Ninja JaJaMaru-kun

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Ninja JaJaMaru-kun
File:NinjaJaJaMaru-kun boxart.png
Cover art
Developer(s) TOSE
Publisher(s) Jaleco
HAMSTER Corporation
Series Ninja JaJaMaru
Engine Proprietary
Platforms Family Computer, MSX, Arcade, Virtual Console (Wii, Nintendo 3DS, Wii U)
Release date(s) Family Computer
    Arcade
      MSX
        Virtual Console
        Wii
            3DS
              Wii U
                Genre(s) Action
                Mode(s) Two players alternating turns

                Ninja JaJaMaru-kun (忍者じゃじゃ丸くん Ninja JaJamaru-kun?) is an action game released in Japan on November 15, 1985 by Jaleco for the Famicom and in 1986 for the MSX.[1]

                It was released for Nintendo's Japanese Virtual Console on December 26, 2006 and in PAL regions on September 21, 2007 as part of Ninja Week for the Hanabi Festival promotion. It was released on the North American Virtual Console on October 22, 2007 and was the first time the game made its release outside Japan, in their respective regions. It was the primary inspiration behind Robot Ninja Haggleman, an 8-bit style game in Retro Game Challenge for the Nintendo DS.

                Story

                The game stars the brother of Ninja-kun (from Ninja-Kid).[1] Princess Sakura has been kidnapped by Damazu-Dayuu, and because Ninja-Kun is away on a journey, the task falls to young JaJaMaru-kun.

                Gameplay

                File:Ninja Jajamaru Screenshot1.JPG
                JaJaMaru-kun has stunned an enemy at the center of the screen in the first level of the game

                In the game, the player starts with three lives and can only run, jump and throw shurikens. The game is divided into stages, each with four floors and eight enemies. Sakura-Hime and Damazu are placed, unreachable, at the top of the screen. Enemies use various projectiles, one of which will cause the player to lose a life. If JaJaMaru-kun lands on top of an enemy, it will simply be temporarily stunned and vice versa. Once an enemy is defeated and offscreen, a spirit will appear and ascend to the top of the screen. It can be collected before it has disappeared to receive points, which vary depending on the enemy. Sakura will sometimes drop petals that the player can collect, and Damazu will sometimes run around, dropping bombs. To advance to the next stage, the player must defeat all eight enemies by using shurikens.

                Some bricks yield items. They include:

                • A cart that temporarily makes JaJaMaru-kun invincible and faster. Projectiles and enemies will also be destroyed if touched.
                • A bottled substance that makes JaJaMaru temporarily invincible and able to walk through enemies.
                • A red ball that increases speed.
                • Bombs (which must be avoided).
                • Coins that yield various amounts of points.
                • An extra life.

                If all three types of power-ups are collected, Gamapa-kun, a giant frog, will be summoned, which is completely invincible and able to eat all enemies. If three of Sakura's petals are collected, the player will go to a bonus stage in which JaJaMaru-kun is on the bottom and Damazu at the top. Damazu drops bombs, and the player throws shurikens upward. If the player manages to hit Damazu, bonus points are awarded. If the JaJaMaru-kun is hit by a bomb, he goes on to the next stage.

                In Other Media

                • In Volumen 3, Hobizu was playing a the Ninja-kun (from Ninja-Kid) or JaJaMaru-Kun, is one of the Vídeo Game Characters was Adapted for the Manga titled Our Hobizu Famicom Seminal (われらホビーズファミコンゼミナール Ware-ra Hobīzu Famikon Zemināru?) on 1988 to 1990.

                References

                1. 1.0 1.1 Lua error in package.lua at line 80: module 'strict' not found.

                External links