Difference between revisions of "Osomatsu-kun Hachamecha Gekijou"
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| 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]] |
Revision as of 17:16, 4 November 2024
Osomatsu-kun Hachamecha Gekijou | ||||||||||
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System(s): Sega Mega Drive | ||||||||||
Publisher: Sega Enterprises | ||||||||||
Developer: Sega R&D 2 | ||||||||||
Licensor: Fujio Pro, Kodansha, Studio Pierrot | ||||||||||
Genre: Action[1][2] | ||||||||||
Number of players: 1 | ||||||||||
Official in-game languages: | ||||||||||
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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) | |
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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.
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„ |
— 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 | ||||||||||||||||||||||||||||||||||
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53 | |
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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 |