained a reputation as one of the worst games on the Sega Mega Drive[5] as well as a cult following as a classic kusoge (shit game).
Production credits
- Naoki Aoki[7]
- Designer: Yasushi Takeuchi[8]
Magazine articles
- Main article: Osomatsu-kun Hachamecha Gekijou/Magazine articles.
Promotional material
Physical scans
Sega Retro Average | ||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
53 | |
---|---|
Based on 6 reviews |
Technical information
- Main article: Osomatsu-kun Hachamecha Gekijou/Technical information.
External links
- Osomatsu-kun: The Bizarre Story of the Mega Drive’s Most Infamous Game article by Gryson at Mega Drive Shock
References
- ↑ File:OsomatsuKun MD JP Box.jpg
- ↑ 2.0 2.1 https://sega.jp/history/hard/megadrive/software.html (Wayback Machine: 2020-07-20 09:51)
- ↑ 3.0 3.1 https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/
- ↑ http://shmuplations.com/segahistory/
- ↑ 5.0 5.1 5.2 5.3 https://mdshock.com/2018/09/16/osomatsu-kun-the-bizarre-story-of-the-mega-drives-most-infamous-game/ (Wayback Machine: 2018-09-17 16:43)
- ↑ https://pubs.iir.hit-u.ac.jp/admin/ja/pdfs/show/2155 (Wayback Machine: 2024-02-22 16:26)
- ↑ Mega Drive Fan, "September 1991" (JP; 1991-08-xx), page 69
- ↑ @okunari on Twitter (Wayback Machine: 2023-07-14 16:43)
- ↑ Aktueller Software Markt, "Oktober 1989" (DE; 1989-08-28), page 66
- ↑ Beep! MegaDrive, "February 1990" (JP; 1990-01-08), page 71
- ↑ Beep! MegaDrive, "February 1990" (JP; 1990-01-08), page 1
- ↑ Joystick, "Juillet/Août 1990" (FR; 1990-06-25), page 111
- ↑ Mega Drive Fan, "November 1989" (JP; 1989-10-07), page 49
- ↑ Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 87
Osomatsu-kun Hachamecha Gekijou | |
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Main page | Maps | Hidden content | Bugs | Magazine articles | Reception | Region coding | Technical information |