Chiyonofuji no Ooichou - Famicom (1990)
Chiyonofuji no Ooichou
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Chiyonofuji no Ooichou
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Chiyonofuji no Ooichou
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Also known as "Sendai no Tomio no Daiginnan", this was eveloped by Arc, the same company which eventually went on to create Guilty Gear nearly a decade later. It's quite excellent and innovative, given how the
meters work. The lower meter is a standard endurance meter that raises the
probability of you being eliminated by a move as it lowers. The upper meter is
quite different in this game. If you hold Down during a match the upper meter
will quickly rise, and if it goes past its limit it will go back to zero; moves
can only be executed if your meter is higher than your opponent’s. This
innovation of multiple meters to dictate elements of gameplay would become
standardized in most sumo wrestling games hence. It also includes a much-appreciated tutorial, showing how each move is performed
both in and out of a grapple and gives you a CPU controlled opponent with low
level AI to practice these moves against.
From the intro screen that is modeled after traditional Japanese paintings, to
the chibi-ish character designs, to the music,
Chiyonofuji no Ooichou is presented in a very nice, if spartan, fashion.
Especially nice is the character creation screen where you can customize your
character's face. There are many eyes, noses, and mouths to choose from, so you
can screw around making goofy looking characters.
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Chiyonofuji no Ooichou
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Oozumou
Spirit - Super Famicom (1992)
Oozumou Spirit
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Oozumou Spirit
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Oozumou Spirit
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Although this was developed
by Takara, who most people recognize because of their horrid ports of SNK games,
Oozumou Spirit is easily the peak of Sumo games. Its gameplay is rather different and very difficult to figure out on your own,
so here’s an explanation:
The most important thing to learn is the meters. There are three meters in this
game which take constant attention and modification. The top meter is endurance,
which cannot be affected by the player. The middle meter is for special moves,
which acts similarly to the special move meter in Chiyonofuji no Ooichou The bottom meter is for resistance to your opponent's
moves; if this gets low you are more likely to be eliminated by your opponent's
moves. This meter is also charged with Y, but can not go past its limit and will
change very slowly. Executing a move will deplete both the middle and bottom
meters.
Every button here is assigned to certain kinds of attacks. The Y button, like I
said, is for meter charging. The X button is for moves that drive the opponent
back. The L and R buttons are for slapping the hell out of your opponent. The B
and A buttons are for throws. Pushing the A button will modify your grip on your
opponent's belt. Certain moves are only possible if you have a two handed grip
on your opponent's belt. You can tell what kind of grip you have via a display
showing two hands. If they are both fists, then a two handed grip has been
established. I am not certain if a one hand grip changes anything or not.
Lastly, at the beginning of each match your middle meter will be going crazy.
Tap the Y button to stop it and determine your meter's starting position. After
each tournament you will be rewarded points for character statistic leveling.
Besides than its amazing gameplay Oozumou Tamashii is fairly well-presented.
There are different character profile images for each character. There are nice
looking tournament intro screens. It has a straight forward, no-nonsense visual
aesthetic. All of it is well applied and naturally works for this kind of game.
It’s soundtrack, lightly inspired by traditional Japanese music, is excellent
and a few
MIDI
effects that resemble noises that would actually be heard in a real match. The
music will change for matches against opponents of certain ranks. These other
tracks are a bit threatening, effectively conveying, before a match even starts,
that this guy is going to be more difficult than the others.
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Oozumou
Spirit
Oozumou
Spirit
Oozumou
Spirit
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Super Oozumou - Nessen Ooichi Ban -
Super Famicom (1992)
Super Oozumou - Nessen Ooichi Ban
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Super Oozumou - Nessen Ooichi Ban
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Super Oozumou - Nessen Ooichi Ban
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Of the sumo wrestling games
for the Super Famicom, Namco’s entry is the most appealing to casual gamers
because of its large variety of moves. There are two meters in Super Oozumou Nessen Ooichi Ban. The first meter is a
self-regenerating meter for executing attacks. Health also regenerates here.
What really stands out about the gameplay is that it keeps the player so
attentive. Available moves are specific to whether or not your character is in a
grapple, and when in a grapple specific to what their arm placement is and
whether or not they have a grip on their opponent's belt. Your opponent can
modify these things as well, so it takes constant attention and modification to
achieve a victory. Challenge is ever present here as well. The best
computer-controlled opponents are never easy, even after reaching Ozeki. They
seem to have impeccable records every tournament, making it a challenge to
finish with the best record.
The presentation of this game is excellent. The audio is nice, with more
traditional Japanese-inspired songs. The graphics are outstanding. The
characters are merely pallete swaps, but everything in the game is well animated
and aesthetically pleasing. This makes for an excellent starting point for would-be sumo game
players.
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Super Oozumou - Nessen Ooichi Ban
Super Oozumou - Nessen Ooichi Ban
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Tsuppari Oozumou: Risshinshusse Hen
- Super Famicom (1993)
Japanese Cover
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Tsuparri Oozumou: Risshinshusse Hen
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Tsuparri Oozumou: Risshinishusse Hen
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Tecmo perfected their sumo
wrestling series on Super Famicom with the 1993 release of the sequel to
Tsuppari Oozumo. At the startup screen the first option will begin a tournament. The second
option followed by the first and then the second will start a elimination match
against the computer. In this mode when the health meter is depleted you will
select a wrestler from your pre-chosen stock of five and then start where you
left off against whoever defeated your prior wrestler. This mode has three
levels to compete in. The beach level looks the best, but the level on top of
the Statue of Liberty, which brings Super Dodgeball to mind, allows you to throw
the other wrestler off!
After choosing to begin a tournament, selecting your character from the four
available, and naming, you will begin the first tournament. The gameplay from
the original is more or less retained. Your health meter will no longer
regenerate, however. After a wrestler's health meter is depleted they might be
eliminated if they are hit again. Very simple, very easy to learn, very
approachable. Like in the original, character statistic leveling is automatic
and a skill can be chosen to improve in after each tournament. The only
difference is that movement is restricted to one plane. This is no big deal, as
movement up or down on the screen in the original did not really do anything.
Audio and graphics are fantastic, and appropriate for both the theme and humor
of the game. The novelty of seeing your opponent, or more likely your own
character, sent flying into the air to fall back to the ring and be pancaked
against the ground might not last long, but it’s still fun to watch. I
especially like seeing the anthropomorphic rabbit from the original back reffing
the matches. The craziest visuals, however, are the lightning and when a
wrestler will yank off the other's belt leaving him bare-ass naked!
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Tsuparri Oozumou:
Risshinshusse Hen
Tsuparri Oozumou:
Risshinshusse Hen
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