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Ninja Jajamaru-Kun
Front cover of Ninja JaJaMaru-kun package.
Front cover of Ninja JaJaMaru-kun package.
Developer(s) Jaleco
Publisher(s) Jaleco
Series JaJaMaru
Platform(s) Famicom, MSX, Arcade, Virtual Console
Release date(s)  JPN
Famicom: 1985
MSX: 1986
Virtual Console: 2006
North America
Virtual Console: 2007
Genre(s) Action
Mode(s) Two players alternating turns
Rating(s) CERO: A (All ages, Virtual Console rating)
ESRB: E (Everyone, Virtual Console rating)
Media Cartridge
Input methods Joystick

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 Nintendo Entertainment System and in 1986 for the MSX.

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.

Contents

Story

The game stars the little brother of Ninja-Kun (This game was a spinoff of the game Ninja-Kun). 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

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.
  • 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.

Series

  • Ninja JaJaMaru-kun - Famicom, 1985/MSX, 1986
  • Jajamaru no Daibouken - Famicom, 1986
  • Jajamaru: Ninpou Chou - Famicom, 1989
  • Oira Jajamaru! Sekai Daibouken (Maru's Mission) - Game Boy, JP 1990; US 1991
  • Jajamaru: Gekimaden - Famicom, 1991
  • Ninja Jajamaru: Ginga Daisakusen - Famicom, 1991
  • Ninja Jajamaru-kun: Onikiri Ninpou Chou - Saturn/Playstation, 1997
  • Ganso Jajamaru-kun - Wonderswan, 1999
  • Ninja Jajamaru-kun DX - Jaleco Gyaresso (mobile phone), 2003
  • Jajamaru Jr.: denshou shiru (Jareko moa ri kou) - Game Boy Advance, 2004
  • Ninja Jajamaru-kun: Pen wa Ken Yorimo Kyoushidegozaru - Nintendo DS, TBA 2007

External links

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Strategy wiki

Up to date as of January 23, 2010

From StrategyWiki, the free strategy guide and walkthrough wiki

Ninja Jajamaru Kun
Box artwork for Ninja Jajamaru Kun.
Developer(s) Jaleco
Publisher(s) Jaleco
Japanese title 忍者じゃじゃ丸くん
Release date(s)
Genre(s) Action
System(s) NES, MSX, Windows, Wii Virtual Console
Players 1-2
Preceded by Ninjakun
Followed by Jajamaru no Daibouken

After Jaleco ported Ninjakun to the Famicom and MSX home computers for UPL, they went ahead and developed their own sequel to the game, apart from the official sequel that UPL developed, Ninja-Kid II. It was called Ninja Jajamaru Kun which roughly translates into "stubborn round little ninja". The sequel contains many of the elements found in the original game, except that it scrolls horizontally instead of vertically. Like the original game, after the first two rounds, each round contains seven normal enemies and one more difficult boss enemy. And like the original game, you must jump and fall to different levels, taking the enemies out with throwing stars.

This game was the start of the "Jajamaru" series for Jaleco. After it was released for the Famicom, it was converted for play in the arcade using Nintendo's Vs. arcade system, under the title Vs. Ninja Jajamaru Kun, which contains different character sprites for two of the enemies for reasons unknown. It was also developed for the MSX home computer. In 2004, the game was included as one of five Famicom games in Jajamaru Jr Denshouki Jaleco Memorial for the Game Boy Advance. It was also released for the PC as part of an anniversary series of retro games. The PC release uses the two altered sprites found in the arcade version as opposed to the original sprites from the Famicom version. In 2007, the game was released for download on the Wii Virtual Console (only in Japan).

Story

When Princess Sakura is kidnapped by the "Catfish Pirate", she requests the help of Ninjakun, who defeated the evil army at Demon Castle. However, that ninja is away for training, so the request falls to his younger brother. Ninja-Jajamaru-Kun accepts the challenge and heads out to each of the Catfish Pirate's many hideouts in an attempt to rescue the princess from his clutches. But the pirate has an army of demons ready to deal with him.

Table of Contents

Gameplay summary

  • Ninjakun starts out in the center of the lowest level of every stage. Eight enemies will be distributed throughout the stage, two to a floor initially.
  • Ninjakun must defeat all eight enemies with his throwing stars without being struck by any of the enemies' projectiles.
  • In stages 3 through 24, one enemy will be one degree of strength higher than the other seven.
  • Ninjakun may touch or bounce off of any enemy, but he will lose a life if he is struck by an enemy projectile.
  • If the player bounces on the enemy's head, the enemy will be stunned. The reverse is also true.
  • In order to rise from one level to another, bricks in the floor must be broken by hitting them with Ninjakun's head.
  • Some broken bricks will reveal power ups or bonuses for Ninjakun to collect. Occasionally however, they contain bombs that must be avoided.
  • If Ninjakun collects three different power ups, he will receive the ultimate power up, the giant frog summon ninja technique.
  • Princess Sakura will throw one Sakura petal down to the floor per stage. If Ninjakun collects three of them, he will be taken to a bonus stage where he can directly fight against the Catfish Pirate himself.

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